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!
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!
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!!
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
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.
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.
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.
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.
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
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.
@@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
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.
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
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.
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.
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.
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 😅
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
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?
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.
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.
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. 🤦♂️
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)
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.
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 :)
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.
@@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
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?
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.
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.
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...
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.
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?
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.
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.
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
excellent tutorial, don't stop, the community will love this
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!
@@cgvertex no its true. excellent shader breakdown.
CG Vertex and Default Cube ma men be ruling!
You jinxed it cube he disappeared
and he stopped
Quantifying the dispersion with the white noise is a really smart idea, great video!
This is one of the best dispersion tutorials I've seen so far. Great work
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!
Wow men! You are not just a blender-user but a blender-scientist o.o amazing investigation dude!
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!!
Spectacular precision in this video. Long life to you, to your graphics card, and to your TH-cam Channel.
Nice technique, I had previously used the 'separated' method, using 3 glass shaders, but now I will swap to this. Great work.
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
Sorry its just how i go i prob know its not that bad but still hearing from you would be good assurance
This is a truly amazing approach that goes beyond skills.
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.
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.
We can actually use the full spectrum if we correct the final resulting color using RGB curves!
This is a genius approach.
Wow! The tutorial and community feel so advanced.
Since I use eevee I got problems a lot. After I met your channel I became happy again. Thanks. This is amazing too.
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.
"Your honor, the blender tutor clearly stated, because of the amount of sodium in the air, I was unable to see the yellow light."
Wow, The Blender community does not cease to amaze me.
Keep up the good work!
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.
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
This is such a clever way to do it! Now there is no way back to the old three material method.
Thank you! To be fair, the three shader method is still much faster, unless you use eevee.
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.
Fabulous !
Or why use a colour ramp at all? Why not use Combine HSV and synthesize the components yourself?
this was covered in the video
@@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
@@xXWhatzUpH8erzXx yeah but didnt he show the technique you describe toward the beginning
Great research and super clear explication.
Thanks! Short and easy to understand! Best tutorial i could found!
HE IS BACK!
Great video! thank you. I added the white noise color spectrum solution to the lighting. It makes the light less theoretical.
simple and brilliant, mind blown
BTW should be interesting to see more actual Luxcore
Tutorial from the Blender community.
Brilliant and clear tutorial thanks for taking the time to share
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.
If only there was the ability to adjust samples for individual types materials ( like there was for light bounces)
Fantastic technique, well done!
Wow! So genius!
Blender have an amazing communit and amazing people, thanks.
Wow, thanks for the tutorial I learned a lot! I wonder why mix shaders? This could be done with principled BSDF?
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
Priceless !! Can you make this tutorial work with Blender 3.1.x on Linux?
but then the edges are not black (there will be red twice) :(
Great tutorial!! Super useful. Thanks
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.
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.
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.
this is amazing
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 😅
This is the one dude, thank you
At this point, the whole video is like a physics documentary. Not a blender tutorial video anymore
And is that a good thing?
@@cgvertex This thing is more than good, this is great. Love the effort
I love your tutorials!!
you can use transparency with color value greater than 1 to create fake but really fast caustics
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
YOU ARE THE BEST Thank u so much for enlightening me
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?
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.
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.
I got that too and found that I had plugged in "color" instead of "value" on the white noise texture
Thanks for the great tutorial! I hope you make more! :)
The tutorial is amazing.
But how did you do the depth of field with the glass ball and the HDRI? It looks really cool.
is still up the addon?
Very cool! Thanks!
This is awesome, how did you get the laser lighting to work? I'd like to test my node setup
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. 🤦♂️
I quite like your videos BTW. Keep it up!
Very, very nice. Thank you!
That's caustics right? With dispersions
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.
Very great tutorial thank you so much! Will this render slower than a normal glass shader?
Thank you. Unfortunately it's way slower than normal glass.
Holy. Crap. This is amazing
Nice idea and it's quicker than using 3 shaders for each color, but the result is little muddy thanks to noise texture.
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)
wow this is amazing! :)
This was excellent!
I do this in luxcore but I cannot see the dispeersion,Can you share the files to me?
how to maker glass dispersion behind a glass which without dispersion?
great tutorial!
This is epic!
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?
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.
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 :)
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.
@@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
Great man! Thanks very much!
Don't know if I'm doing something wrong but this doesn't seem to work in blender 4.1, any help?
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?
excellent tutorial
Could you please add it to the BlenderKit ? Thanks
Great video.
So helpful!! Thank you
The dispersed light reflects really bad off of planes... What am I doing wrong?
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.
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.
if you slowed down the video you can see he typed "Math" in the search bar, you can find it then.
cloudy glass. because the refraction changes pixel by pixel by the white noise texture mask. this method will not work.
My glass shape ended up having a dark tint to it.
Wow. Just wow.
So you are the Kip Thorne for blender
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...
From what I understand, blender 3.0 changed pretty much everything about how the cycles render engine works.
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.
great video! ;)
My Pc said that the site is unsecured and his certificate has expired, what do i do😢
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?
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.
This is science!
40 minutes for 1 frame... what graphics card did you use and how much memory does it take? thanks :D
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.
so goooooooood
nice , thank you!
In welcher Version von Blender haben Sie das geschaft?
I don't remember but the original file seems to work fine in Blender 3.6.1.
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.
Will this add-on work with Blender 3.1 as well?
ILY
非常感谢您的分享~
amazing. So easy even i did it!
thanks for the amazing work !! can you please make a tutorial of last glass object 8:12 ?
Thank you! Do you mean literally the object or NFTs and Ethereum in general?
@@cgvertex yes object itself 😍
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.
@@cgvertex thank you sir !! will do that 👍
EXCELLENT
best tutorial ...
What type of light did you use?
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.
I just WOW
Thank You
how did you achieve the final object?
You can download the file and take a look. But basically I rendered one frame with very high samples.
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
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.
thank youu ^^