@1:50 When you showed the initial comparing of "with and without" glass. There must have been done more. When you start a scene and add glass, it never looks that clean and hardly any shadows when doing interior renders. There must be more in this scene which we dont see
I love this tutorial. Funnily enough, I was just playing around with your free house scene yesterday and was thinking "dang, their way of doing glass is really good", so I love seeing it explained like this. What's frustrating though is how it works in Cycles, when in Octane you get an amazing result from just using a specular material..
Volume scatter overall would be an better option but it depends on the situation, using volume scatter can provide more realistic result but it is heavier for rendering. In this particular scene using volume scatter would give pretty much same looking result as tinting it with diffuse color. You can always try both methods and see if is there a difference in result, if there is a significant one - you probably should use volume scatter, if not - you can use diffuse color.
Do you use a different hdri for lighting and a different one for a background? In order to display the correct one through the glass you need to not only use a camera ray but also add a transmission ray, like this: www.dropbox.com/scl/fi/3robcly9laggapphsbuer/image_2024_08_06T05_22_51_428Z.png?rlkey=666e6j3osvu2kw43zyftb1ljj&dl=0
Ive been checking that light pass material a lot. Im kinda doubting it actually does something. I mean when i plug a color in instead of the transparent node, i should see that color. But that doesnt happen. I wonder if the shadows after glass are actually shadows. If we are using real glass, then i believe its called caustics EDIT Well now i know mine never worked. I forgot that math node. Man ive been going crazy over this one. Always wodnered, why doesnt it work for me hahaha Ive seen versions without this Math node, i always was like... what is this fake BS about. It doesnt work. Now i understand why
@1:50 When you showed the initial comparing of "with and without" glass. There must have been done more. When you start a scene and add glass, it never looks that clean and hardly any shadows when doing interior renders. There must be more in this scene which we dont see
I love this tutorial. Funnily enough, I was just playing around with your free house scene yesterday and was thinking "dang, their way of doing glass is really good", so I love seeing it explained like this. What's frustrating though is how it works in Cycles, when in Octane you get an amazing result from just using a specular material..
Thank you for this insight into glass! Really interesting!
Yeeea, nice tutorial guys! Congrats new members of YT team here!
Great tutorial, i willcheck your store
should it be better to use volume scatter to tint the glass maybe instead changing the diffuse color?
Volume scatter overall would be an better option but it depends on the situation, using volume scatter can provide more realistic result but it is heavier for rendering. In this particular scene using volume scatter would give pretty much same looking result as tinting it with diffuse color. You can always try both methods and see if is there a difference in result, if there is a significant one - you probably should use volume scatter, if not - you can use diffuse color.
Hi, thx a lot. the problem i have is that it doesnt show the background hdri correctly.
I followed all the steps, maybe it's blender 4.2 problem?...
Do you use a different hdri for lighting and a different one for a background? In order to display the correct one through the glass you need to not only use a camera ray but also add a transmission ray, like this:
www.dropbox.com/scl/fi/3robcly9laggapphsbuer/image_2024_08_06T05_22_51_428Z.png?rlkey=666e6j3osvu2kw43zyftb1ljj&dl=0
@@3dshaker496 wow, thx for answering. is that in glass shader or the world?
Ive been checking that light pass material a lot. Im kinda doubting it actually does something. I mean when i plug a color in instead of the transparent node, i should see that color. But that doesnt happen. I wonder if the shadows after glass are actually shadows. If we are using real glass, then i believe its called caustics
EDIT
Well now i know mine never worked. I forgot that math node. Man ive been going crazy over this one. Always wodnered, why doesnt it work for me hahaha Ive seen versions without this Math node, i always was like... what is this fake BS about. It doesnt work. Now i understand why