Blender Cycles Gemstones and Dispersion for Jewelry Design

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  • เผยแพร่เมื่อ 11 ก.ค. 2024
  • This tutorial covers creating and rendering gemstones, specifically diamonds, and dispersion in Blender Cycles using some special techniques and a special free node created by jocafa. The link to download the node is provided below. To create a gemstone, simply use the mesh extras addon and add a brilliant diamond. This tutorial does not cover how to design a ring, simply how to render gemstones and dispersion accurately using the node covered.
    Project File Download here: djtutorials.gumroad.com/l/tntfj
    discord / discord
    patreon www.patreon.com/user?u=465443...
    twitter / tutorialsdj
    instagram / djtutorials.cgi
    Follow jocafa on twitter: @joshfaul
    jocafa node download: gumroad.com/jocafa?recommende...
    HDRI located here: hdrihaven.com
    Jump to locations here:
    Project Setup 00:36
    Correct Project Scale 01:19
    Correct Lighting 03:39
    Gemstone Insets 04:49
    Glass Shader 07:07
    Light Path Settings 07:48
    Download jocafa Dispersion Node 10:26
    Append Material 11:20
    Prepping the Material Shader 13:00
    Adjusting Settings 14:00
    IOR Settings 19:10
    Dispersion or Abbe Number 20:17
    Ground Material 22:01
    Final Renders and Comparisons 23:07
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ความคิดเห็น • 26

  • @supersoftdrink
    @supersoftdrink 3 ปีที่แล้ว +14

    Great vid on my dispersion stuff, dj! Just a couple of quick notes -
    The spectrum start and end values are the cutoff wavelengths for the dispersion. I found that if I use the entire spectrum supported by the Cycles "Wavelength" node, I get really weird colors. The two recommended values were chosen by eye. If you look at the full output of that "Wavelength" node, there's an awful lot of red at the end. I'm sure there's probably a mathematically correct way but I don't know it. I've actually found that an end value of around 630 works a bit better and I'll update the gumroad download soon.
    The "nd" value is the IOR at a wavelength of 589.3nm, which is orangeish yellow. It corresponds to the "sodium D-lines" - the emission spectrum of sodium. Why? Beats me. Just consider that "how much orangeish yellow is going to bend."
    The "Vd" value, or Abbe number is hard to describe. Really it's easiest to just think of it as: approaching zero = massive dispersion and blurry refraction, bigger numbers = lower dispersion and more focused refraction.
    "Escape" - Basically, with each ray bounce, it has a random yet steadily increasing chance of just bailing out early and going through a Transparent BSDF material, getting tinted by the escape color along the way. It helps prevent rays from terminating to full black, lets caustics through a little better, and makes it particularly useful for the edges of thin glass where rays get trapped and (usually) turn green. Ideally, it should be set to less than or equal to the number of glossy bounces in your render settings.
    As for the Eevee output, it's practically identical, the key difference being that since Eevee doesn't support the Wavelength node, I made a little node group that does effectively the same thing but just looks up the color in a texture instead. It's still pretty new but worked better than I expected, so I threw it in.
    Have fun with it everyone!

  • @garageman2236
    @garageman2236 3 ปีที่แล้ว +2

    Awesome! Glad to see some cool stuff being made with Jocafa's material, and a good breakdown!

  • @user-cz2lq7lt4c
    @user-cz2lq7lt4c 2 ปีที่แล้ว +1

    Thank you for such detailed description, it helped me a lot.

  • @OleqsaH
    @OleqsaH 3 ปีที่แล้ว +1

    Thank you! Very nice explanation and showcase ♥

  • @yahyatarek443
    @yahyatarek443 10 หลายเดือนก่อน

    Great video , big thanks man:)

  • @zeptofine
    @zeptofine 2 ปีที่แล้ว +1

    i didnt even notice the presets, very nice

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 10 หลายเดือนก่อน

    6:46 I like to do a couple of things with my cutter objects:
    * Change their viewport visibility to “wireframe”, so they don’t obscure the objects they’re cutting
    * Put them in their own separate collection. That way, they can all be hidden and unhidden with one click.

  • @LindseyLee3D
    @LindseyLee3D ปีที่แล้ว

    Awesome video, I bought the JCF Fancy Glass (updated one) from jocafa and it made my project that has tons of diamonds in it look so so so much better. I was using a diamond material before that used red, green, blue glass shaders to mimic diamonds but jocafas is so much better. thanks very much.

    • @djtutorialscgi
      @djtutorialscgi  ปีที่แล้ว

      Jocafa is awesome. Glad you got use out of my video!

  • @stovepipe
    @stovepipe 3 ปีที่แล้ว +2

    Sizecharts from 6-10k$ what??
    Great tutorial btw!

  • @deeplyseated7427
    @deeplyseated7427 2 ปีที่แล้ว

    I wish I was able to actually come up with ways to make nodes do all these cool things. It would be more satisfying than just using, for example, Corona render which does this with no set up at all. How did you do the metal shader on the ring if I can ask? Maybe that is your next tut.

    • @djtutorialscgi
      @djtutorialscgi  2 ปีที่แล้ว

      LuxCore and Octane do as well. I have tutorials on it.

    • @djtutorialscgi
      @djtutorialscgi  2 ปีที่แล้ว

      I have quite a few tutorials on my channel. You can peruse and see if what you’re looking for is there. I also have a discord server if you wanted to ask some questions on there.

    • @deeplyseated7427
      @deeplyseated7427 2 ปีที่แล้ว

      @@djtutorialscgi In version 2.6 of luxcore, for blender 2.9+, the dispersion factor actually cannot be controlled, I don't know why. You can change it but it simply does not change, tried everything, maybe I got a experimental version but dont want to go back to previous versions of Blender.

  • @fdr100100
    @fdr100100 ปีที่แล้ว +1

    why do u need to render the model in the correct size? if lighting is fine does it make a difference? i realise certain sizes the light doesnt show for example if the model i huge is that why?

    • @djtutorialscgi
      @djtutorialscgi  ปีที่แล้ว

      Sometimes the way lights, environment and shaders react will change according to the size. Also it helps when moving the object to another scene and keeping correct proportions. It’s generally a good practice to model things in an accurate scale.

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 10 หลายเดือนก่อน

    17:01 100nm is in the ultraviolet, so no wonder you can’t see anything.

  • @VINYLVIBES27
    @VINYLVIBES27 ปีที่แล้ว

    When i use this material some of my diamonds get changed into metal not glass like others what’s the issue? Please help me!

    • @djtutorialscgi
      @djtutorialscgi  ปีที่แล้ว

      That’s weird. Check the normals. You might have flipped normals or you might not have enough ray depth passes in your render settings.

  • @vbdelata947
    @vbdelata947 ปีที่แล้ว

    which debit card can use in jocafa payment?

    • @djtutorialscgi
      @djtutorialscgi  ปีที่แล้ว

      Not sure what you mean. He usually provides his shaders for free.

    • @vbdelata947
      @vbdelata947 ปีที่แล้ว

      @@djtutorialscgi yes sir but i want this project file and i am from india so i cant download this

    • @djtutorialscgi
      @djtutorialscgi  ปีที่แล้ว

      @@vbdelata947 connect with me on Discord please

  • @Quenet
    @Quenet 2 ปีที่แล้ว +1

    Весь мир против нас. Позор!