That's for sure but now for a good 60 percent of the jobs you can get away with eevee. Like earlier it was a bit of a task getting good looking product renders with eevee, now it's a breeze
I still use cycles for final renders and eevee for quick animations. I’m glad eevee is getting more development, It'll be awesome to do everything in real time raytracing some day.
I know someone will ask this: you cannot tint the transparency node unless you change the render method to "blended" which takes away the ray traced refractions from the glass node in that material. But you can create another material, this one with only a transparent node connected and it's render method to "Blended"; use a 2nd solidify modifier with the Material Offset at 1(this tells the new created surface to use the next material on the list) and that's it, you can now change the transparency color of the 2nd material and you'll keep the reflections and refractions of the 1st material.
Thanks so much for this and of course for all the other amazing tuts you constantly deliver!! Any chance you could give some guidance to fill the glass with a transparent liquid?
thank u so much for making this i wonder how do people memorize like all the geometry nodes and know where to use them its kinda hard for me and i have to end up watching a tutorial
Checking the ray tracing and raytraced transmission doesn't change anything for me, any idea if I need to have something activated from before? Or maybe my pc doesnt have the requirements to see it?
I feel like the only issue is that this omits proper glass refraction where everything gets reflected upside down and distorted. Loving the new Eevee Next tho!
You don't need a transparent shader. You can control the transparency via alpha, as well as fresnel. But it is not very realistic. If you activate raytraced transmission in the material settings, the caustics disappear. It is not nice to do without it. Is there a solution for this?
Instead of using the Fresnel node like in the video, use Layer Weight node and connect it's Facing output to a color ramp and then that factor to the mix shader for the glass and transparent shaders, that will get rid of the hard line between the glass and transparency. and the Sphere Thickness gives better results to anything that's mostly curved surfaces like the three objects used in the video, Slab works better for windows or cubes, basically any surface that is mostly flat.
I tried this, the glass looks amazing, but I tried using it as a bubble with a dark object inside it... the object inside the sphere just disappears, regardless of which IOR I select. Any ideas?
Can this be exported to FBX for use in Unreal Engine? Can you do this without turning on Raytracing and Raytraced transmission. I do not want to rely on raytracing for mobile game development 3d assets.
Materials in UE5 work different to Blender materials, you will have to recreate them in UE5 after exporting the models and textures from Blender. There may be a way or add-on for export materials from blender to UE5 and have them recreated automatically but that I don't know.
@Ryan King Art ,there is an problem in blender 4.2 evee when in switch to solid mode to render rendered mode or material preview mode the software is closing but when i swith to cycle its coming but non problem everything is good storage,upgrade,cpu gpu everything is good and upgrade but still happening can you solve this even in cycles when i switched to material preview mode the software is closing i didn't created anything its an fresh defualt open scene
Its not really a complex glass shader that I expected from tutorial. and overall its sad eevees glass shader is still bad without changing things. all render engines has a special glass shader for realtime glass and behaves more like real glass but we keep playing with its translucency :(
@@RyanKingArt Its okay, its simple and helpful for beginners :)) I just wished there were something more complex that make it so close to cycles glass :))
*Free Download - Realistic Eevee Glass Shader:*
• Gumroad: ryankingart.gumroad.com/l/eevee-glass
• Patreon: www.patreon.com/posts/108395753
my eyes even started to water here. best tutorial in the universe
thanks!
I tried all those steps in the beginning but it still looks solid.
Same, I have followed 3 tutorials now... Doing in in Eevee and in Cycles
@@user-eh8jx9bn9u Do you have "Raytraced Transmission" enabled?
And as for "Cycles" glass materials won't show up in the solid viewport.
It might be that you don't have "Raytraced Transmission" enabled.
This new Eevee is so much better than the old one.🎉
yes!
other tutorials all use the same methods over and over, but you use a method which makes glass look like actual glass. Thank you for this!
glad you like it!
you are my blender Wikipedia!!!!!!!!!!!
haha thank you
thanks!! the new raytracing on eevee is super cool, i dont have to wait for 30 hours for cycles anymore for good looking glass anymore
new eevee is good, but cycles is better :)
Say it to my graphic card 😅
That's for sure but now for a good 60 percent of the jobs you can get away with eevee. Like earlier it was a bit of a task getting good looking product renders with eevee, now it's a breeze
CYCLES MAKE ME GO KABOOM
I still use cycles for final renders and eevee for quick animations. I’m glad eevee is getting more development, It'll be awesome to do everything in real time raytracing some day.
I know someone will ask this: you cannot tint the transparency node unless you change the render method to "blended" which takes away the ray traced refractions from the glass node in that material. But you can create another material, this one with only a transparent node connected and it's render method to "Blended"; use a 2nd solidify modifier with the Material Offset at 1(this tells the new created surface to use the next material on the list) and that's it, you can now change the transparency color of the 2nd material and you'll keep the reflections and refractions of the 1st material.
SUCH a good tutorial, thank you so much! im finding it kinda hard to find tutorials for blender 4.2 lately
thanks for watching
@@RyanKingArt no prob. I used this tutorial for an assignment. I wanted the windows to look right lol
you really are a King Ryan
thanks
This tutorial is amazing! Thank you, you rock!!
thanks!
That was awesome...Straight and to the point and covered all the bases. Thanks!
Glad it was helpful!
phenomenal, just what my render needed :)
welcome!
Thanks so much for this and of course for all the other amazing tuts you constantly deliver!!
Any chance you could give some guidance to fill the glass with a transparent liquid?
maybe I can make a video on that sometime
Good tutorial, but did you change from sphere to slab, since a glass sphere does really invert the image?
thank u so much for making this i wonder how do people memorize like all the geometry nodes and know where to use them its kinda hard for me and i have to end up watching a tutorial
Great Tutorial for the new Blender. Thank youuuu
welcome!
Yes, more EEVEE in 4.2 stuff !!
Thank you so much, this video really helped me a lot
glad it helped!
Thank you!
You're welcome!
good tutorial!! conveys the information excellently
thanks!
good tutorial
thanks!
brilliant, as always
Great tutorial. Just about the glass ball. It's more realistic for the image inside to be flipped upside down.
Ahh yes, for some objects it might be better to use sphere instead of slab. thanks 👍
Thanx for this ❤
Why u didn't use the node wrangler shortcut for mixing the two nodes?
much love ryan C:
thanks!
i followed the tutorial but have this weird forest trail texture unstead of it being see through any advice on how to fix this?
broo ty soo much for helping us
welcome!
Everyone take a shot when ryan says "more realistic" 😂. But in all seriousness thanks for the great content!
Lol thanks
Checking the ray tracing and raytraced transmission doesn't change anything for me, any idea if I need to have something activated from before? Or maybe my pc doesnt have the requirements to see it?
I feel like the only issue is that this omits proper glass refraction where everything gets reflected upside down and distorted. Loving the new Eevee Next tho!
You don't need a transparent shader. You can control the transparency via alpha, as well as fresnel. But it is not very realistic. If you activate raytraced transmission in the material settings, the caustics disappear. It is not nice to do without it. Is there a solution for this?
Instead of using the Fresnel node like in the video, use Layer Weight node and connect it's Facing output to a color ramp and then that factor to the mix shader for the glass and transparent shaders, that will get rid of the hard line between the glass and transparency. and the Sphere Thickness gives better results to anything that's mostly curved surfaces like the three objects used in the video, Slab works better for windows or cubes, basically any surface that is mostly flat.
how do i add this "background" that you're using? the one that has a lot of "+" signs
I tried this, the glass looks amazing, but I tried using it as a bubble with a dark object inside it... the object inside the sphere just disappears, regardless of which IOR I select. Any ideas?
I'd like to point out that the glass sphere (if full) should indeed project the image upside down
Ahh yes I guess you are right
@@RyanKingArt still an awesome tutorial tho, thank you for these 👌
i was wondering why my glass had that odd gray shadow inside of it, then I realized it was the world's lighting. Adding an HDRI Fixed it.
glad you found a fix for that.
@@RyanKingArt well, your tutorial helped a lot with it :)
Thanks for your work
I like Eevee cuz it's fast
👍
Good
Thanks
When I add a color to my background plane it cause the glass to have the same colour as the background. How to fix this.
Nice!
Thanks!
I am trying to make an Omega 3 pill, was thinking about "Why I don't make a glass? But it is not working, really need help with a tutorial haha
how about the bevel in eevee?
Do we need to credit you in any way if we use this material for commercial purposes?
Nope you don't have to credit me.
there is a wavy texture in my glass and I don't know how to fix it :(
Can this be exported to FBX for use in Unreal Engine? Can you do this without turning on Raytracing and Raytraced transmission. I do not want to rely on raytracing for mobile game development 3d assets.
Materials in UE5 work different to Blender materials, you will have to recreate them in UE5 after exporting the models and textures from Blender.
There may be a way or add-on for export materials from blender to UE5 and have them recreated automatically but that I don't know.
@Ryan King Art ,there is an problem in blender 4.2 evee when in switch to solid mode to render rendered mode or material preview mode the software is closing but when i swith to cycle its coming but non problem everything is good storage,upgrade,cpu gpu everything is good and upgrade but still happening can you solve this even in cycles when i switched to material preview mode the software is closing i didn't created anything its an fresh defualt open scene
Tnx a lot!
😭A-and... Nothing! Do you need like RTX gpu for it? Or why might it just goes "no"? I'm stuck... Somebody, please, HELP!😭
Fantastique
👍
Sadly this has some issues when applying the glass mixed with other shaders on an object
looks better
it look like cycle reslut
gnome chompski
what?
Its not really a complex glass shader that I expected from tutorial.
and overall its sad eevees glass shader is still bad without changing things. all render engines has a special glass shader for realtime glass and behaves more like real glass but we keep playing with its translucency :(
sorry you dont like it
@@RyanKingArt Its okay, its simple and helpful for beginners :)) I just wished there were something more complex that make it so close to cycles glass :))
Hey Ryan I want to talk with you.
you can contact me on my website contact page