Thank you :) To see the Glare in viewport is cool, but depending on the size of the viewport, it affects the size of the glare effect, which is disturbing when exporting in a dirrent resolution. Is there a way to adjusst the size of the glare to be the same as in the render ?
Hello, I dont know if you’ll still be responding to comments but I’m someone looking to get more into archviz as an arch graduate. Is there anyway you could do a full length/series on your actual workflow from start to finish and your general studio practices during a project? I think even though I cant do most things it’d be really useful to get an insight on how the pros doing it before actually going into a studio! Thank you
I come from a retouching background and understand how an image can really come to life with good post-production. One of the things that makes Corona renderer so good is the ease and straightforward ability to get images that hardly need any PP. I honestly think you guys at iMeshh have pushed Blender and Cycles so well that it really isn't far off Corona and your renders prove it's also a combination of excellent textures, lighting and composition that makes a cracking image, not just the renderer.
@@mrfeathers3938 I was praising the way iMeshh has pushed the quality of their assets and their renders so far that dreaming of Corona shouldn't be necessary. Ultimately it's the end result and the end result from iMeshh is fantastic. Nothing compares to the ease of Corona and the result you get from that simplicity of use but iMeshh enables you to not have to be concerned with having an inferior render engine as the models, textures etc are excellent.
@@mrfeathers3938 yes, they are very different, Corona is a bidirectional path tracer where Cycles is unidirectional. But if you wanna use Corona for Blender, there's an addon for that.
I am guessing you are from the same general part of the UK as Daniel Radcliffe based on your accent. Sorry, not relevant to your video, which was interesting especially the thin film feature.
thin flilm does add a cool look, but anything above "100 pm" value creates a dark edge around an object, the dark edge looks the same at a low or high value, i don't know if that's intentional.
I remember when this thinfilm paper came out!!! Now it is in Blender. Progress really does happen. :-) You can make thinfilms IRL: sheet of black paper in a tray of soapy water. Drip some clear nailpolish onto the water. The nailpolish spreads into a film thinner than visible light, creating these rainbow. The water evaporates, and deposits the film onto the paper. Holographic paper!
For the portal: I’ve designed a car and had to render the whole scene including the car to put the animation into the navigation system on the dashboard. Maybe with the portal I could put the portal on the navigation system and have a third person view of the car without pre rendering it. Haven’t tried it tho
I am also astonished at the lack of coverage for the new thin film interference, considering the only way to do it remotely accurately before was to use Doctor Robert Moerland's custom node group with over, literally, 1100 nodes in it. All vector maths. Luckily he was kind enough to upload it for free, but still. Ridiculous, that that's what it took. Incidentally, the way you described TFI was very close to correct, but not quite. The interference comes from light actually being trapped between the inner and outer membrane of the thin film, essentially "ping-ponging" within the film before eventually bouncing back out and interfering with the reflected light. This is what creates the interference pattern. Destructive interference is when the wavelengths synchronise and cancel each other out, constructive is when they're out of sync and basically tack on to the reflected light as additional wavelengths, which are the various colours you see. Funnily enough as well, believe it or not, the Magic texture node was specifically created for this purpose. If you read the docs, the original idea to fake TFI was just to plug in the reflection vector output from the texture coordinate node into Magic and just go from there, with whatever transmission and IOR you fancied. Edit: NB: using this on car or any other metallic models probably won't give realistic results, either, from my understanding. Metallic based TFI is quite different, I believe, from dielectric based TFI. Lukas Stockner opted not to incorporate it as yet, since apparently Blender's current metallic shading in the Principled BSDF is quite hacky and would need to be properly implemented with metallic specific IOR settings first. Like, you could still turn on the metallic, coat, and TFI and it would look . . . fine, probably. Just wouldn't be physically accurate.
Khronos is NOT a colorspace. It's a tone mapper. It basically takes the linearly scene data from Blender which would be impossible to Display on normal consumer displays, and converts that data to be viewable under normal viewing conditions.
Same as AgX and ACES. However ACES is a tad bit more complicated because it has several functions and also has its own colorspaces, eg. ACEScg, ACEScc, ACEScct
I apologise, I always seem to call it colour spaces for some reason! Even though it even says View Transform in the render settings. So it is the Khronos Tone Mapper! Thank you for the clarification!
I can`t find any Incredible Features in Blender last 2 years. Look at Maxon new features every last 2-3 years. Blender looks like Autodesk development team.
To compare Blender developers to Autodesk developers is a bit rough 😅. One of the biggest feature releases in 3DSMax in 2021 was a "smart extrude" feature...
That's really on you, then. Realtime viewport compositing, GPU accelerated Open Image Denoising, path guided rendering, all of the geometry nodes development, the new Ray Portal node, thin film interference now, Cycles X and Eevee Next, the list goes on.
These improvements are great for blender, I don't think someone needs to compare the different programmes with each other. Blender is doing great for being a free software
Maxon's new features 😂😂😂😂😂😂😂 Dude - they basically acquired a ton of software, STOLE Holger Breibach's HB Modelling tools - look it up on forums etc - and made the UI look like Blender's. Also, John Dickinson switched from Cinema to Blender BECAUSE BLENDER IS SUPERIOR TO CINEMA for modelling. Even Raphael Rau makes Blender content now. JBrash switched too. Dude, do not compare Maxon to Blender. Maxon is the Adobe of 3D - can't be bothered to develop so acquire.
there is any one who help me , i have an problem related to blender multi version i use and i installed alots of addon i want to use same addon dictionary so that every blender addon use same disk data can anyone help me
I think only for product rendering where it is definitely important the colours are as accurate as possible. I think AGX does a better job of creating more realistic scenes with even colour gradients in the light to dark areas. Khronos might create a less realistic scene but more accurate colouring
They might put it back later but if they won't the reason is probably that it is not physically accurate and there are other ways of achieving this effect that are more compatible with cycles. For example you can actually archive bloom with proper volume in the scene or add it in compositor.
Yes I was correct Cite: The Eevee Render Tab was an okay place to put the Bloom feature before we got the viewport compositor in place. Now though, there is no reason to have an Eevee-specific bloom feature there in my opinion. The semantically correct place for post-effects is the viewport compositor.
Yeah it is a quiet little update, but usually new colour spaces are all over the internet when they are released. @Christopher3D does a very very good video about it though! All his videos are incredibly in depth and accurate!
@@acadgatsu Sorry, I thought you was talking about portal light. Looks like a cube map projection. We use that over more than a decade in production. But in a way more friendly approach. With random interior based on hdri and an index and random curtains. I use only 8 hdri for the City of London.
Thank you! Yeah I should definitely do a test scene for that. However I know there are less expensive methods such as parallax maps. But it is definitely worth testing both to see the advantages/disadvantages
Blender 4.1 is unresponsive to mouse MB for zoom or with Shift to pan. Or to go around the object. Im working with an Alienware x17 R2 4T Nvidia3080 64RAM i7 12th gen. The mouse works properly in other software.
having Agx and rendering it out in exr's which is raw, doesn't get good results in comp software. Is there a Agx colorprofile workflow for comp? I use ACES to avoid the issues from Agx!