Blender cycles continuous glass dispersion
Фильм және анимация
LuxCore: luxcorerender.org/
Cycles glass shader:
Gumroad: cgvertexdigital.gumroad.com/l...
Blend Swap: www.blendswap.com/blend/27713
Eecee glass shader:
Gumroad: cgvertexdigital.gumroad.com/l...
Blend Swap: www.blendswap.com/blend/25759
Пікірлер: 175
excellent tutorial, don't stop, the community will love this
@cgvertex
3 жыл бұрын
This must be an April Fool's joke, right? However, thank you, I really appreciate it. And you can be sure that I will continue! You should know that there would be no CG Vertex without you. So thanks. P.S. Don't watch my previous videos, I shamelessly used the same music as you. P.P.S. I don't regret it!
@ne99234
3 жыл бұрын
@@cgvertex no its true. excellent shader breakdown.
@debjitmajumdar769
3 жыл бұрын
CG Vertex and Default Cube ma men be ruling!
@tez_l
2 жыл бұрын
You jinxed it cube he disappeared
@NirmalveerSingh
2 жыл бұрын
and he stopped
Quantifying the dispersion with the white noise is a really smart idea, great video!
This is one of the best dispersion tutorials I've seen so far. Great work
Spectacular precision in this video. Long life to you, to your graphics card, and to your KZread Channel.
"Your honor, the blender tutor clearly stated, because of the amount of sodium in the air, I was unable to see the yellow light."
This is a truly amazing approach that goes beyond skills.
Wow men! You are not just a blender-user but a blender-scientist o.o amazing investigation dude!
Since I use eevee I got problems a lot. After I met your channel I became happy again. Thanks. This is amazing too.
This is a genius approach.
Wow, The Blender community does not cease to amaze me. Keep up the good work!
hay bro thanks for including the short history of the sodium, It happened that recently I watched a vid about disneys lost tech and how the merry poppins was shot. Conclusion, foto/video/kinimatografers have to shoot 99% on the Orange backdrops, the light costs of course but most important is the coated glass/crystal that separated the orange from the rest of the colors. Once more thax for the blending tips.
i hate physics, but it's people like you that show me why it's useful.. the most amazing pbr glass material ive encountered on the internet.. well done sir!!
Wow! The tutorial and community feel so advanced.
Nice technique, I had previously used the 'separated' method, using 3 glass shaders, but now I will swap to this. Great work.
@stanley8006
2 жыл бұрын
How did it go? Did it go as well as illustrated or were you not able to get it to work? I have heard other people couldn’t get it to work and im paranoid that i am waisting my time if i try to attempt this
@stanley8006
2 жыл бұрын
Sorry its just how i go i prob know its not that bad but still hearing from you would be good assurance
Fantastic technique, well done!
Thanks! Short and easy to understand! Best tutorial i could found!
Fantastic, the white noise was the key to success and the result looks brilliant. I implemented mine slightly differently but would never have got there without this video. I am also going to work on getting the violet end of the spectrum into the mix without compromising the white of the base material. I think it can be done by including it between the blue and black, and then putting the inverse colour (opposite side of the optical colour wheel) between the black and red at the other end. I'll try that first anyway. Thank you!
I tink could be used wavelenght node instead to the color ramp: White Noise may be connected to Map Range and this one to wavelenght node. The map range is from a min of 0 and from a max of 1 to a min and a max that correspond at the waveleght of light that you want. Blender limits are 380 and 780 (nanometers) that correspond approximately to the visible spectrum, but the mid tone seems darker then it should be connectet to another node to increase the tone like bright / contrast or similar. The result is fine and maybe more realistic, but this node can be applayed only in cycles and not in Eevee. In this mode could be simulated a coloured photographics filter, for example an orange filter that blocks all light less than 600 nm.
@stanley8006
2 жыл бұрын
This sounds amazing.... is there any image you can show to see the difference in this method? also have you achieved this more realistic dispersion for evee. Tell me more this is an exelent coment
Brilliant and clear tutorial thanks for taking the time to share
simple and brilliant, mind blown
Great video! thank you. I added the white noise color spectrum solution to the lighting. It makes the light less theoretical.
BTW should be interesting to see more actual Luxcore Tutorial from the Blender community.
Great research and super clear explication.
I love your tutorials!!
This is such a clever way to do it! Now there is no way back to the old three material method.
@cgvertex
2 жыл бұрын
Thank you! To be fair, the three shader method is still much faster, unless you use eevee.
HE IS BACK!
love this tutorial. currently i am into compare octane dispersion. and i think octane is better. but i guess cycle can control it more accuratively. thanks
Great tutorial!! Super useful. Thanks
Thanks for the great tutorial! I hope you make more! :)
Thank you so much for this. Around 18 months ago I followed that 45-minute glass set-up tutorial. About 40 minutes in he says something like this is only any good if your GPU is powerful enough. At that time I was using a 5-year-old laptop so I just quit.
Wow! So genius!
YOU ARE THE BEST Thank u so much for enlightening me
Thank you, excellent tutorial. The material is gorgeous, but boy is it a pain to render. I made a glass breaking animation, at 128 samples and 400 frames, it's about a 20 hour render. I wish I could do more samples, the glass could definitely use it.
@avfx111
Жыл бұрын
If only there was the ability to adjust samples for individual types materials ( like there was for light bounces)
This was excellent!
This is the one dude, thank you
Nice idea and it's quicker than using 3 shaders for each color, but the result is little muddy thanks to noise texture.
this is amazing
The tutorial is amazing. But how did you do the depth of field with the glass ball and the HDRI? It looks really cool.
wow this is amazing! :)
Very cool! Thanks!
Holy. Crap. This is amazing
great video! ;)
Wow, thanks for the tutorial I learned a lot! I wonder why mix shaders? This could be done with principled BSDF?
Great tutorial! Do you recommend any specific cycles render settings to get rid of the noise in the dispersion? I think I've tried pretty much everything so far 😅
If you want to use the full color spectrum, there is a very easy way to do this! In the Color Ramp node, set Color Mode to HSV and Interpolation to Far. Create a point to the far left that's set to (1, 1, 1), and another point at the far right set to (1, 1, 1). You should have a full color spectrum. You don't need black colors at the ends.
@rusticagenerica
2 жыл бұрын
Fabulous !
@lawrencedoliveiro9104
Жыл бұрын
Or why use a colour ramp at all? Why not use Combine HSV and synthesize the components yourself?
@bank8489
11 ай бұрын
this was covered in the video
@xXWhatzUpH8erzXx
11 ай бұрын
@@bank8489 In the video, he uses RGB colors spread out with black points at the end. My method does this procedurally, which gives you a more uniform distribution of all colors instead of just RGB and colors that are linearly interpolated between those 3
@bank8489
11 ай бұрын
@@xXWhatzUpH8erzXx yeah but didnt he show the technique you describe toward the beginning
This is epic!
great tutorial!
Blender have an amazing communit and amazing people, thanks.
We can actually use the full spectrum if we correct the final resulting color using RGB curves!
Very, very nice. Thank you!
This is truly amazing. I tried to use the material with the default settings, but my results are super different from the video and I don't know why. I used it on a cube and the whole cube is filled to the top with color, it's the opposite of a subtle glass effect.
@makeandbreakgames1791
Жыл бұрын
I got that too and found that I had plugged in "color" instead of "value" on the white noise texture
Great man! Thanks very much!
excellent tutorial
So helpful!! Thank you
you can use transparency with color value greater than 1 to create fake but really fast caustics
Great video.
非常感谢您的分享~
nice , thank you!
Wow. Just wow.
Very great tutorial thank you so much! Will this render slower than a normal glass shader?
@cgvertex
Жыл бұрын
Thank you. Unfortunately it's way slower than normal glass.
fabulous thank you
amazing. So easy even i did it!
so goooooooood
This is awesome, how did you get the laser lighting to work? I'd like to test my node setup
@cgvertex
3 жыл бұрын
Thanks! Well the laser light was tricky, and it is not really a laser but it works ok. The node setup for the light is included in the blendfile if you want to play with it. The material is called Material. 🤦♂️
@cgvertex
3 жыл бұрын
I quite like your videos BTW. Keep it up!
And I did another test: by changing the R\G\B color value to 2in the color ramp, the result shows about it's 19% brighter than pure white.
Great tutorial! You have mentioned 40mins for a single image. How much do you estimate it would be with Luxcore? Have you tried to compare them?
@cgvertex
3 жыл бұрын
Thanks! No, I didn't compare them, but at 1:00 you can see how fast is Luxcore in the viewport. I believe you can get a nice dispersion with luxcore is a matter of minutes.
thank youu ^^
Thank You
Thank you
Hey I found a solution to the color ramp, in order to get to a greater 'white'. Setting the ColorRamp's mode to 'HSV' and color interpolation to 'Far', you're able to set both end point colors to a solid red and the interpolation fills in a color wavelength
@rusticagenerica
2 жыл бұрын
Priceless !! Can you make this tutorial work with Blender 3.1.x on Linux?
@danielliberty7559
2 жыл бұрын
but then the edges are not black (there will be red twice) :(
This is science!
At this point, the whole video is like a physics documentary. Not a blender tutorial video anymore
@cgvertex
5 ай бұрын
And is that a good thing?
@MinhChou
5 ай бұрын
@@cgvertex This thing is more than good, this is great. Love the effort
best tutorial ...
EXCELLENT
ILY
So you are the Kip Thorne for blender
I'm speechless
Will this add-on work with Blender 3.1 as well?
how to maker glass dispersion behind a glass which without dispersion?
wow cool
Could you please add it to the BlenderKit ? Thanks
is there a way to use the luxcore in blender 3.0 btw great video
@cgvertex
2 жыл бұрын
Thanks! As far as I know, luxcore does not currently support blender 3. But I think it's just a matter of time.
My glass shape ended up having a dark tint to it.
Holy shit that's smart
I got a very dark glass, almost black. My glass has a thickness to it, I can barely see the environment looking from inside the glass but when I look from outside the two sides get added and renders almost black :( btw thanks for this tut, I'm reverting to my 3 RGB glass dispersion version, but I'm very sad this one don't work because the separated dispersions is annoying, anyone having the same issue?
@cgvertex
5 ай бұрын
I'll check it out. This was more of a proof of concept, but I'd like to make an optimized version in the future.
I just WOW
BIGGGGG THANKSSSSSSSSSSSSSS can i know how do you study to make material like this ? i am confused ,i just can use other people material tutorial to make something thankss
@cgvertex
3 жыл бұрын
Thanks! I usually just imagine what I want to create and then look for a way to achieve it. Trial and error plays a huge role in this process.
I replicated your node structure exactly the way you arranged them but unfortunately it doesn't seem to work in Blender 3.0. Also the "add' node doesn't seem to be in the 3.0 either.
@nathanimagination
2 жыл бұрын
if you slowed down the video you can see he typed "Math" in the search bar, you can find it then.
Thank you for your tutorial! What a pain in the ass... Switch to Cinema or 3ds max. You can achieve the same effect in one click there.
In welcher Version von Blender haben Sie das geschafft?
Don't know if I'm doing something wrong but this doesn't seem to work in blender 4.1, any help?
@cgvertex
8 ай бұрын
Hi, I just downloaded blender 4.1 and opened the blender file from gumroad. Everything seems to be working fine. Where exactly did you run into the problem?
wow
I've tried making something like this in arnold for a while now but with volumetric lights. Sadly the engine doesn't really work that way and the beam of light itself doesn't actually get affected by the prism, it doesn't scatter and doesn't change directions. It's the same reason lasers bouncing across mirrors won't work. is there any way to do what you've done here, but with a volume and the light being visible in the air, not just on surfaces (like the pink floyd album cover) I'm just a student so i have limited knowledge, please correct me if i'm using incorrect terminology or if something was lacking in my question :)
@cgvertex
9 ай бұрын
I guess cycles is quite similar to Arnold in certain ways. I've just tried rendering the scene in a volume, and it doesn't seem to work that well. What's important to understand, and I feel like I did not emphasize it enough, is that this is the most "accurate" way that I could find of faking glass dispersion. However, there are other, computationally cheaper ways of faking it. It might not behave as "accurately" as this one, but it looks just as good. If I may be a bit more technical, the shader in the video is taking advantage of something that is known as fireflies. It is a defect produced by cycles-like engines. When we try to render something like a glass dispersion in such engine the fireflies (very bright spots) look like defects, but If we were to let the engine run for a while, and I mean for an unreasonably long, these defects would form a vague illusion of caustics. That's what I'm doing in the shader. It is not efficient at all, but it works, and it should behave somewhat like in reality. The volume just adds complexity to it. The fireflies, which will eventually form the dispersive caustics, are now not only on the floor but scattered everywhere in the volume, which makes the image even more noisy and hard to process. There are engines like Appleseed and Luxcore, which are designed to render caustics dispersion really fast and extremely accurately. As I said, there are other ways of faking this effect and getting much faster results. Many people have made such shaders, but they put it on sale, so it is hard to guess how they work. I may try to do something more efficient myself at some point, people really seem to be interested in that. Sorry for such a long response, but I really wanted to cover everything. I'm not really familiar with Arnold, so these are just general concepts.
@teotab4293
9 ай бұрын
@@cgvertex oooh i see, thank you very much for the detailed explanation! I will look more into other engines, this has just been a fun side project but I've been learning a lot from it. I would absolutely watch another video from you about this haha
Aight, imma reproduce "Dark Side of the Moon" album cover then.
@MrLinvalT
3 жыл бұрын
Also i first followed the first method you showed, i saw this on a CG Cookie tutorial. For funky result i added a Hue/Saturation node, on each glass/refraction bsdf, with the respective colors. Then i connected a value on all the Hue sliders. Changing the value gave me some really cool results :)
I do this in luxcore but I cannot see the dispeersion,Can you share the files to me?
How does LuxCore render times compare to cycles?
@cgvertex
2 жыл бұрын
I don't know how is it in general but when talking about glass, LuxCore is like million times faster and more accurate. Doesn't mean it's better in general though.
thanks for the amazing work !! can you please make a tutorial of last glass object 8:12 ?
@cgvertex
3 жыл бұрын
Thank you! Do you mean literally the object or NFTs and Ethereum in general?
@iahmadux
3 жыл бұрын
@@cgvertex yes object itself 😍
@cgvertex
3 жыл бұрын
Well, it was quite simple to model so I won't make a tutorial about it. But you can easily find some models of Ethereum logo online.
@iahmadux
3 жыл бұрын
@@cgvertex thank you sir !! will do that 👍
What type of light did you use?
@cgvertex
11 ай бұрын
I have used a plane with a special emissive material, such that the light functions somewhat like a laser. You can download the file and take a look at it.
how did you achieve the final object?
@cgvertex
2 жыл бұрын
You can download the file and take a look. But basically I rendered one frame with very high samples.
Do you have any idea why the light doesn't go through the glass in Blender 3? I recreated yours, but apart from the fact that it shimmers slightly in rgb, unfortunately no light goes through? Is another setting necessary? Thanks...
@alyxlocke1284
Жыл бұрын
From what I understand, blender 3.0 changed pretty much everything about how the cycles render engine works.
@cgvertex
11 ай бұрын
If you followed my steps, the shimmering is expected. Let it run in a dark environment for a while, and the caustic artifacts will create the dispersion effect. It's a computationally heavy approach, but it's the only way I've achieved dispersion with Cycles. Consider using another rendering engine for better results.