diffuse roughness is a game-changer for dirt and gravel, I've always ran into the issue of having dirt look way wetter than it should with just regular roughness values, the solution was to lower the specular value, but that always felt like a cheat... and this is what we were missing as the solution for that!
WOOOW im working on an automotive scene right now, trying to make my best pavement possible and this COMPLETELY changed the look of it from afar, huge improvement, thank you so much
Thank you for these incredibly useful feature update videos, I honestly don’t think I would understand the current principled node if it weren’t for your channel. The original principled shader was easy to grasp and relied on relatively few inputs. I like the changes to make it more accurate and powerful, but the purpose of certain parameters is not immediately obvious.
I had no idea the Principled BSDF was not using the Oren-Nayar algorithm! Very cool to see one of my biggest complaints about energy loss on low-incidence rough surfaces being fixed by this!
You are doing fantastic work of explaining the inners of the nodes and physics behind them. As a person who just eyeballs his materials throwing the physical accuracy out of the window (but I get that sometimes artistry > physical accuracy), with each and every video of yours I get a slightly better understanding of what the nodes and sliders do. Thank you!
Yes! This is one of the two things I've been waiting for Blender to get around to. I learned this for Vray via Grant Warwick way back when. Fingers crossed for a camera like the Vray Psychical camera or the one found in the Photographer add-on. Thank you for another insightful video 🙏
These videos are so informative and interesting! 4.0 series is definitely making major improvements to the eevee and cycles engines. Can’t wait to try out these updates!
Great overview of these new features. It would be nice to have presets in the Metallic BSDF Physical Conductor panel itself, like for gold or bronze. As a starting of point for further experimentation.
I could see that as being very useful. It would be great if we didn't need to pull values from refractiveindex, but instead could simply specify RGB wavelength primaries, and it calculate the values for us. Perhaps someone could build a node setup for that.
Would it not be better to take a weighted average from a gaussian/normal distribution centered on those 3 specific wavelengths for getting the RGB IOR and Extinction mode? I mean that is probably overkill really and likely wont be far off from the single value things but it might be more accurate. Though I'm not sure how you would go about getting that data, just an idea! Great video as always, i really appreciate the detailed walkthrough, and its exciting to have these new physically accurate things come to blender!
The endpoints I used seemed logical but by no means are they the only method you could use. I also tested with a middle overage of the general RGB regions and that works well also. I was going to show that but it seemed too esoteric for most people and also increased the length of the video too much.
@@christopher3d475 ah I see, yeah that’s true haha it is a bit too esoteric and if the individual wavelength values are very close to that anyways then it’s a bit pointless so i totally get that!
@@WonkyGrub You'll notice I uploaded a 4.3 file containing the metals. I may do another set with different wavelength endpoints for exploration. What I found was the the more color a metal had, like the gold and copper, the more it was likely to be influenced by different primaries. This is actually one of the reasons why a spectral renderer has an advantage over an RGB based renderer.
Thanks you for these great informative updates! I always like to follow along and move the sliders that I never gave a second thought too. I found it super helpful that you provided a link to your shader ball blend file and I was wondering if you could pack the textures as well? Its currently missing the floor grid and light textures.
In these examples the difference seems very-very small and insignificant....it is not. Try out an interior scene, where the plaster has a high diffuse roughness, it will be immediately much-more realistic. Using correct-ish values for every model in a scene brings it much closer to corona/octane.
One thing I always wondered is why isn't there any guide on how MUCH diffuse roughness is indicated for specific materials.. like clay 0.95, plastic 0.1, concrete 0.8, dirt 1 etc. This would help a lot 😅
@christopher3d475 I get it. But it is a quite subtle effect and we get so much precise information for IoR and other parameters.. I was curious of what the science was 😀
there is a caveat. Sunlight Sky Dynamic Environment versus interior indirect light color space has large differences in energy conservation. I am wondering where that is in the Physical Conductor equation. Indoor outdoor. This is a energy model present in Luxcore.
Energy conservation has to do with how the material/surface handles incoming light vs outgoing light energy. It doesn't matter where the light comes from.
@@christopher3d475 i mean it will be great to have that kind of more details setups included in cycles, just glad to have the cycles taking steps to get close to it
I specifically chose lighting that would emphasis its behavior. However, if you made it to the 10 minute mark, I make the very point that it isn't appropriate for all surfaces. It's a use-case scenario option for sure.
diffuse roughness is a game-changer for dirt and gravel, I've always ran into the issue of having dirt look way wetter than it should with just regular roughness values, the solution was to lower the specular value, but that always felt like a cheat... and this is what we were missing as the solution for that!
Totally! One of my pet peeves since the early days of 3D graphics is looking wet that should be dry.
WOOOW im working on an automotive scene right now, trying to make my best pavement possible and this COMPLETELY changed the look of it from afar, huge improvement, thank you so much
One of the best youtube channel on blender... Highly educational.
true
Speaking facts
Thank you for these incredibly useful feature update videos, I honestly don’t think I would understand the current principled node if it weren’t for your channel.
The original principled shader was easy to grasp and relied on relatively few inputs. I like the changes to make it more accurate and powerful, but the purpose of certain parameters is not immediately obvious.
I had no idea the Principled BSDF was not using the Oren-Nayar algorithm! Very cool to see one of my biggest complaints about energy loss on low-incidence rough surfaces being fixed by this!
You are doing fantastic work of explaining the inners of the nodes and physics behind them. As a person who just eyeballs his materials throwing the physical accuracy out of the window (but I get that sometimes artistry > physical accuracy), with each and every video of yours I get a slightly better understanding of what the nodes and sliders do. Thank you!
you are making us appreciate every Blender release even more, impossible!
Yes! This is one of the two things I've been waiting for Blender to get around to. I learned this for Vray via Grant Warwick way back when.
Fingers crossed for a camera like the Vray Psychical camera or the one found in the Photographer add-on. Thank you for another insightful video 🙏
Wow. I'm very impressed by how Blender is going and for your explanations. Thanks.
It almost looks like it used more samples, very nice effect.
gold
These videos are so informative and interesting! 4.0 series is definitely making major improvements to the eevee and cycles engines.
Can’t wait to try out these updates!
wow, how much we can learn from „simple“ metal shaders 😅 thanks ❤
Another mind blowing video! Well done sir.
Finally something what I wanted, if caustics be improved (path guiding is pretty good but slow as hell) it would be the best
Yes, Path guiding needs to get GPU accelerated asap🙏
Yes, I agree. That's entirely dependent on Intel. The Blender folks don't really have control over this.
@@christopher3d475 That explains a lot
@@christopher3d475 I'm out of the loop. Why is caustic difficult to be integrated into blender cycles?
wow fabric looking prefect
Superb Explanation
Let’s go Blender! Let’s go Chris!
Awesome video 🦾
Thanks for the deep dive!
Super nice 👍 thx for your work !!!
Great overview of these new features. It would be nice to have presets in the Metallic BSDF Physical Conductor panel itself, like for gold or bronze. As a starting of point for further experimentation.
I could see that as being very useful. It would be great if we didn't need to pull values from refractiveindex, but instead could simply specify RGB wavelength primaries, and it calculate the values for us. Perhaps someone could build a node setup for that.
This is super amazing info, and very well presented! Thank you! 🙏
great info as always! thanks!
i think the video needs more real world examples (i mean in let's say interior projects and other stuff) but the explanation is really nice!
Great Video!
Good stuff
Great video
the complex ior i want
Would it not be better to take a weighted average from a gaussian/normal distribution centered on those 3 specific wavelengths for getting the RGB IOR and Extinction mode?
I mean that is probably overkill really and likely wont be far off from the single value things but it might be more accurate. Though I'm not sure how you would go about getting that data, just an idea!
Great video as always, i really appreciate the detailed walkthrough, and its exciting to have these new physically accurate things come to blender!
The endpoints I used seemed logical but by no means are they the only method you could use. I also tested with a middle overage of the general RGB regions and that works well also. I was going to show that but it seemed too esoteric for most people and also increased the length of the video too much.
@@christopher3d475 ah I see, yeah that’s true haha it is a bit too esoteric and if the individual wavelength values are very close to that anyways then it’s a bit pointless so i totally get that!
@@WonkyGrub You'll notice I uploaded a 4.3 file containing the metals. I may do another set with different wavelength endpoints for exploration. What I found was the the more color a metal had, like the gold and copper, the more it was likely to be influenced by different primaries. This is actually one of the reasons why a spectral renderer has an advantage over an RGB based renderer.
Thanks you for these great informative updates! I always like to follow along and move the sliders that I never gave a second thought too. I found it super helpful that you provided a link to your shader ball blend file and I was wondering if you could pack the textures as well? Its currently missing the floor grid and light textures.
Oops sorry about the missing textures. I just uploaded a new file and updated the link.
In these examples the difference seems very-very small and insignificant....it is not. Try out an interior scene, where the plaster has a high diffuse roughness, it will be immediately much-more realistic. Using correct-ish values for every model in a scene brings it much closer to corona/octane.
u should teach in 3D schools
Metals look much better now. Are these renders made in 4.3?
Yes, they were all rendered in 4.3. Many of the surfaces were set to diffuse roughness of 1.0. A few here and there I did maybe 0.5.
One thing I always wondered is why isn't there any guide on how MUCH diffuse roughness is indicated for specific materials.. like clay 0.95, plastic 0.1, concrete 0.8, dirt 1 etc. This would help a lot 😅
I think it just comes down to what you like in terms of the look of the object and material.
@christopher3d475 I get it. But it is a quite subtle effect and we get so much precise information for IoR and other parameters.. I was curious of what the science was 😀
there is a caveat. Sunlight Sky Dynamic Environment versus interior indirect light color space has large differences in energy conservation. I am wondering where that is in the Physical Conductor equation. Indoor outdoor. This is a energy model present in Luxcore.
Energy conservation has to do with how the material/surface handles incoming light vs outgoing light energy. It doesn't matter where the light comes from.
Octane materials are getting introduced in blender ....but not as perfect as octane itself
Yeah, octane looks better then cycles in most cases. I'm using Octane in blender and very satisfied with results
Well, they're not trying to emulate Octane exactly, but they are moving Cycles closer to the OpenPBR and MaterialX standards.
Octane is a specteral renderer and there are advantages to that.
@@christopher3d475 i mean it will be great to have that kind of more details setups included in cycles, just glad to have the cycles taking steps to get close to it
07:55
Coz moon is flat duh..
(I'm joking. Don't get angry)
facts!
要是有字幕就好了,那样就能看懂了
The Oren-Nayar algorithm blows out the surface and is not aesthetically pleasing. Too much technical precision kills the art, imo.
I specifically chose lighting that would emphasis its behavior. However, if you made it to the 10 minute mark, I make the very point that it isn't appropriate for all surfaces. It's a use-case scenario option for sure.