What is the new 'IOR Level' material function in Blender 4.0?

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  • เผยแพร่เมื่อ 10 ก.ค. 2024
  • In this video, I discuss the new IOR Index parameter in the Specular section of the new Principled BSDF in Blender 4.0. I also show the updated Specular Tint parameter.
    #blendertutorial #iorindex #indexofrefraction #blender4 #speculartint
    Here is the material tester file used in this tutorial which I developed for testing purposes. drive.google.com/file/d/1Jor8...
    00:00 Introduction
    00:39 Two ways to set specular
    02:45 Some theory behind index of refraction
    03:08 Specular highlight
    03:50 The fresnel curve
    05:20 About refraction, how it relates to reflections
    10:00 Specularity and backward compatibility with 3.6 files
    12:18 IOR Level linearizes low end reflection control
    15:28 Examples of using IOR Level
    13:33 Turning off specular reflections, diffuse only
    19:12 Using Specular Tint
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ความคิดเห็น • 55

  • @kes099
    @kes099 4 วันที่ผ่านมา

    Christopher I always love your tuts so I couldn't break out laughing when you said "Intensity Of Reflections", which could have the same acronym as IOR (Index of Refraction)!

  • @hermano8160
    @hermano8160 8 หลายเดือนก่อน +33

    Like always, great video. no annyoing background music - just information, compact and comprehensible. Thanks, your channel a gift.

  • @borg_cube
    @borg_cube หลายเดือนก่อน

    This is pure gold, thank you!

  • @darren184
    @darren184 3 หลายเดือนก่อน

    I have been in archviz industry for over 5 years and have never been able to understand what exactly IOR values does. But now I do after watching this 20 min long content. Your explanation is just simple, clear and straightforward. I really appreciate it.

  • @MysticDruidArt
    @MysticDruidArt 2 หลายเดือนก่อน

    You are an incredible teacher. Reminding me of my days in Physics I and II. Great job!

  • @lawrenade
    @lawrenade 7 หลายเดือนก่อน +3

    Now having had this explained, it makes so much more sense. Thank you so much for taking the time to make this video 👍🏻

  • @ChrisMills-AmbientSpace
    @ChrisMills-AmbientSpace 7 หลายเดือนก่อน

    Thank you so very much for speaking to us and not down. Thank you also for remaining inclusive. It is a rare treat to discover your channel.

  • @MetalGearMk3
    @MetalGearMk3 8 หลายเดือนก่อน +3

    Amazing video as always, a lot of thought went into the presentation!

  • @Ruben_Besiu
    @Ruben_Besiu 8 หลายเดือนก่อน

    Thank you for that video, this is extremely usefull when im not using blender that hard but want to keep up with the new updates and how they work, nicely done!

  • @vstreet7583
    @vstreet7583 8 หลายเดือนก่อน

    Just brilliant! Once again, a tutorial packed full of information. Thank you so much for explaining in so much detail. With your help, I now understand a little more. THANK YOU! Dg

  • @gerdsfargen6687
    @gerdsfargen6687 8 หลายเดือนก่อน

    Incidence of Refraction? Awesome! Blender just keeps getting better. Great videos, Christopher 😃

  • @lilneoman1
    @lilneoman1 8 หลายเดือนก่อน +2

    I'm a new Blender user so videos like this are a great help for demystifying the many features to learn for shading. Thanks for this!

  • @blakecurnow7661
    @blakecurnow7661 8 หลายเดือนก่อน +2

    Always look forward to an upload from you!

  • @peacfulmusicwaves
    @peacfulmusicwaves 7 หลายเดือนก่อน

    Perfect once again. Seeing things more clear regarding blender materials after this video/

  • @GanjaFarmer421
    @GanjaFarmer421 7 หลายเดือนก่อน

    Awesome Video 👍 Thanks For The Information !

  • @AyushBakshi
    @AyushBakshi 8 หลายเดือนก่อน +1

    I'll be learning blender (bit tired of Autodesk bs in production) and these videos are huge help.

  • @cocboss3329
    @cocboss3329 6 หลายเดือนก่อน

    Wonderful videos all time

  • @denyagulenko4448
    @denyagulenko4448 5 หลายเดือนก่อน

    Really useful video.

  • @DawidRysStudio
    @DawidRysStudio 8 หลายเดือนก่อน

    Your work is pure gold with high IOR level

  • @blikkcg
    @blikkcg 8 หลายเดือนก่อน

    Great content, thank you!

  • @0rdyin
    @0rdyin 7 หลายเดือนก่อน

    Thanks a lot for these detailed explanations for the changes in Specular component of the new Principled BSDF shader introduced in Blender 4.0.. I would like to see a similar explanation regarding the changes in the subsurface component of the new Principled BSDF..

  • @andreheynes4646
    @andreheynes4646 8 หลายเดือนก่อน

    I don't know how this channel doesn't have more subscribers and especially after pablo promoted this channel on blender today

  • @eznosnopes5276
    @eznosnopes5276 7 หลายเดือนก่อน

    Thanks for the video.
    I think I’d lean towards using the IOR Level over editing the IOR as it shows that artistic choices have been made over that being a correct IOR value.

  • @adamsimek8264
    @adamsimek8264 7 หลายเดือนก่อน

    NIce toothbrush. And, of course, the explanation.

  • @OTHNANDO
    @OTHNANDO 7 หลายเดือนก่อน

    I love your Tutorials, you sound familiar, and the way you teach, as well as the precision you have, makes me wonder, were you a tutor on Digital Tutors around 2014?"

  • @artemsh6302
    @artemsh6302 8 หลายเดือนก่อน +1

    nice!

  • @sumkh3000
    @sumkh3000 7 หลายเดือนก่อน +1

    Hi Chris, how did you draw the fresnel curves (the formula you used to change the F0 value with IOR) based on changing the IOR value? Any help or link will be useful, I need to present the fresnel curves generated based on IOR value change in Blender. Thanks for the video.
    Edit: I think I found the answer: F0 = [(ior - outside_ior) / (ior + outside_ior)]^2 where outside_ior will be air, so = 1 and then use this number in Schlik's Fresnel approximation, feel free to correct me

  • @RazsterTW
    @RazsterTW 7 หลายเดือนก่อน +1

    May I ask how on your last scene about tint, the base color is neutral gray but shows black? I set material to your as I was watching to follow along and my neutral gray was just that, gray.
    How is yours black?

  • @iamspeed1405
    @iamspeed1405 8 หลายเดือนก่อน

    I kept on putting of watching it because I read it as "What is IOR of 4.0" and I was like huh but then I clicked on it and it all made sense lol.

  • @kchow1879
    @kchow1879 6 หลายเดือนก่อน

    Happy New Year and thank you very much for the tutorial.👍😃. In 10 May 2022, you have an video titled "Specular Reflections & Variable Roughness". Now that the new Principled BSDF fixed the energy conversation issue. To make the floor more reflective at low viewing angle, do I still use the 2 methods mentioned in your video or you have a better method to make the variable roughness materials in Blender 4.0? Thank you for your time and help.😄

    • @christopher3d475
      @christopher3d475  6 หลายเดือนก่อน +1

      No, it works the same in 4.0. So that older video still applies.

    • @kchow1879
      @kchow1879 6 หลายเดือนก่อน

      @@christopher3d475 , Thank you very much. 👍😃 Have a good day.

  • @rodneyschmidt3652
    @rodneyschmidt3652 24 วันที่ผ่านมา

    This was a very interesting video, but I am having a hard time figuring out how specular maps fit into this new process. I have specular maps that I have used for many years that no longer work as expected when mapped to an object. It's especially frustrating when I have a texture that previously had an irregular specular; portions had high specularity and portions had very low or almost no specularity. The mapping doesn't appear to affect this any longer. I can see the effects of the map, but now the entire object maintains a constant level of specularity, with the portions mapped to have higher specularity appearing normally, but the portions having low to no specularity still providing specularity, even high enough to provide reflections where previously the texture map did not.

    • @christopher3d475
      @christopher3d475  24 วันที่ผ่านมา

      I would need to see an example file. The way they engineered the IOR Level parameter should match pretty closely to the 3.x behavior.

    • @rodneyschmidt3652
      @rodneyschmidt3652 22 วันที่ผ่านมา

      @@christopher3d475 I did some basic tests using a checkerboard specular map and it seemed to work just fine. I've gone back to the texture to see if there might be something off in the roughness mapping - the specular map appears to be correct based on the results I got testing the checkerboard, but I'm still getting high specular in places it shouldn't be where I haven't previously had this issue with this particular texture set.
      The texture set is smooth concrete with only minor polish in places, so the reflectivity across the entire surface is definitely odd.
      Thank you for replying!

  • @varkenvarken
    @varkenvarken 8 หลายเดือนก่อน

    excellent video! just one tiny thing: at 6:52 , the hardness of diamond and its IOR are not directly related. Best treat the IOR of a material as a given. but other than that, nice presentation & very instructive graphics, love it

    • @christopher3d475
      @christopher3d475  8 หลายเดือนก่อน

      Thanks for the info about diamond. I must have read wrong about it.

  • @adventuresinportland3032
    @adventuresinportland3032 6 หลายเดือนก่อน

    What does this change do regarding converting assets that were created with a gloss/specular workflow (such as objects originally made for unity)? In previous version of blender, I was told to invert the gloss map and plug it into the roughness input of the principled shader but rarely got a consistent or clear story of what should have been done with a specular map. Do these new changes make this any clearer?

    • @christopher3d475
      @christopher3d475  6 หลายเดือนก่อน +1

      Drive the specular map into IOR level. IOR Level does what 'specular' did in 3.6.

  • @nurb2kea
    @nurb2kea 8 หลายเดือนก่อน

    Thank you. It was hard to follow until the end.
    So now that I got it, the BSDF Node visual setup (how and where are the setting for connected options) is for me not very logical placed. (like most things in blender)

  • @BradKrause
    @BradKrause 2 หลายเดือนก่อน

    The speed of light is constant.

  • @shmuelisrl
    @shmuelisrl 8 หลายเดือนก่อน

    nice outro 😉

  • @lanceanthony198
    @lanceanthony198 5 หลายเดือนก่อน

    I’m still confused about this. If changing either IOR and IOR Level will achieve the same effect, why are you able to independently alter both of them? Shouldn’t changing IOR to 1.33 automatically lower IOR Level to .25? What effect would altering both values have?

    • @christopher3d475
      @christopher3d475  5 หลายเดือนก่อน +1

      It's a compound effect. So whatever the IOR value is set to, the IOR Level alters that. So just use one or the other. The IOR Level is really there for backward compatibility, or for people who don't understand the IOR itself and just want a simple scalar value to adjust the reflections. So just use one or the other.

  • @RomboutVersluijs
    @RomboutVersluijs 5 หลายเดือนก่อน

    What the ior never adjusted the specilar ior pre 4.0
    Than what did it adjust, im totslly baffled. I dont understand why they have separate ior values now. I come from a different engine. And the ior is for specilar or glossy finish. Only if you had coating would it introduce a second ior, but that was for the coating only.
    Was the ior pre 4.0 only for the metals than? Very weird, i never new this

    • @christopher3d475
      @christopher3d475  5 หลายเดือนก่อน

      Until 4.0 came out, the IOR in the Principled BSDF only controlled refraction of transparent objects (it also correctly control reflections for them), but it otherwise didn't do anything. It didn't control specular reflections like most other render engines. So that was definitely confusing for people who were used to the IOR controlling reflections. So they've made the Principled BSDF in 4.0 more consistent with other render engines now.

    • @RomboutVersluijs
      @RomboutVersluijs 5 หลายเดือนก่อน

      @@christopher3d475 man now I understand. I also come from different engine. I used These Render, a full spectrum physical correct engine. It has tons of settings in materials which cycles still doesn't have. Was so nice to create materials in there. It is not node based, but layer based. You make materials using base components and stack them. Then use masks to show what component at which spot.
      I am glad we also get proper coating now. Ps mostly the coating causes that effect on cars. Especially the thickness. Current thickness is hard coded, still not physical correct. But it's getting there

    • @RomboutVersluijs
      @RomboutVersluijs 5 หลายเดือนก่อน

      @@christopher3d475 man now I understand. I also come from different engine. I used These Render, a full spectrum physical correct engine. It has tons of settings in materials which cycles still doesn't have. Was so nice to create materials in there. It is not node based, but layer based. You make materials using base components and stack them. Then use masks to show what component at which spot.
      I am glad we also get proper coating now. Ps mostly the coating causes that effect on cars. Especially the thickness. Current thickness is hard coded, still not physical correct. But it's getting there

  • @aifilmschool
    @aifilmschool 8 หลายเดือนก่อน

    Great tutorial, but there is something about your renders that don't look realistic. Clean but they are missing something 🤭. Can you look into it and do an explanation video on how you can take it to realism? Something about the wood on the chair, tiles, towels, the sculpture... (what looks right it's the marble counter and the items on it - the right corner). Also, the rough copper you used on some items looks flat somehow,.., especially that radiator behind the tap above the bathtup)

  • @alexandergolubev6358
    @alexandergolubev6358 8 หลายเดือนก่อน +5

    the speed of light is constant. IOR describes time (relative reciprocal of the difference between vacuum and solid) that takes light to pass through the medium. In other words, the difference of travel time defined by the path light took within, not the speed of light in particular.

    • @baron523
      @baron523 8 หลายเดือนก่อน

      midwits leave en.wikipedia.org/wiki/Ewald%E2%80%93Oseen_extinction_theorem

  • @Anisa3D
    @Anisa3D 7 หลายเดือนก่อน

    Thank you, but I'm pretty sure you could explain this in 8-12 minutes 😆

  • @onprint4868
    @onprint4868 7 หลายเดือนก่อน +1

    this movie could be made in 1 minute..

  • @nigellill3222
    @nigellill3222 7 หลายเดือนก่อน

    As if 3d graphics wasn't hard enough for beginners they now have to understand refractive & reflective physics just to do a "fluid in a glass" simulation which, to me takes the "fun" out of 3d graphics. It's a whole lot easier to just put the slider on max & min values & see what looks best & run with it. 🤔

  • @dzibanart8521
    @dzibanart8521 8 หลายเดือนก่อน

    The same as IOR in blender 2.x and 3.x 😂