Exciting Render Updates in Blender 4.0!

แชร์
ฝัง
  • เผยแพร่เมื่อ 10 ก.ค. 2024
  • Blender 4.0 is still in development, in the alpha stage, but some cool new render enhancements have been made to Cycles which are now available for testing. Since this is in the alpha stage, we should be aware that changes and refinements to them may still occur.
    #1. Updates to Path Guiding
    #2. Addition of Energy Conservation in materials. This is VERY important for realism in renderings and is mandatory in a modern ray tracing render engine. See my video on energy conservation using the Furnace Test to understand this more fully. • The Furnace Test, does...
    #3. Area Light UVs.
    00:00 Introduction
    00:21 Path Guiding Updates
    09:30 Energy Conservation
    14:07 UVs for Area Lights
    My video on AgX in 4.0: • AgX in Blender 4.0. It...
    My video on changes to Specular in 4.0: • You need to know this ...
    My video on energy conservation: • Get proper energy cons...
    My video on path guiding in 3.4: • Path Guiding in Blende...
    #pathguiding #blender4 #energyconservation #arealights #cycles
    christopher-tyler.squarespace...
  • ภาพยนตร์และแอนิเมชัน

ความคิดเห็น • 110

  • @DailyFrankPeter
    @DailyFrankPeter 11 หลายเดือนก่อน +27

    A thing that I like about 3D artists is that they have a lot of technical knowledge bordering on programming but still have an eye for good framing and composition (4:00).

  • @Arturovgtzz
    @Arturovgtzz 11 หลายเดือนก่อน +42

    This is finally what I was looking to get in the next Blender version. I work a lot with interior architectural scenes and is always annoying having to tweak the glass materials with the lightpath node and having to put support lights just to compensate how much power gets lost from the environmental lights specially with metallic materials. Also lets see when Blender gives us a sneak peek for Eevee Next!!

    • @TahmidYaasin
      @TahmidYaasin 10 หลายเดือนก่อน +1

      same struggle

    • @vuk8550
      @vuk8550 9 หลายเดือนก่อน

      Eevee next was available in a beta build from a few days ago. I played around with it, and I love it. It's such a different experience having SSGI active as default, and new motion blur is incredibly satisfying. I deleted that 4.0 version unfortunately to replace it with the one from yesterday, as I wasn't aware that this one does not have it. But I can't wait to have it fully implemented in 4.0. :D

  • @IridiumZero
    @IridiumZero 11 หลายเดือนก่อน +8

    I was extremely grateful for your energy conservation hack, but I'm also very happy that I don't have to keep building it into every shader!
    I'm sure some people might watch the examples and think, "whatever, it's not a big deal"... but it has a very important effect on the pleasing microcontrast in your images, even if you're not going for realism, which isn't easy to just fix in post.

  • @harringtonday5319
    @harringtonday5319 10 หลายเดือนก่อน +3

    Your Blender tutorials are brilliant and I've learned so much from them, thank you!

  • @3dvfxprofessor
    @3dvfxprofessor 10 หลายเดือนก่อน

    Thanks for delivering didactic high-quality content here. Appreciated!

  • @georgiosrigas8094
    @georgiosrigas8094 10 หลายเดือนก่อน +1

    Exellent points and comparison. The energy conservation gives so much realism. I always stuck on this in Blender, the connection between different textures regarding to light didn't look natural like other 3d soft render engines.

  • @gabrielmoro3d
    @gabrielmoro3d 8 หลายเดือนก่อน

    Another great video, thank you!

  • @Jonah_Anthony
    @Jonah_Anthony 11 หลายเดือนก่อน +2

    Your channel is a goldmine

  • @Tyrannimarja
    @Tyrannimarja 9 หลายเดือนก่อน

    9:30
    Holy moley! 🤯 Wow! That looks awesome. ❤

  • @nosirve9458
    @nosirve9458 5 หลายเดือนก่อน

    wow! thats great!!

  • @camcappe353
    @camcappe353 9 หลายเดือนก่อน

    This is very exciting!

    • @christopher3d475
      @christopher3d475  9 หลายเดือนก่อน +1

      It is. I'm working on a tutorial right now for another updated materials feature that's very cool. Stay tuned.

    • @camcappe353
      @camcappe353 9 หลายเดือนก่อน

      @@christopher3d475 subscribed! Thank you

  • @thomasfrenkel1991
    @thomasfrenkel1991 9 หลายเดือนก่อน

    very good video, interesting

  • @thelemetric
    @thelemetric 6 หลายเดือนก่อน

    you are prince for doing this comparison.

  • @VFXCentral
    @VFXCentral 9 หลายเดือนก่อน

    thank you for this video! I have used vray, arnold, redshift, octane, renderman and Clarisse (RIP). And I was comparing cycles to vray and I felt like something was missing and after this video I think it was the Energy Conservation on surfaces in cycles. cant wait to compare vray with blender 4.0 cycles.

    • @christopher3d475
      @christopher3d475  9 หลายเดือนก่อน +1

      Yep, it's a big thing when you know to look for it. I have a hard time going back to 3.6 now, not only because of the energy conservation but because of AgX. 4.0 has a new SSS mechanism and also a new Sheen algorithm that looks more like what you'd see in Vray.

    • @VFXCentral
      @VFXCentral 9 หลายเดือนก่อน

      I absolutely love what you are doing with these blender videos. Especially when it comes to explaining all the new rendering stuff. would love to see you compare renders with 4.0 and other render engines :) (VRAY)@@christopher3d475

  • @cg1582
    @cg1582 10 หลายเดือนก่อน

    NICE!

  • @pile333
    @pile333 11 หลายเดือนก่อน +2

    Alleluja! One of the biggest flaw of Blender, not being able to render light under glass material.
    So we'll be now able to render a light bulb properly? I hope so!

    • @christopher3d475
      @christopher3d475  11 หลายเดือนก่อน +2

      That's still a really tough scenario for raytracers. I think Metropolis Light Transport is the most robust heuristic that can really handle that properly. It's a step beyond Path Guiding algorithm wise.

  • @default7627
    @default7627 11 หลายเดือนก่อน +5

    I hope "Agx colorspace" will be added in the new version.
    I really like your videos!

    • @BrentonWoods774
      @BrentonWoods774 11 หลายเดือนก่อน +1

      It will be in 4.0 afaik, Pablo said so on the livesream

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +3

      A quick update. the latest build of 4.0 alpha now has AgX alongside Filmic. They now have other improvement to color management.

  • @mariuspuiu9555
    @mariuspuiu9555 10 หลายเดือนก่อน

    these updates look game changing to me.

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน

      Yes they're important changes. I'm working on a video for another import rendering change coming in 4.0 that I should have out tomorrow.

  • @Jonah_Anthony
    @Jonah_Anthony 11 หลายเดือนก่อน +1

    8:27 The difference here blew my mind

  • @heckensteiner4713
    @heckensteiner4713 11 หลายเดือนก่อน

    I'm most excited about energy conservation. It's a great leap forward in the fight against global warming!

    • @gerdsfargen6687
      @gerdsfargen6687 11 หลายเดือนก่อน +1

      Gees found the activist.

  • @sebbosebbo9794
    @sebbosebbo9794 11 หลายเดือนก่อน +1

    great example....thx...
    4.1 is shifted to next year...
    hope it will hit hard...the dev. update this week looks so promising...so much stuff is in development... cant wait...

  • @BrentonWoods774
    @BrentonWoods774 11 หลายเดือนก่อน +7

    I love Cycles, but I've decided to additionally learn Octane. I'll still use Cycles a lot, but if I need ultra-realism, then with Octane it's just easier at the moment. Also for 4.0 I'm super stoked for AgX.

    • @christopher3d475
      @christopher3d475  11 หลายเดือนก่อน +2

      You can test out AgX now. Also there's a developmental version of Cycles that's been adapted to a full spectral renderer. I don't know if that's the long-term plan, to turn Blender fully into spectral, but that's another area that will benefit color fidelity.

    • @Arjjacks
      @Arjjacks 11 หลายเดือนก่อน +3

      @@christopher3d475 Spectral rendering is just in the R&D phase at the moment, according to Pablo Vasquez. At the moment, the focus is just cleaning up the colour spaces to get it ready for AGX integration. There's a lot of missing pieces and redundant code (Raw and Non-color are completely identical for instance) that needs to be patched before anything can really move forward.

    • @christopher3d475
      @christopher3d475  11 หลายเดือนก่อน +3

      @@Arjjacks I think it'll be a good move to have AgX there, apparently the same guy who originally developed Filmic. I've actually got AgX installed on my 4.0 alpha and have done tests with it, I really like it.

    • @xanzuls
      @xanzuls 11 หลายเดือนก่อน +3

      ultra-realism? Bro render engines do basically the same nowadays, they all have more or less the same features and the ability to produce photorealistic results. Octane isn't anything special, it gives a fairly balanced results out of the box hence why non 3D artists tend think it being the best render engine for photorealism but no way near as powerful or flexible for big production why they are still using Renderman or Vray for that and Cycles does pretty much most of what octane does while being more flexible.

    • @Arjjacks
      @Arjjacks 11 หลายเดือนก่อน

      @@christopher3d475 Agreed. ACES too at some point with any luck, but one step at a time. HDR is supported on Macs now as well, for viewport, images, and renders, which is pretty cool.

  • @user-pk2ju1rb7u
    @user-pk2ju1rb7u 10 หลายเดือนก่อน +2

    we need eevee next

    • @igorthelight
      @igorthelight 8 หลายเดือนก่อน

      Eevee Next is in 4.1 Alpha ;-)

  • @leonidaltman
    @leonidaltman 11 หลายเดือนก่อน +1

    Hi, Chris, thank you for the video! What’s your opinion on GGX vs Multiscatter GGX in 4.0?

    • @christopher3d475
      @christopher3d475  11 หลายเดือนก่อน +1

      This is something I've been meaning to jump in and explore more fully. It's been reworked for 4.0 and they say it's safe to use it as a default now. But I need to do a good solid set of tests still.

    • @leonidaltman
      @leonidaltman 10 หลายเดือนก่อน

      Great!👍@@christopher3d475

  • @Achelon
    @Achelon 11 หลายเดือนก่อน

    We would need a parallax occlusion mapping for eevee..

  • @ahsankhan-nc6wd
    @ahsankhan-nc6wd 10 หลายเดือนก่อน +1

    Blender is getting batter and batter

  • @jaaferelsadig
    @jaaferelsadig 10 หลายเดือนก่อน +1

    You have no idea how long I've been waiting for better conservation in blender! it's part of why I've been stuck with 3ds max and Vray for product renders. There's also one thing I've noticed about cycles, there seems to be something off about colors, or is that just me?

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +2

      One of the big changes in 4.0 is that they're introducing better color management. All we've had up until now is Filmic or just using no view transform. But they've introduced AgX, along with some other linear color spaces. Filmic has a color problem with increasing intensity lighting conditions where all colors converge on just six colors. AgX handles this better. I'm planning on doing a video on this.

    • @jaaferelsadig
      @jaaferelsadig 10 หลายเดือนก่อน

      @@christopher3d475 Looking forward to that! Can you please cover why they made the choice of AGX over ACES?

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +2

      There is support for ACES in the video editor, but there was a lot of heated debate in the development forums about ACES. It's widely used but is also aging and AgX has better color handling for higher intensity colors, meaning it handles high luminosity colors better than Filmic and ACES. I can't tell you why they wouldn't have just included ACES as an option though.@@jaaferelsadig

  • @_Pawelski
    @_Pawelski 10 หลายเดือนก่อน +1

    I desperately need some speed improvements while rendering volumes. I am dreaming of cloud scenes for years now but tweaking them is simply not possible with my 2070 rtx, render times are just ridiculously long, even for preview

    • @wolvAUS
      @wolvAUS 10 หลายเดือนก่อน

      Are you using OptiX?

  • @hypersonicmonkeybrains3418
    @hypersonicmonkeybrains3418 8 หลายเดือนก่อน

    I wonder if it can get ray reconstruction like in the new Nvidia games?

  • @tamilorejoseph4704
    @tamilorejoseph4704 6 หลายเดือนก่อน

    i would think it gets darker in 4.0 because of the switch to agx color space

  • @Concodroid
    @Concodroid 10 หลายเดือนก่อน

    out of curiosity, why did you set clamped indirect light to 25? why not go the whole hog and just turn it off by setting it to zero?

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +1

      Because I've found that if you set it to zero you can still end up with some really strong fireflies that slip through the PG algorithm and the denoiser struggles to deal with, they end up producing really weird artifacts after denoising.

    • @Concodroid
      @Concodroid 10 หลายเดือนก่อน

      @@christopher3d475 Interesting. For me at least, for the past year I've been using 0 for both light clamping settings, and while I see some tremendously strong fireflies while rendering, openimagedenoise seems to take care of them very well... in fact I've had no issues with fireflies, at all, when using zero light clamping.
      Might be worth taking another look at?

  • @JZStudiosonline
    @JZStudiosonline 9 หลายเดือนก่อน

    How does the area light UV differ visually from just importing an image as a plane and using it as an emission?

    • @christopher3d475
      @christopher3d475  9 หลายเดือนก่อน

      There's less of a difference now because of the light tree direct light sampling system introduced in 3.5, but imagine you have an older scene that uses area lights, and you want to use an image as a gobo. Now you don't need to replace them with an geometry in order to map an image for light projection.

    • @JZStudiosonline
      @JZStudiosonline 9 หลายเดือนก่อน

      @@christopher3d475 seems kinda same same but different.

  • @tamilorejoseph4704
    @tamilorejoseph4704 6 หลายเดือนก่อน

    also what do you mean by energy conservation?

    • @christopher3d475
      @christopher3d475  6 หลายเดือนก่อน

      Search my channel for energy conservation. The most recent is about the Furnace Test.

  • @canyongoat2096
    @canyongoat2096 4 หลายเดือนก่อน

    Why don't I have this path guiding option in Blender 4.0? I just downloaded 3.6 to check it, and it's there but in 4.0 it doesn't exist.

    • @exploringrvdude7817
      @exploringrvdude7817 4 หลายเดือนก่อน

      Pathguiding only works in CPU mode, it goes away when you set Cycles to GPU mode.

  • @user-hv7wc2wc8h
    @user-hv7wc2wc8h 11 หลายเดือนก่อน

    is development going on nested dielectrics?

    • @christopher3d475
      @christopher3d475  11 หลายเดือนก่อน +1

      I'm pretty sure the developers are aware of this need, but I don't know specifically if it's going to be addressed for 4.0.

  • @p1xfx
    @p1xfx 11 หลายเดือนก่อน +1

    it's like closer to octane but not there yet

    • @christopher3d475
      @christopher3d475  11 หลายเดือนก่อน +1

      Yeah, Octane is still king.

    • @xanzuls
      @xanzuls 11 หลายเดือนก่อน

      octane doesn't have MNEE caustics, it basically has a photon mapping technique combined with path guiding.

  • @typingcat
    @typingcat 10 หลายเดือนก่อน

    Damn, what took it so long for them to implement the last feature. Doesn't look so complicated. I have always wanted it, and Blender sort of already had the feature, but I had to use some weird property light profile format that only a paid app could generate (I forgot thr name but, it was some kind of appliance lighting standards or something). I wondered why I can't just simply use some kind of simple bitmap instead that complicated file.

    • @GANONdork123
      @GANONdork123 10 หลายเดือนก่อน

      You could. You could use the Parametric vector as UV coordinates with area lights.

  • @v1sor1
    @v1sor1 10 หลายเดือนก่อน

    Does path guiding works with GPU?

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +2

      Not yet unfortunately. This is something that Intel has to do and they've stated on the website for Path Guiding that it's on their future to do list for it.

  • @AakashKalaria
    @AakashKalaria 10 หลายเดือนก่อน

    oh man, now I know the difference between path tracing on and off, It would be difficult to go back to GPU rendering without path tracing 😅.

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +1

      Yep, they've put us in a bit of conundrum for sure. GPU still works better for a lot of average scenes, but I'm sure hoping Intel gets PT up and running on GPU sooner rather than later.

    • @johnsmith-ck4qt
      @johnsmith-ck4qt 8 หลายเดือนก่อน

      You probably meant path guiding..

  • @cailenced
    @cailenced 10 หลายเดือนก่อน

    The UV's for Area Light is not actually new, isnt it? You can just go the the light-nodes, add an Geometry-Input-Node and Pipe the Paramatric-Information to the image texture and the texture to the emission.

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +2

      This new UV feature makes it easier to tie into. for instance, you can't do in 3.6 what I showed in the video by putting a principled BSDF directly into the light.

    • @cailenced
      @cailenced 10 หลายเดือนก่อน

      @@christopher3d475 dont want to argue, just curious: whats the difference or lets say, whats the advantage or whats to achieve by doing this? In your Video the result is the same. You're adding texture to the light. The Light wont take any of the physical properties of the BSDF. What am i missing? It'd be great if you could explain :) ty.

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +1

      All I was doing was demonstrating that I could gain access to the UV data of the primitive that defines the area light and let an image texture driving the Alpha channel operate on that data, you couldn't do this in 3.6. I wasn't showing that all the parameters of the Principled shader were controlling the light, just that I could use a stencil to fade the intensity of the light because it had access to the UVs. projects.blender.org/blender/blender/pulls/108691@@cailenced

  • @MetalGearMk3
    @MetalGearMk3 10 หลายเดือนก่อน

    I am kind of shocked 3.6 doesn't have energy conversation by default? I wonder what else is broken in 3.6...

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +1

      It's not so much that it's broken (per se), but that it was never implemented. I know that's a bit of a difference without a distinction, but yes, it is odd.

    • @MetalGearMk3
      @MetalGearMk3 10 หลายเดือนก่อน

      @@christopher3d475 True. It definitely makes a huge difference. Anyway I just discover your channel! great content and I just subscribe. I am quite surprised you don't have that many subs, your content is by far some of the best I've seen so far(I've seen a ton of blender channels).

  • @farhadkhosravi4630
    @farhadkhosravi4630 10 หลายเดือนก่อน

    AGX or ACES, What do you prefer?

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +2

      I don't have experience with ACES, but I have experimented with AgX and really like it. I'm pretty sure 4.0 is moving to AgX and that's a good thing. But in a perfect world they need to support ACES because it's such a common standard. I hope they give us options for Filmic (for backward compatibility, ACES, and AgX). But AgX is really the best and I think that's going to be the new default.

    • @farhadkhosravi4630
      @farhadkhosravi4630 10 หลายเดือนก่อน

      @@christopher3d475 thank you for the response sir; cool, and there's an Octane Blender version with ACES full support, you can give it a try if you haven't yet 🤌🏽

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +1

      A development. The latest alpha of 4.0 now includes AgX, Filmic and sequencer support for ACES. Blender is upping its color management game.

  • @leandrodfcorreia2
    @leandrodfcorreia2 11 หลายเดือนก่อน +3

    Sadly path guiding still doesn't support GPU. :(

    • @christopher3d475
      @christopher3d475  11 หลายเดือนก่อน

      I think it's just a matter of time.

    • @igorthelight
      @igorthelight 8 หลายเดือนก่อน

      @@christopher3d475 It's still not in 4.1, correct?

    • @christopher3d475
      @christopher3d475  8 หลายเดือนก่อน

      I don't think so. This is an Intel thing, it's not something that the Blender devs can do since path guiding is an Intel raytracing library system. Do a search for Open PathGuiding and you can find out more.
      @@igorthelight

    • @igorthelight
      @igorthelight 8 หลายเดือนก่อน

      @@christopher3d475 Thanks!

  • @eobet
    @eobet 10 หลายเดือนก่อน

    I’m sorry but assigning principled to a light is completely counter intuitive. Why does Blender even allow that? Why not just plug the texture into the emissive color? Or at least mix with a transparent shader.

    • @GANONdork123
      @GANONdork123 10 หลายเดือนก่อน

      You can plug the texture into the color input on the emission node. You just use the
      Parametric vector as UV coords and it behaves exactly like this.

    • @christopher3d475
      @christopher3d475  10 หลายเดือนก่อน +2

      The way I used the principled bsdf here was a kind of hack to demonstrate the new light UV functionality, it's not ideal of course. They need to add an alpha function directly to the emission node.

  • @dannyg8032
    @dannyg8032 5 หลายเดือนก่อน

    Still inferior to Redshit, Octane, Corona, V-ray, Arnold.

    • @christopher3d475
      @christopher3d475  5 หลายเดือนก่อน

      No one is stopping you from paying to use those renderers.

  • @UltraLightDashFlawless
    @UltraLightDashFlawless 9 หลายเดือนก่อน +1

    Unfortunately you didn't explain well where the settings are, what a shame, it was a good video until you ruined it with that
    take your dislike bro, i always like your videos but this one is totally dislike at all
    sorry

    • @christopher3d475
      @christopher3d475  9 หลายเดือนก่อน

      In fact I did explain where the settings for Path Guiding are, in the video I did on Path Guiding when it was introduced in 3.4, which is listed in the description. "My video on path guiding in 3.4: th-cam.com/video/Rr84CUTjuz4/w-d-xo.html". This video was just to describe how it was expanded to glossy reflections.

    • @UltraLightDashFlawless
      @UltraLightDashFlawless 9 หลายเดือนก่อน

      @@christopher3d475 I understand very well, well... I like your videos but please explain where the settings are, so it is worth watching
      You didn't explain where the settings for Energy Conservation are
      thanks anyway bro

    • @christopher3d475
      @christopher3d475  9 หลายเดือนก่อน +1

      There are no settings for energy conservation. As I mentioned in the video, it just happens, you get it for free without having to set anything.@@UltraLightDashFlawless

    • @UltraLightDashFlawless
      @UltraLightDashFlawless 9 หลายเดือนก่อน +1

      @@christopher3d475 very good, well... I will remove the dislike and give you like as always

    • @christopher3d475
      @christopher3d475  9 หลายเดือนก่อน +1

      Thank you.@@UltraLightDashFlawless

  • @obee_in
    @obee_in 10 หลายเดือนก่อน +1

    masterclass lot of thank`s@christopher3d