Why Your Glass Looks Weird / Blender Glass Tutorial

Hey there! In this video I am going to show you a useful trick to make your glass look better and less awkward in Blender!
My Links:
My Website: philipkriegel.com
Gumroad: gumroad.com/philipkriegel
My discord server for blender and 3D: / discord
My portfolio on Artstation: www.artstation.com/philip2803

Пікірлер: 23

  • @ianmcglasham
    @ianmcglasham11 ай бұрын

    Yes! The glass king is back! Thanks for this excellent video.

  • @Tiki_Media

    @Tiki_Media

    11 ай бұрын

    Indeed. I have a material in my Asset Library called "Kriegel_Glass" 😄

  • @philipkriegel

    @philipkriegel

    11 ай бұрын

    That's cool, I'm honored :D

  • @galinouprod2692
    @galinouprod26927 ай бұрын

    Thank you 👍

  • @drama_gueen709
    @drama_gueen70911 ай бұрын

    Шикарно!!! Спасибо😊

  • @philipkriegel

    @philipkriegel

    11 ай бұрын

    You're welcome! I'm glad you enjoyed it :D

  • @Vickey3Dmotion
    @Vickey3Dmotion4 ай бұрын

    Awesome, thank you. But what is it doing exactly and why is the default smoothing wrong?

  • @philipkriegel

    @philipkriegel

    4 ай бұрын

    Basically what the normal smoothing is doing is: it takes 3 vertices and interpolates the normals between them to make it smooth without taking geometry into account This method does the same, but it also takes surface sizes and angles into account, making sure that you don't get rounded faces where you don't want them, that's why most glass looks odd :)

  • @Vickey3Dmotion

    @Vickey3Dmotion

    4 ай бұрын

    @@philipkriegelwow, really good to know. Thanks again! :)

  • @AradijePresveti
    @AradijePresveti11 ай бұрын

    People should be using weighted normals on pretty much everything.

  • @Tiki_Media
    @Tiki_Media11 ай бұрын

    Would you be able to explain what the weighted normal modifier is doing to make the render look more correct? I have never used that modifier before and I don’t understand how it works. Any explanation would be helpful, thanks!

  • @philipkriegel

    @philipkriegel

    11 ай бұрын

    Sure! So basically, what it's doing is creating custom normals that fit your model. While the smooth shading option just creates a blend between 3 faces, that can often look wrong, averaged and overly rounded (as can be best seen in the example cube shown in the video, where the reflections and refractions were stretched, making the cube appear less see through than it should), the weighted normals modifier, based on the method you are using, takes the face area as a reference as to how flat a face should be shaded. That means that beveled edges will look just as round as before, but flat faces won't be falsely curved by their corresponding normals, making the final outcome more accurate. let me know if anything else is unclear :D

  • @Tiki_Media

    @Tiki_Media

    11 ай бұрын

    @@philipkriegel this really helps complete the picture of your insightful video! Thank you so much for taking the time to expand on this. I learned something valuable today.

  • @ianmcglasham

    @ianmcglasham

    11 ай бұрын

    ​@philipkriegel excellent explanation for this geometry. I would like to ask if you think there is an optimal topology for glass objects? Are there angles which should be avoided? Does relative edge length play a part in unusual shading with glass? Does increasing the density of geometry cause or solve problems?

  • @philipkriegel

    @philipkriegel

    11 ай бұрын

    Oof, that's a very large topic that can't be easily explained in a single comment ._. So basically it all depends on your mesh, there's no right or wrong BUT: if you have tons of flat faces like in this cube example, or any other angular object, I would always go for the weighted normals method in this video since you wouldn't profit from higher density as much as from this modifier and you'll get worse results with longer render times If you have curved geometry like that one twisted glass I was showing in the video, the method still applies You will still profit from the modifier method, but for organic, non-flat geometry I would rather go for denser topology since the glass reflects not only the outside but also it's inside which, even with smooth shading, might give you blocky and square reflections/refractions So the rule of thumb is Sqare things go with the weighted normals Squiggly things go with subdivision :D But for both, either will improve the result, it's just a question of your mesh and how much focus you want to put on your glass object I hope this helped

  • @ianmcglasham

    @ianmcglasham

    11 ай бұрын

    @philipkriegel Yes. Thank you Philip.

  • @aldanesh2680
    @aldanesh26805 ай бұрын

    it's actually to fix the problem that smoothing causes right? If you don't use smoothing you get the same result as if you use smoothing and then weighted normal

  • @philipkriegel

    @philipkriegel

    5 ай бұрын

    No it's not. You can see it as some sort of "smart smoothing" which takes other things like face surface area and edge length into account, giving you a much more accurate outcome. Also no, if you don't use smoothing at all, you will not get the same result as with smoothing + weighted niemals You would only get the same result if you have not a single smooth edge on your mesh (so basically a cube)

  • @lifequestsp
    @lifequestsp10 күн бұрын

    Do you offer online zoom 1-on-1 tutoring? Let me know how I can reach out to you to discuss further

  • @philipkriegel

    @philipkriegel

    10 күн бұрын

    Hi! I currently do not offer 1:1's because I'm a little tight on time. However you could let me know what exactly you want to learn and send it to me via mail (philipkriegel@gmail.com) Maybe I could squeeze you in next weekend, but I'm not 100% sure Here's what I need to know from you via mail: -which operating system do you use -whats your time zone -what topic do you want to learn about -how long do you plan the session to be -are you fluent in English? (If not, what's your native language?) Best regards! PK

  • @danichicomakemake
    @danichicomakemake4 ай бұрын

    Congrats for awesome tutorials! Can you do a juice shader inside glass tutorial? SSS or other methods looks weird when liquids are inside a glass model

  • @lonesomealeks4206
    @lonesomealeks420611 ай бұрын

    meh. just dont use cycles for glass

  • @philipkriegel

    @philipkriegel

    11 ай бұрын

    This is not a cycles issue, it's a 3D issue in general, it would look the same in any other engine since it's based on the geometry normals

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