OK guys, I have finally signed up to patreon and added a bunch of initial content there - including many .blend files of recent tutorials [along with THIS VERY TUTORIAL you are watching right now] for all "Silver Monkeys" to download! "Gold Monkey" Patrons also get free access to all current and future (!) material packs! Check out patreon.com/chrisp and THANK YOU for supporting this channel!
i'm searching the link to download the file of this vidéo... but ALL LINK here are to pay a subscription... i just want the file please "free for patrons" clic and oh you need to pay a subscription... i'ts normal to have cashback of your work but "you can download the finish file in the desciption of the vidéo".... NO i can't.
After I learned how to get rid of the reflections the first time for a project after watching this video, I've started to experiment in other ways I can use this tool for my desired results. Much appreciated tutorial Chris!
You are incredible. Another great tutorial that will be so helpful as my own Blender knowledge develops. Once again, I can only offer words of thanks at the moment. It hardly seems sufficient for your time and extremely valuable help. Rest assured, I will buy you lots of coffee when my own project starts to fund itself. I really cant thank you enough. THANK YOU! Dg
6:47 I was a bit confused about why the light streaks are considered direct glossy rays but the reflections of the same lights on the ball are indirect although they appear to be one-bounce-rays also. :P But then I realised that they were actually secondary bounces from ball to floor and back. I rarely have light bounces over 1 since I usually don't strive for realism but maybe after this tutorial I could get back to it. :D Fingers crossed, I hope they make the whole procedure easier in Cycles. More light controls are needed. :P Also more light controls in Eevee would be super good. Shadow catchers and hiding objects from SSR etc. :) Also thanks for that Fstoppers video link :D
We take the ball from the "complete" image anyway... that's why it has ALL of the reflections on it... the indirect reflections are just for the reflection of the ball in the ground plane. And yes, it is much too complicated in cycles but with that node setup (especially the advanced one with the ability to tune the reflections) it is OK I think
Dude this is so so good and you are so easy to follow along with. Thank you!! Please Keep creating!! You saved my day.. Do you ever create hyperrealistic products? EDTs?
wow thank you Chris, I am migrating from Maya to blender and I use to use light linking for Maya and was just a couple clicks now in Blendere is quite more complex but still good. Thanks for your tutorial (you sound Danish are you from Denmark) cheers!
This tutorial is good for showing what Blender can do in compositing in general. Pretty much anything. A pity they can't just add a light link functionality. I don't know how simple it would be to do, otherwise I am sure somebody would have made a light link plugin by now.
Hi, please help. I have a water droplet with a second water sim surrounding it, but the reflection from the outer water is causing the droplet to look too bright, meaning the intentional spot-light reflection I have on the droplet doesn't stand out with little contrast. I find the compositing and nodes very hard to understand, but would your method work on transparent material like glass and water? I want the droplet to pick up light from the scene, just not the outer water sim. I am stuck.
I don't think there is a "do this and that" kind of answer for this. However, maybe Cryptomattes can help you isolate the material and combine different viewlayers ... or something LOL
Is it possible to exlude the HDRI from certain objects ? I have a scene where i want the groundplane to reflect the objects but not the HDRI lightning.
I have been playing with perfecting the "reflection catcher" and I think I will make a tutorial soon and I will include removing the environment reflections from the "stage" while keeping them in the main subject! Stay tuned...
Hello! In your video you explain very well how to do it with lights within the scene, but and with an HDRI? How do I make a collection and disable the view layer of an HDRI? My idea is to eliminate only the reflections on a surface and not in the rest of the scene. A greeting.
It is much easier to render the object and the floor separately and mix them on photoshop, it would be nice to have a picker to select what reflects on what, this method works well but it is waaaaaay to complex to solve a simple problem
Depends a lot on the situation. If you are working with animations and render farms for example, you can save a lot of time compositing inside blender. Of course you could take it to after effects or another video editing software, but in some situations it's time demanding and a pre-setup like this can save you a lot of work time. Plus, you get to see the final result on pre-renders before the final full resolution animation.
Started the video saying how painful and troublesome photographers go about removing unwanted reflection and whatnot.. But in CG we shouldn't have to do that, right.. then proceed to a tutorial showing a painful and troublesome process to more or less removing unwanted reflection and whatnot.
Hey chris, you are doing amazing tuts, I am a packaging designer & I need some serious help with some problems in blender. If you can contact me I can share more details about the issue :) Thanks
OK guys, I have finally signed up to patreon and added a bunch of initial content there - including many .blend files of recent tutorials [along with THIS VERY TUTORIAL you are watching right now] for all "Silver Monkeys" to download! "Gold Monkey" Patrons also get free access to all current and future (!) material packs! Check out patreon.com/chrisp and THANK YOU for supporting this channel!
i'm searching the link to download the file of this vidéo... but ALL LINK here are to pay a subscription... i just want the file please
"free for patrons" clic and oh you need to pay a subscription... i'ts normal to have cashback of your work but "you can download the finish file in the desciption of the vidéo".... NO i can't.
After I learned how to get rid of the reflections the first time for a project after watching this video, I've started to experiment in other ways I can use this tool for my desired results. Much appreciated tutorial Chris!
Very cool - thank you!
Thx
You save me a decade
Thank alot
im sorta new to blender so this is really advanced stuff but came across a project to which this was needed so its very useful. thank you
Extremely useful tutorial! Thank you!
I agree. I am coming from cinema4d and this has answered a lot of questions I had about separate pass rendering options.
Awesome tutorial thanks mate!
You are incredible. Another great tutorial that will be so helpful as my own Blender knowledge develops. Once again, I can only offer words of thanks at the moment. It hardly seems sufficient for your time and extremely valuable help. Rest assured, I will buy you lots of coffee when my own project starts to fund itself. I really cant thank you enough. THANK YOU! Dg
Thx for your VERY encouraging feedback!
Nice tutorial 👍
thx!
Wowowowowowow. I love that!
Blender needs to implement light linking ASAP
Agree.! 😂 Break light same as maya
yes, it's a must have! using render layers would be overkill
6:47 I was a bit confused about why the light streaks are considered direct glossy rays but the reflections of the same lights on the ball are indirect although they appear to be one-bounce-rays also. :P But then I realised that they were actually secondary bounces from ball to floor and back. I rarely have light bounces over 1 since I usually don't strive for realism but maybe after this tutorial I could get back to it. :D
Fingers crossed, I hope they make the whole procedure easier in Cycles. More light controls are needed. :P Also more light controls in Eevee would be super good. Shadow catchers and hiding objects from SSR etc. :)
Also thanks for that Fstoppers video link :D
We take the ball from the "complete" image anyway... that's why it has ALL of the reflections on it... the indirect reflections are just for the reflection of the ball in the ground plane. And yes, it is much too complicated in cycles but with that node setup (especially the advanced one with the ability to tune the reflections) it is OK I think
Dude this is so so good and you are so easy to follow along with. Thank you!! Please Keep creating!! You saved my day.. Do you ever create hyperrealistic products? EDTs?
Thanks
Awesome!
spectacular sharing. thank you master
Hi chris. I sent you an email. Did you check it?
wow thank you Chris, I am migrating from Maya to blender and I use to use light linking for Maya and was just a couple clicks now in Blendere is quite more complex but still good. Thanks for your tutorial (you sound Danish are you from Denmark)
cheers!
... Austria 😁
Nice
wait you can save geometry nodes set up as a blend file and use it for future projects?
Yes
@@chrisprenn would love to see how that's done that's so fascinating
This tutorial is good for showing what Blender can do in compositing in general. Pretty much anything. A pity they can't just add a light link functionality. I don't know how simple it would be to do, otherwise I am sure somebody would have made a light link plugin by now.
Why can I give only 1 like? This is easily worth 10 likes!
thx! :)
This is why we subscribe to this channel right? Thank you
Hi, please help. I have a water droplet with a second water sim surrounding it, but the reflection from the outer water is causing the droplet to look too bright, meaning the intentional spot-light reflection I have on the droplet doesn't stand out with little contrast. I find the compositing and nodes very hard to understand, but would your method work on transparent material like glass and water? I want the droplet to pick up light from the scene, just not the outer water sim. I am stuck.
I don't think there is a "do this and that" kind of answer for this. However, maybe Cryptomattes can help you isolate the material and combine different viewlayers ... or something LOL
thanks this is great but how to also remove the hdri reflections from the ground plane?
Wow, thats cool, but in maya you can just turn off special checkbox. :))))
For my lights, I don't seem to have that Cycles Settings tab in the Object Properties. How did you get that tab?
well things have moved around in Blender through the different versions and UI updates but I believe everything is still there ... somewhere ;)
Is it possible to exlude the HDRI from certain objects ? I have a scene where i want the groundplane to reflect the objects but not the HDRI lightning.
I have been playing with perfecting the "reflection catcher" and I think I will make a tutorial soon and I will include removing the environment reflections from the "stage" while keeping them in the main subject! Stay tuned...
@@chrisprenn Thats Great ! Looking forward to it :)
Check out the new video: ua-cam.com/video/AGoATLxsdsc/v-deo.html
What about animation?? Do I need to do this for each and every frame that consists that object ??
Hello!
In your video you explain very well how to do it with lights within the scene, but and with an HDRI?
How do I make a collection and disable the view layer of an HDRI?
My idea is to eliminate only the reflections on a surface and not in the rest of the scene.
A greeting.
bro, great video and I feel so dumb
Please help. My concrete object started to reflect background color. Do not know how to fix
Great tutorial as always 👍 You may smile a little bit if you’re talking to the camera 😉
You are absolutely right... that whole "talking to the camera" thing is still very unfamiliar to me.
But you’re doing really well 👏
after render in compositer i saw nothing select nothing ????
please make tutorial on hair dynamics and hair collision
wow ... not at all my speciality - I always struggle with hair :(
and what if i want to render video
How do you remove it on eevee?
I don't think that's possible...
how to get output ???
That's an awesome solution, thank you for that. But I have a question: Wouldn't it double the render time as it has to render 2 images instead of 1?
Yes render times are increased!
: ( I wish just break links of the lights to each object.the blender method looks complex
It is much easier to render the object and the floor separately and mix them on photoshop, it would be nice to have a picker to select what reflects on what, this method works well but it is waaaaaay to complex to solve a simple problem
Depends a lot on the situation. If you are working with animations and render farms for example, you can save a lot of time compositing inside blender. Of course you could take it to after effects or another video editing software, but in some situations it's time demanding and a pre-setup like this can save you a lot of work time. Plus, you get to see the final result on pre-renders before the final full resolution animation.
So this is essentially Multi passes like in Cinema4d. Cool but seems like a lot of trial and error to get the right setup you want.
But how in animation 🙄
Hi Chris, I found different solution of the problem: blenderartists.org/t/finally-a-way-to-remove-unwanted-reflections/1270721
Started the video saying how painful and troublesome photographers go about removing unwanted reflection and whatnot.. But in CG we shouldn't have to do that, right.. then proceed to a tutorial showing a painful and troublesome process to more or less removing unwanted reflection and whatnot.
Hey chris, you are doing amazing tuts, I am a packaging designer & I need some serious help with some problems in blender. If you can contact me I can share more details about the issue :) Thanks
1.75 speed up.
that's why that exists ;)