Great tutorial - like the pace you work at as it's easy to follow without being too slow. I will forever call the colour amount 'Steve' from now on! Keep up the good work!
Steve for the win! Thanks, I'm glad you enjoy the pace, I always hated it when people rushed a tutorial, I think learning takes tame and understanding :D
great tutorial, thank you!! i wasn't expecting the difference to be too significant but that comparison at the end really sold it for me. super impressive effect :) ! long live steve
Awesome tutorial. I can only imagine how much trial and error this must have took. I'll be using this madlad for glass of all kinds going forward (minus windows)
It also helps alot that you are explains the physics and the wayworking of each nodes also! Thank you so much fo the tut and keep up the awesome work!!!
@@philipkriegel Would love to know how to extend these refractions into the shadows (like how like goes through cut glass) Is that an easy adjustment to the shadow ray?
I have a tutorial on custom caustics which is probably what you are looking for, feel free to check it out, it's fairly easy to do once you see the setup!
Attempting to reproduce exactly in 3.4 ends with an opaque green material, Seems to lie within the subtraction/addition nodes as removing these gets close to the desired affect
Instead of me adding all those nodes and since glass is basically glass everywhere on planet Earth, I wonder is there a way to download your glass setup? The basic glass node just looks like chrome reflecting the environment with no real transparency. Maybe someone has this online somewhere if you don't. very nice results. Would be good for some closeup subjects, as you said.
Absolutely brilliant. Extremely technical but the results are worth it. Would you do anything differently if you wanted to put an object inside the glass? I don't mean liquid, perhaps a metal spoon, or a toy or something
No, this setup pretty much works for all use cases Just make sure that your solid object doesnt intersect with the glass itself since that will always create weird results, no matter what shader you use
Thank you so much for this tutorial. It is a very nice shader. But please note at the end the math nodes feeding the Refraction BSDF IOR values are wrong... the red IOR should be set to subtract (not add) and the blue IOR set to add (not subtract) because in glass/crystal/ice the red IOR is lowest and the blue IOR is highest.
Hey there! Thanks for trying to improve the shader, but what you are talking about is the wavelength of the light that is going through the medium. You're right, red is lower than blue on that scale, but the index of refraction (IOR) has nothing to do with that fact. The way the colors are produced are controlled by the shape and physical attributes of the object, more than light wavelength itself, which is why sometimes you get disperion that is yellow and purple, rather than red and blue. So really, which way you plug it is personal preference and won't change the outcome too much, especially not the physical correctness of the shader, so don't worry :D But you can of course do it your way, just make sure not to mix up those 2 things, since they are somewhat connected, but not in the way that you think they are
Should the Math node to the red Refraction BSDF node use the Subtract function and Add for the blue? In the video you are using Add for the red and Subtract for the blue. I ask because you had 1.4 set as the red IDR and 1.5 for the blue. Maybe I'm not understanding how the Math node works.
Man, this is so cool! Only I have been fighting with caustic shadows for two days already! I made a caustic using the new Blender 3.2, but the caustic itself is red! As an experiment, I changed colors in the RGB sequence, and in this case the caustic turns out to be the color that is the first in the sequence. Please tell me how to apply shadow caustics to this glass?! Because it would be very cool if such a beautiful glass cast realistic shadows with caustics! Thank you!
If you're talking about the advanced glass shader from the viseo I made a while back, it's actually pretty easy You just need to add another add shader and place it all the way in the back, connect the red refraction node to it and then create another refraction node, make it white and place it in the top input of the add shader :) Make sure to tweak the brightest of your other colored refraction nodes so the glass isn't too bright and you're good to go, you can do that by eye, just make sure they all have the same brigthness
@@philipkriegel unfortunately by doing this the caustic will no longer be affected by the absorption cloror, now I have a blue glass with a white caustic sigh
It's a little hard to explain via text, there are a few tutorials on that sort of glass online, but here are some basics: - import a circle with 8 vertices - subdivide the edges so you get a vertex in the middle of each edge and bevel them so they are close to the initial vertices of the octagon - extrude upwards to the height of three octagonal part of your mesh, then do it once more to the height of your indents on the top - use the loop tools add-on (circle option) to make it perfectly round and extrude to get the rest of the glass and you're basically done Note that I am not a good author so you are probably best off watching a tutorial either way, because my written explanations tend to leave more questions than answers behind :)
I don't plan on making any lighting tutorials since I need to still become better at it myself, but once I'm on a more confident level, I'll cover that as well :D
Hi, Would you happen to have a tutorial, or point me in a direction for how you modeled the glass on the right? I'm doing a similar glass (a shot glass) and haven't figured out a good approach.
THis is awesome! DO you think I could use it to make stained glass windows refracting colored light in the floor of a space? Thanks for your node magic.
Great tutorial, but I'm wondering what your sampling and light bounce settings are as I've used this exact same shader setup for my glass but I'm still getting noticeable noise no matter how many samples and bounces I set.
That really depends on the scene and your other settings. I find about 1024 samples for a still image to be enough for the denoiser at 4k resolution When rendering glass, I always set my glossy rays to 32 at least :) Can you tell me the resolution you're working with? It really matters, because the higher it is the more information the denoising algorithm gets, so that can help you a lot. Try doubling your resolution and then devide the amount of samples by 4 That should give you the same render time, but better results :)
It helps, but generally, even in engones like luxcore or octane, enabling dispersion tends to bump up render times and generally make the glass noisier So really, try to fiddle around until it sticks As I said, doubling the resolution and dividing the samples by 4 always seems to do it for me, in the end, you can always just resize the image down to what you needed originally :)
Then perhaps you have not connected something right or you might be using Eevee, I have used this shader on multiple occasions, yet have never found it to showcase any specific issues, especially not regarding shadows
with blender 3.4 for some reason my caustics turn only red or green or blue depending on what color I'm adding first. Can't understand if it's a bug or i'm doing something wrong
You're welcome :) if you need help with anything make sure to join the discord server linked in the description, we've got lots of members ready to help each other
Tutorial is super helpful, but there's a couple things I'm baffled by- where is the mottling texture on your glass coming from? Also did you change the lighting? I followed along, my result is nice but not quite this nice
It's just the lighting from the HDRI. The texture you're referring to is just the background being refracted by the mesh, when rendering glass topology is really important for the final look of refractive objects.
Yes, the thickness of the glass is just as important in 3D as it is in reality. When it comes to path teaching, the render engine tries to simulate reality as closely as possible with all of it's variables, so it's generally a good idea to stick to real world measurements when making a model so everything reflects and refracts as expected
Sadly not, it is really hard to get good looking glass in Eevee I definitely have some shaders made that look better than the standard glass bsdf, but obviously when I make a tutorial, I want it to be as close to perfection as I can get it So you might have to wait a little for it but once I figure it out, it'll look really good :)
@@philipkriegel Ah! I am delighted and sad at the same time, but definitely understand the effort. It's true, eevee needs much more work for things to look good. The SSGI re-write for "eevee next" with 3.3 looks promising and I hope it'll make things easier. In any case, you are absolutely amazing and I can not wait to see what you'll do next! ^.^
I have recently been inspired by blenders native caustic system Since I wasn't really satisfied with the results I'm getting and the limitations, I chose to make my own node setup that will resolve the native limitations with shorter render times But I have yet to flesh out some minute errors before I can call it done, I'll upload it soon though
@@philipkriegel Sounds like you are experiencing quite a lot with blender (as one should). Very exciting times ahead then. One of the hardest difficulties in eevee, I find, is skin shading, shadows, and glass. If they ever manage to make that better, there's really no telling how far eevee will go in comparison.
I rarely use Eevee to be honest. Most of the stuff I do is done in Cycles. I like experimenting with nodes and that isn't always very intuitive with Eevee. Of course eevee is a lot faster and can get good looking results, but it's simply not worth it for me to trade years of experience over fiddling with eevee until I just kinda get what I wanted. But I think unreal engine has quite good looking glass right now, and character shading is also really nice. Over all, I like Cycles because it's simple and it just works 100% of the time But of course, someone who is more imvested in eevee could get production grade value out of eevee, it's just that I don't know how and never got invested in learning it
At 6:00 you mention that the setup shown is the same as the glass BSDF. This is the second time I've heard that, and while it's believable, I'd like to know more. Is this recorded somewhere in blender docs? is this a rumor passed on from blender user to blender user? What's going on here behind the scenes and how did you find out? If this is common knowledge, I'd be very interested to know if you have a source - it's likely a valuable resource! Thanks anyways for the vid. It's great to see another method on this technique.
Hey Jack, So basically every bsdf node in blender resembles a basic physical property shown in real life objects, be it the ability to refract light, reflect it, scatter it uppon impact etc... So what do in blender is more or less analyze what an object looks like, see which traits it has and then we try to recreate it using the same properties in blender. For instance for paper, you could use a diffuse BSDF + glossy BSDF + subsurface scattering, combine them using mix shaders and a fresnel node and then you just adjust the values until they fit You up the rougness for instance on the glossy node so it's less shiny and increase the subsurface scattering so light shines through it (also would work with a translucent BSDF node) So by that logic, it's easy to assume, that glass is just a refraction BSDF + glossy shader because because it only refracts and reflects light They share the same indeed of refraction because that is the only thing that is physically plausible This is basically how we used to do all of the our shading before blender 2.79b (when the principled BSDF got implemented) A lot of it is just thinking about the basic function of a material, but there is also some learning by doing + trial and error involved As far as I know there is no real documentation on that subject, but I also didn't check in great detail, should you need anything, I'll always be glad to help though!
Check if your glass has a realistic size and if your scale is applied. Perhaps your dispersion is too high, try lowering that value to get a better suiting result
Hi! Your tutorials are very amazing, but I must be a bad student. I have a question about this dispersion glass topic. I did everything as in this tutorial, but I didn't get a soft and realistic dispersion like you did. My dispersion came out hard and bright, I really want to take away the sharpness and saturation of the colors of the dispersion, how do I do that?
Hey there! Usually it works equally well on all meshes, perhaps you could send me your blend file on discord or via email so I could check what the issue is :)
Can you send me a screenshot on discord of what is happening? Also have you connected the gloss shader yet? Maybe your normals are inverted, try going to edit mode and selecting everything Then press shift+N and see if it is still like that
I'm not gonna say that blender is the easiest 3D program to use But it's definitely the easiest production-ready program Compared to autodesks alternative, blender is a breeze to learn :D