Blender cycles continuous glass dispersion

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 186

  • @DefaultCube
    @DefaultCube 3 ปีที่แล้ว +296

    excellent tutorial, don't stop, the community will love this

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว +38

      This must be an April Fool's joke, right? However, thank you, I really appreciate it. And you can be sure that I will continue! You should know that there would be no CG Vertex without you. So thanks.
      P.S. Don't watch my previous videos, I shamelessly used the same music as you.
      P.P.S. I don't regret it!

    • @ne99234
      @ne99234 3 ปีที่แล้ว +5

      @@cgvertex no its true. excellent shader breakdown.

    • @debjitmajumdar769
      @debjitmajumdar769 3 ปีที่แล้ว +3

      CG Vertex and Default Cube ma men be ruling!

    • @tez-ellis
      @tez-ellis 2 ปีที่แล้ว +4

      You jinxed it cube he disappeared

    • @NirmalveerSingh
      @NirmalveerSingh 2 ปีที่แล้ว +3

      and he stopped

  • @Lucas72928
    @Lucas72928 3 ปีที่แล้ว +49

    Quantifying the dispersion with the white noise is a really smart idea, great video!

  • @michaelsoto9869
    @michaelsoto9869 2 ปีที่แล้ว +10

    This is one of the best dispersion tutorials I've seen so far. Great work

  • @FireAngelOfLondon
    @FireAngelOfLondon 9 หลายเดือนก่อน

    Fantastic, the white noise was the key to success and the result looks brilliant. I implemented mine slightly differently but would never have got there without this video. I am also going to work on getting the violet end of the spectrum into the mix without compromising the white of the base material. I think it can be done by including it between the blue and black, and then putting the inverse colour (opposite side of the optical colour wheel) between the black and red at the other end. I'll try that first anyway.
    Thank you!

  • @andressegoviamarcano2693
    @andressegoviamarcano2693 3 ปีที่แล้ว +6

    Wow men! You are not just a blender-user but a blender-scientist o.o amazing investigation dude!

  • @ramalshebl60
    @ramalshebl60 ปีที่แล้ว

    i hate physics, but it's people like you that show me why it's useful.. the most amazing pbr glass material ive encountered on the internet.. well done sir!!

  • @rusticagenerica
    @rusticagenerica 3 ปีที่แล้ว +5

    Spectacular precision in this video. Long life to you, to your graphics card, and to your TH-cam Channel.

  • @CargoCulture
    @CargoCulture 3 ปีที่แล้ว +2

    Nice technique, I had previously used the 'separated' method, using 3 glass shaders, but now I will swap to this. Great work.

    • @stanley8006
      @stanley8006 3 ปีที่แล้ว

      How did it go? Did it go as well as illustrated or were you not able to get it to work? I have heard other people couldn’t get it to work and im paranoid that i am waisting my time if i try to attempt this

    • @stanley8006
      @stanley8006 3 ปีที่แล้ว +1

      Sorry its just how i go i prob know its not that bad but still hearing from you would be good assurance

  • @limdoha
    @limdoha ปีที่แล้ว

    This is a truly amazing approach that goes beyond skills.

  • @Eren-he5dt
    @Eren-he5dt 3 หลายเดือนก่อน

    Halfway through and as a physics student im in awe, amazing tutorial. I see no further videos so i assume you are either somewhere making big bucks or dead.

    • @cgvertex
      @cgvertex  3 หลายเดือนก่อน +1

      Thanks! I’m glad you like it. Well, neither rich nor dead yet. My studies were/are quite intense. But I’m currently working on a new video, so hopefully, it will be out in a couple of weeks.

  • @DevashishGuptaOfficial
    @DevashishGuptaOfficial 5 หลายเดือนก่อน

    We can actually use the full spectrum if we correct the final resulting color using RGB curves!

  • @coleorloff
    @coleorloff 3 ปีที่แล้ว +2

    This is a genius approach.

  • @geometron3646
    @geometron3646 2 ปีที่แล้ว

    Wow! The tutorial and community feel so advanced.

  • @Chris_lives_alone
    @Chris_lives_alone 3 ปีที่แล้ว

    Since I use eevee I got problems a lot. After I met your channel I became happy again. Thanks. This is amazing too.

  • @SuperSSystem
    @SuperSSystem 7 หลายเดือนก่อน +1

    hay bro thanks for including the short history of the sodium, It happened that recently I watched a vid about disneys lost tech and how the merry poppins was shot. Conclusion, foto/video/kinimatografers have to shoot 99% on the Orange backdrops, the light costs of course but most important is the coated glass/crystal that separated the orange from the rest of the colors. Once more thax for the blending tips.

  • @v5games324
    @v5games324 3 ปีที่แล้ว +31

    "Your honor, the blender tutor clearly stated, because of the amount of sodium in the air, I was unable to see the yellow light."

  • @mosesknerl6681
    @mosesknerl6681 3 ปีที่แล้ว

    Wow, The Blender community does not cease to amaze me.
    Keep up the good work!

  • @pasqualedecrescenzo2851
    @pasqualedecrescenzo2851 3 ปีที่แล้ว +8

    I tink could be used wavelenght node instead to the color ramp: White Noise may be connected to Map Range and this one to wavelenght node. The map range is from a min of 0 and from a max of 1 to a min and a max that correspond at the waveleght of light that you want. Blender limits are 380 and 780 (nanometers) that correspond approximately to the visible spectrum, but the mid tone seems darker then it should be connectet to another node to increase the tone like bright / contrast or similar. The result is fine and maybe more realistic, but this node can be applayed only in cycles and not in Eevee. In this mode could be simulated a coloured photographics filter, for example an orange filter that blocks all light less than 600 nm.

    • @stanley8006
      @stanley8006 2 ปีที่แล้ว

      This sounds amazing.... is there any image you can show to see the difference in this method? also have you achieved this more realistic dispersion for evee. Tell me more this is an exelent coment

  • @martinsupitis
    @martinsupitis 3 ปีที่แล้ว

    This is such a clever way to do it! Now there is no way back to the old three material method.

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว +2

      Thank you! To be fair, the three shader method is still much faster, unless you use eevee.

  • @xXWhatzUpH8erzXx
    @xXWhatzUpH8erzXx 2 ปีที่แล้ว +17

    If you want to use the full color spectrum, there is a very easy way to do this! In the Color Ramp node, set Color Mode to HSV and Interpolation to Far. Create a point to the far left that's set to (1, 1, 1), and another point at the far right set to (1, 1, 1). You should have a full color spectrum. You don't need black colors at the ends.

    • @rusticagenerica
      @rusticagenerica 2 ปีที่แล้ว +1

      Fabulous !

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 2 ปีที่แล้ว +1

      Or why use a colour ramp at all? Why not use Combine HSV and synthesize the components yourself?

    • @bank8489
      @bank8489 ปีที่แล้ว

      this was covered in the video

    • @xXWhatzUpH8erzXx
      @xXWhatzUpH8erzXx ปีที่แล้ว +1

      @@bank8489 In the video, he uses RGB colors spread out with black points at the end. My method does this procedurally, which gives you a more uniform distribution of all colors instead of just RGB and colors that are linearly interpolated between those 3

    • @bank8489
      @bank8489 ปีที่แล้ว

      @@xXWhatzUpH8erzXx yeah but didnt he show the technique you describe toward the beginning

  • @patchfpv110
    @patchfpv110 3 ปีที่แล้ว +4

    Great research and super clear explication.

  • @konradm.1372
    @konradm.1372 2 ปีที่แล้ว +2

    Thanks! Short and easy to understand! Best tutorial i could found!

  • @alexanderhandjiev2845
    @alexanderhandjiev2845 3 ปีที่แล้ว +2

    HE IS BACK!

  • @-erikros-
    @-erikros- 3 ปีที่แล้ว +1

    Great video! thank you. I added the white noise color spectrum solution to the lighting. It makes the light less theoretical.

  • @MsNica1987
    @MsNica1987 2 ปีที่แล้ว +2

    simple and brilliant, mind blown

  • @DRAVIASTUDIO
    @DRAVIASTUDIO 3 ปีที่แล้ว +8

    BTW should be interesting to see more actual Luxcore
    Tutorial from the Blender community.

  • @davidmcsween
    @davidmcsween 6 หลายเดือนก่อน

    Brilliant and clear tutorial thanks for taking the time to share

  • @kalolord
    @kalolord 2 ปีที่แล้ว +6

    Thank you, excellent tutorial. The material is gorgeous, but boy is it a pain to render. I made a glass breaking animation, at 128 samples and 400 frames, it's about a 20 hour render. I wish I could do more samples, the glass could definitely use it.

    • @avfx111
      @avfx111 ปีที่แล้ว

      If only there was the ability to adjust samples for individual types materials ( like there was for light bounces)

  • @blazraidr
    @blazraidr 3 ปีที่แล้ว +1

    Fantastic technique, well done!

  • @larrowvolru7204
    @larrowvolru7204 3 ปีที่แล้ว +2

    Wow! So genius!

  • @Th3Funto
    @Th3Funto ปีที่แล้ว

    Blender have an amazing communit and amazing people, thanks.

  • @barnabasch9525
    @barnabasch9525 2 ปีที่แล้ว

    Wow, thanks for the tutorial I learned a lot! I wonder why mix shaders? This could be done with principled BSDF?

  • @brandonhernandez1111
    @brandonhernandez1111 2 ปีที่แล้ว +3

    Hey I found a solution to the color ramp, in order to get to a greater 'white'. Setting the ColorRamp's mode to 'HSV' and color interpolation to 'Far', you're able to set both end point colors to a solid red and the interpolation fills in a color wavelength

    • @rusticagenerica
      @rusticagenerica 2 ปีที่แล้ว

      Priceless !! Can you make this tutorial work with Blender 3.1.x on Linux?

    • @danielliberty7559
      @danielliberty7559 2 ปีที่แล้ว

      but then the edges are not black (there will be red twice) :(

  • @casielcheconi1398
    @casielcheconi1398 2 ปีที่แล้ว +1

    Great tutorial!! Super useful. Thanks

  • @notgartificial8591
    @notgartificial8591 19 วันที่ผ่านมา

    Instead of using using a color ramp for the colors, use the wavelength node and divide the output color by ~(0.193742, 0.132831, 0.124142) to get white. You can then plug the wavelength number into the cauchy dispersion formula to get accurate ior for each wavelength.

    • @cgvertex
      @cgvertex  19 วันที่ผ่านมา +1

      Hi, thanks for the advice. Those are some really good points. I've come to similar numbers a few months ago but didn't really have time to put it into a video yet. I'm planning to dive a bit deeper into the topic this time. The Cauchy dispersion approximation is spot on, the wavelength node, however, is a bit more complicated. I assume that you got these numbers from the RAW color management, but these would need to change for each color management. Also, the way Blender operates with the wavelength node internally in code (especially how they sample and convert CIE 1931 data) seems a bit off to me. Rendering spectra on a computer is quite a challenge on its own, so I may avoid the wavelength node completely and focus on recreating data captured by a physical camera.

  • @misterdaz1018
    @misterdaz1018 3 ปีที่แล้ว

    Thank you so much for this. Around 18 months ago I followed that 45-minute glass set-up tutorial. About 40 minutes in he says something like this is only any good if your GPU is powerful enough. At that time I was using a 5-year-old laptop so I just quit.

  • @TopChannel1on1
    @TopChannel1on1 ปีที่แล้ว

    this is amazing

  • @marcozagara
    @marcozagara ปีที่แล้ว +2

    Great tutorial! Do you recommend any specific cycles render settings to get rid of the noise in the dispersion? I think I've tried pretty much everything so far 😅

  • @mr_jackio
    @mr_jackio ปีที่แล้ว

    This is the one dude, thank you

  • @MinhChou
    @MinhChou 11 หลายเดือนก่อน

    At this point, the whole video is like a physics documentary. Not a blender tutorial video anymore

    • @cgvertex
      @cgvertex  10 หลายเดือนก่อน

      And is that a good thing?

    • @MinhChou
      @MinhChou 10 หลายเดือนก่อน

      @@cgvertex This thing is more than good, this is great. Love the effort

  • @BonsaiFreunde
    @BonsaiFreunde 2 ปีที่แล้ว

    I love your tutorials!!

  • @tubaeseries5705
    @tubaeseries5705 ปีที่แล้ว

    you can use transparency with color value greater than 1 to create fake but really fast caustics

  • @STILLTHINKING656
    @STILLTHINKING656 3 ปีที่แล้ว +1

    love this tutorial. currently i am into compare octane dispersion. and i think octane is better. but i guess cycle can control it more accuratively. thanks

  • @candywavedigital
    @candywavedigital 3 ปีที่แล้ว

    YOU ARE THE BEST Thank u so much for enlightening me

  • @Tibiscuit_OW2
    @Tibiscuit_OW2 หลายเดือนก่อน

    Hey, the so complete video. I've just discover you, and the fact that you're that precise and you bring science mindset into blender is great! thanks for that
    I came here searching how to make an effect that I saw on a picture: Irina by Akatre Studio on the website Behance (Picture of a ray of light on skin. The ray is red white and blue)
    By any chance, do you know how to make it, or what keyword I could search to learn it?

    • @cgvertex
      @cgvertex  หลายเดือนก่อน

      Thanks, I appreciate that. And to answer your question, this effect would be really difficult to simulate in CG. They probably took a glass prism and let the sun shine through. This wouldn’t be a great idea to do in Blender. Maybe some spectral engines could pull this off, but I personally would try to fake it. Instead of refracting light through a prism, I would create some kind of a gobo/stained glass panel with a strip of the visible spectrum pattern and shine light through it.
      If you are new to such things, this could be quite a hard shader to create, because not only does it need to contain a strip of colored glass, but it also has to be close to the object on which you are trying to cast these colors. So the panel itself has to be invisible to the camera while it still casts shadows. There might be better ways of doing that, this is just what crossed my mind.

  • @BenJi2DxD
    @BenJi2DxD 3 ปีที่แล้ว +2

    This is truly amazing. I tried to use the material with the default settings, but my results are super different from the video and I don't know why. I used it on a cube and the whole cube is filled to the top with color, it's the opposite of a subtle glass effect.

    • @makeandbreakgames1791
      @makeandbreakgames1791 ปีที่แล้ว

      I got that too and found that I had plugged in "color" instead of "value" on the white noise texture

  • @jon_do
    @jon_do 3 ปีที่แล้ว

    Thanks for the great tutorial! I hope you make more! :)

  • @dejan923
    @dejan923 2 ปีที่แล้ว +2

    The tutorial is amazing.
    But how did you do the depth of field with the glass ball and the HDRI? It looks really cool.

  • @tutebonecco8768
    @tutebonecco8768 2 หลายเดือนก่อน +1

    is still up the addon?

  • @balsonsash3875
    @balsonsash3875 3 ปีที่แล้ว +1

    Very cool! Thanks!

  • @9999iiiioooo
    @9999iiiioooo 3 ปีที่แล้ว +6

    This is awesome, how did you get the laser lighting to work? I'd like to test my node setup

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว +2

      Thanks! Well the laser light was tricky, and it is not really a laser but it works ok. The node setup for the light is included in the blendfile if you want to play with it. The material is called Material. 🤦‍♂️

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว

      I quite like your videos BTW. Keep it up!

  • @primetime74
    @primetime74 2 ปีที่แล้ว

    Very, very nice. Thank you!

  • @Juan_pablo_el_69
    @Juan_pablo_el_69 9 วันที่ผ่านมา

    That's caustics right? With dispersions

  • @baoyuj5585
    @baoyuj5585 3 ปีที่แล้ว +1

    And I did another test: by changing the R\G\B color value to 2in the color ramp, the result shows about it's 19% brighter than pure white.

  • @flukve3574
    @flukve3574 2 ปีที่แล้ว

    Very great tutorial thank you so much! Will this render slower than a normal glass shader?

    • @cgvertex
      @cgvertex  2 ปีที่แล้ว +1

      Thank you. Unfortunately it's way slower than normal glass.

  • @DavidJFulde
    @DavidJFulde 3 ปีที่แล้ว

    Holy. Crap. This is amazing

  • @zintoki8211
    @zintoki8211 2 ปีที่แล้ว

    Nice idea and it's quicker than using 3 shaders for each color, but the result is little muddy thanks to noise texture.

    • @vinfinityremakerguy
      @vinfinityremakerguy 3 หลายเดือนก่อน

      If you are using cycles (which you probably are) then the issue doesnt even matter due to denoising (i personally denoise in the compositor, for accuracy)

  • @aim__freakz8499
    @aim__freakz8499 3 ปีที่แล้ว

    wow this is amazing! :)

  • @ConorW
    @ConorW 2 ปีที่แล้ว

    This was excellent!

  • @michaelchou1515
    @michaelchou1515 ปีที่แล้ว

    I do this in luxcore but I cannot see the dispeersion,Can you share the files to me?

  • @ayanjiuye4535
    @ayanjiuye4535 ปีที่แล้ว

    how to maker glass dispersion behind a glass which without dispersion?

  • @mingchengsong8077
    @mingchengsong8077 2 ปีที่แล้ว

    great tutorial!

  • @vasilistoxo
    @vasilistoxo 3 ปีที่แล้ว +1

    This is epic!

  • @sansvital
    @sansvital 3 ปีที่แล้ว +2

    Great tutorial! You have mentioned 40mins for a single image. How much do you estimate it would be with Luxcore? Have you tried to compare them?

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว +1

      Thanks! No, I didn't compare them, but at 1:00 you can see how fast is Luxcore in the viewport. I believe you can get a nice dispersion with luxcore is a matter of minutes.

  • @teotab4293
    @teotab4293 ปีที่แล้ว

    I've tried making something like this in arnold for a while now but with volumetric lights. Sadly the engine doesn't really work that way and the beam of light itself doesn't actually get affected by the prism, it doesn't scatter and doesn't change directions. It's the same reason lasers bouncing across mirrors won't work. is there any way to do what you've done here, but with a volume and the light being visible in the air, not just on surfaces (like the pink floyd album cover)
    I'm just a student so i have limited knowledge, please correct me if i'm using incorrect terminology or if something was lacking in my question :)

    • @cgvertex
      @cgvertex  ปีที่แล้ว +1

      I guess cycles is quite similar to Arnold in certain ways. I've just tried rendering the scene in a volume, and it doesn't seem to work that well. What's important to understand, and I feel like I did not emphasize it enough, is that this is the most "accurate" way that I could find of faking glass dispersion. However, there are other, computationally cheaper ways of faking it. It might not behave as "accurately" as this one, but it looks just as good.
      If I may be a bit more technical, the shader in the video is taking advantage of something that is known as fireflies. It is a defect produced by cycles-like engines. When we try to render something like a glass dispersion in such engine the fireflies (very bright spots) look like defects, but If we were to let the engine run for a while, and I mean for an unreasonably long, these defects would form a vague illusion of caustics. That's what I'm doing in the shader. It is not efficient at all, but it works, and it should behave somewhat like in reality.
      The volume just adds complexity to it. The fireflies, which will eventually form the dispersive caustics, are now not only on the floor but scattered everywhere in the volume, which makes the image even more noisy and hard to process.
      There are engines like Appleseed and Luxcore, which are designed to render caustics dispersion really fast and extremely accurately.
      As I said, there are other ways of faking this effect and getting much faster results. Many people have made such shaders, but they put it on sale, so it is hard to guess how they work. I may try to do something more efficient myself at some point, people really seem to be interested in that.
      Sorry for such a long response, but I really wanted to cover everything. I'm not really familiar with Arnold, so these are just general concepts.

    • @teotab4293
      @teotab4293 ปีที่แล้ว

      @@cgvertex oooh i see, thank you very much for the detailed explanation! I will look more into other engines, this has just been a fun side project but I've been learning a lot from it.
      I would absolutely watch another video from you about this haha

  • @ShebanFPV
    @ShebanFPV 2 ปีที่แล้ว

    Great man! Thanks very much!

  • @0xmigu
    @0xmigu ปีที่แล้ว

    Don't know if I'm doing something wrong but this doesn't seem to work in blender 4.1, any help?

    • @cgvertex
      @cgvertex  ปีที่แล้ว

      Hi, I just downloaded blender 4.1 and opened the blender file from gumroad. Everything seems to be working fine. Where exactly did you run into the problem?

  • @viniciusbatista6084
    @viniciusbatista6084 2 ปีที่แล้ว

    excellent tutorial

  • @dilonardomultimediaproductions
    @dilonardomultimediaproductions 2 ปีที่แล้ว

    Could you please add it to the BlenderKit ? Thanks

  • @danielb.2873
    @danielb.2873 2 ปีที่แล้ว

    Great video.

  • @damann6470
    @damann6470 2 ปีที่แล้ว

    So helpful!! Thank you

  • @johneslar
    @johneslar ปีที่แล้ว

    The dispersed light reflects really bad off of planes... What am I doing wrong?

    • @cgvertex
      @cgvertex  ปีที่แล้ว

      It does, Cycles doesn't handle complex caustics well, and the approach I tried is computationally expensive and not very effective. Just download the file and let it render; that's probably the best option for now.

  • @michaelt5764
    @michaelt5764 3 ปีที่แล้ว

    I replicated your node structure exactly the way you arranged them but unfortunately it doesn't seem to work in Blender 3.0. Also the "add' node doesn't seem to be in the 3.0 either.

    • @nathanimagination
      @nathanimagination 2 ปีที่แล้ว +1

      if you slowed down the video you can see he typed "Math" in the search bar, you can find it then.

  • @ratfox4994
    @ratfox4994 3 ปีที่แล้ว +1

    cloudy glass. because the refraction changes pixel by pixel by the white noise texture mask. this method will not work.

  • @marcoelfilmm
    @marcoelfilmm ปีที่แล้ว +1

    My glass shape ended up having a dark tint to it.

  • @Agamewriter
    @Agamewriter ปีที่แล้ว

    Wow. Just wow.

  • @mohamedharsha9344
    @mohamedharsha9344 3 ปีที่แล้ว

    So you are the Kip Thorne for blender

  • @foxflyiiii
    @foxflyiiii ปีที่แล้ว

    Do you have any idea why the light doesn't go through the glass in Blender 3? I recreated yours, but apart from the fact that it shimmers slightly in rgb, unfortunately no light goes through? Is another setting necessary? Thanks...

    • @alyxlocke1284
      @alyxlocke1284 ปีที่แล้ว +1

      From what I understand, blender 3.0 changed pretty much everything about how the cycles render engine works.

    • @cgvertex
      @cgvertex  ปีที่แล้ว

      If you followed my steps, the shimmering is expected. Let it run in a dark environment for a while, and the caustic artifacts will create the dispersion effect. It's a computationally heavy approach, but it's the only way I've achieved dispersion with Cycles. Consider using another rendering engine for better results.

  • @tomvonlanthen5513
    @tomvonlanthen5513 ปีที่แล้ว

    great video! ;)

  • @Juan_pablo_el_69
    @Juan_pablo_el_69 9 วันที่ผ่านมา

    My Pc said that the site is unsecured and his certificate has expired, what do i do😢

  • @JJ_Artworks
    @JJ_Artworks 11 หลายเดือนก่อน

    I got a very dark glass, almost black. My glass has a thickness to it, I can barely see the environment looking from inside the glass but when I look from outside the two sides get added and renders almost black :(
    btw thanks for this tut, I'm reverting to my 3 RGB glass dispersion version, but I'm very sad this one don't work because the separated dispersions is annoying, anyone having the same issue?

    • @cgvertex
      @cgvertex  10 หลายเดือนก่อน

      I'll check it out. This was more of a proof of concept, but I'd like to make an optimized version in the future.

  • @fabbrobbaf
    @fabbrobbaf 3 ปีที่แล้ว +1

    This is science!

  • @infinnite4938
    @infinnite4938 ปีที่แล้ว

    40 minutes for 1 frame... what graphics card did you use and how much memory does it take? thanks :D

    • @cgvertex
      @cgvertex  ปีที่แล้ว +1

      I think that I rendered it with something like NVIDIA GeForce GTX 1050, but I am not sure about the ram. However, cycles has come a long way since I made this video, and I am sure that you can render it much faster.

  • @user-fz3en2xj2j
    @user-fz3en2xj2j ปีที่แล้ว

    so goooooooood

  • @user-t3m
    @user-t3m ปีที่แล้ว

    nice , thank you!

  • @СергейИгнатович-ы2х
    @СергейИгнатович-ы2х ปีที่แล้ว

    In welcher Version von Blender haben Sie das geschaft?

    • @cgvertex
      @cgvertex  ปีที่แล้ว

      I don't remember but the original file seems to work fine in Blender 3.6.1.

  • @warpcloud
    @warpcloud ปีที่แล้ว

    Thank you for your tutorial! What a pain in the ass... Switch to Cinema or 3ds max. You can achieve the same effect in one click there.

  • @rusticagenerica
    @rusticagenerica 2 ปีที่แล้ว

    Will this add-on work with Blender 3.1 as well?

  • @vain3d973
    @vain3d973 3 ปีที่แล้ว +1

    ILY

  • @restFriday
    @restFriday ปีที่แล้ว

    非常感谢您的分享~

  • @HogwartsStudy
    @HogwartsStudy 2 ปีที่แล้ว

    amazing. So easy even i did it!

  • @iahmadux
    @iahmadux 3 ปีที่แล้ว

    thanks for the amazing work !! can you please make a tutorial of last glass object 8:12 ?

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว +1

      Thank you! Do you mean literally the object or NFTs and Ethereum in general?

    • @iahmadux
      @iahmadux 3 ปีที่แล้ว +1

      @@cgvertex yes object itself 😍

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว

      Well, it was quite simple to model so I won't make a tutorial about it. But you can easily find some models of Ethereum logo online.

    • @iahmadux
      @iahmadux 3 ปีที่แล้ว

      @@cgvertex thank you sir !! will do that 👍

  • @natashagonzalez6064
    @natashagonzalez6064 2 ปีที่แล้ว

    EXCELLENT

  • @kangjulian216
    @kangjulian216 2 ปีที่แล้ว

    best tutorial ...

  • @hichamwow7916
    @hichamwow7916 ปีที่แล้ว

    What type of light did you use?

    • @cgvertex
      @cgvertex  ปีที่แล้ว

      I have used a plane with a special emissive material, such that the light functions somewhat like a laser. You can download the file and take a look at it.

  • @hobbter
    @hobbter 2 ปีที่แล้ว +1

    I just WOW

  • @YASIR.K
    @YASIR.K 3 ปีที่แล้ว

    Thank You

  • @raxlyy6416
    @raxlyy6416 3 ปีที่แล้ว

    how did you achieve the final object?

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว

      You can download the file and take a look. But basically I rendered one frame with very high samples.

  • @dotnexdotnex4545
    @dotnexdotnex4545 3 ปีที่แล้ว

    BIGGGGG THANKSSSSSSSSSSSSSS
    can i know how do you study to make material like this ? i am confused ,i just can use other people material tutorial to make something thankss

    • @cgvertex
      @cgvertex  3 ปีที่แล้ว

      Thanks! I usually just imagine what I want to create and then look for a way to achieve it. Trial and error plays a huge role in this process.

  • @fr0zo664
    @fr0zo664 ปีที่แล้ว

    thank youu ^^