Hi! Very nice tutorial. I'm especially impressed by your approach to realism... even going so far as to explain the reasons for your modelling. This is something I found missing in so many - very good - tutorials and builds: things that _look_ good and real, but simply would work in the real world.
Hey there! I think that a good tutorial doesn't only consist of raw information about how to do something. You need to understand why you're doing something, so you can never do it wrong when trying out something new :) I'm glad you like my video and I am thankful for your comment ^^
Thank you :) currently 96% of my active viewers aren't subscribed, which is odd to me, but what can you do :/ I'm glad if I can at least help others with what I do 😌
I know why the model is red instead of blue. When you do ALT + E, it's to Extrude the faces (bring them outwards). When you did it, you place them inwards, so the entire thing was "inside out" :) You can see that if you enable face orientation *before* extruding the faces, it will be red if you place them inwards, and blue if you drag them outwards.
Just my thoughts exactly... I had a little laugh when he said he had "done this like 200 times over for this tutorial and it's always red" :) Maybe after let's say 100 times it would have been time to either 1. switch the face normals before extruding or 2. extrude outwards instead of inwards (okay, that's a problem if you modeled the outer shape of the glass) or 3. use a Solidify Modifier and apply it afterwards.
Guys I know why it happens But you'll have to understand that making tutorials is really hard, you gotta do things over and over again and remember every single step to make it as efficient as possible I generally record one and the same tutorial between 5 and 20 times until I feel it's good enough That usually ends up being something between 4h and 20h of work just to record it I just want people to know that stuff like that happens if you aren't careful about what you're doing and how to fix it, since it is a good learning experience
@@philipkriegel I totally understand that, my channel is nothing but tutorials lol :) I do the same thing. I just thought I would mention it because it sounded like you didn't know why it was happening every time
I've been using blender for about 6 years now I know why it happens, but I'm trying to have every single issue a person might have while recreating my stuff in my videos so they see how to fix them And people still surprise me sometimes on my server with problems that I never would've thought of
Perfect tutorial! Great explanation of how the glass settings work. I also like how you get a little bit into the render settngs > lights paths, not mentioning the modelling with the lip etc. Thank you!
Hi. I watched a lot of tutorials about making glass in Blender, and You are the first one who talked about Volume Absorption node. I just only want to say Thank You for that :)
Great tutorial! In some parts though, you don’t say which mode you’re going into and tend to skip over the tiny details that matter. Was very confused but, managed to make a cup!
Ohh I'm sorry I thought saying it once or twice would be enough and later I must've gotten carried away I'm trying to make my videos understandable for new users and I'm glad you managed to finish it anyway If you have any questions about anything you can join my discord server, there I and other people will try to help you as a community :)
Came for the orange juice, stayed for nice explanations and smooth music :D so learnt a nice glass cycles shader For anyone if principled volume density DOESN'T work, it can be because you didn't apply the scale (select obj CTRL + A, apply) BUT if density still doesn't works, it is probably, you are like me, designing things with real world sizes. I made a 3cm/10cm glass, so I tried density 200-420 and it works! Volume bounce 12 with 300 sampling.
Yes, that's exactly how it is Most BSDF nodes will be distorted or stretched if the scale of the object is not applied Also volume nodes won't give you realistic outputs if your object is too big or too small
If your size is of by a lot, it's simply not going to look realistic. You values will need to be bigger and therefore it will have a different look to it I suggest making things to scale whenever possible
Very nice video thank's! A little tip. If you had not deleted the top polygon of the cylinder, instead selected it make an "Inset" followed by "Extrude" in the z-axis you can avoid wrong normals. And get the thicker bottom by extruding the desired length in one step...
Great Tutorial, before this I cannot understand how it a glass material into Blender. I pursuit this for years! Now I known how it easy to make glasses! Thanks!
Absolutely fantastic tutorial! I've been wanting some realistic looking glass, but more importantly, I've been wanting to make something called "depression glass." Specifically a color called "Ruby Red." I always thought that changing the base color made it look a bit weird, so the trick with volume absorption looks perfect! I had to crank the density way up to something like 2000, but it worked perfectly! And it makes perfect sense, because just like you said, the thickness of the glass will drive how that looks, which I can observe in real life when looking at my glass! Thank you, sir!
You are very welcome! Some objects will require you to use higher values, that is absolutely normal, especially when they are very thin. I'm glad you enjoyed the video :)
It is still by far one of the biggest glasses ever created. The scale is still in meters and you haven't really scaled it down.^^ Otherwise a great design, love it.
@@philipkriegel Sorry to ask... Do you accept suggestions? It would be great to see how to make realistic bubbles in a colored liquid, especially when the bubbles are half above the surface. Almost all I can find on TH-cam is about animation not shaders. Thank you.
You can create a liquid like shown in the video with the volume nodes. After that you can add little spheres with a normal glass shader inside your liquid, that usually does the trick. There is sadly no other way to do it because those bubbles need to affect the volume of the liquid and there's currently no way to erase volume from an object without boolean, and that would pretty much destroy the mesh, so the sphere method is the best I could think of.
@@philipkriegel I think I've tried something similar, but the underwater part of the bubble was almost invisible, while the liquid surface inside the bubble was visible more than needed.. I've even tried boolean, with the very same result. Gonna try again at home.
You're welcome :) The IOR is the index of refraction For the most realistic results, it should be set to 1.44-1.46 for glass and about 1.333 for liquids Having an IOR of 1 is like looking at air If you're unsure what the index of refraction is, I suggest you watch a video on it or read an article, as it's something every material has :)
I try to avoid creases because they don't add topology so you need a higher topology count to make them work Also you would want a little bit of roundong on the top of the liquid to showcase the surface tention, which in the end, doesn't add much, but at least in some cases, it'll show you a reflective line where the liquid ends. You should try to avoid creases unless you make film assets where even topology is important, or you do boolean operations without retopology afterwards
Blender is my only friend, so I play sad music since nobody likes me Jokes aside, I like the music and I think it might help people focus and fills in the spots where I'm not talking without being too distracting
I already bought a whole new PC at the beginning of December I'm just waiting for the parts to arrive, but everything is taking really long But once they are here, I'll be able to render a lot faster Let's hope they arrive soon
actually I sense sarcasm in this comment. The melancholic piano is just so distracting and there were some parts that just don't work (3:32 Shift+End hotkey doesn't work. also there was no info what does the red mean)
Having shortcuts that don't work on a 1 year old tech video is nothing extraordinary But shift+end is not what was asked The actual shortcut is Shift+N Red means that the normals of the object are facing the wrong dorection :) I chose melanchonic piano because it's easy on the ears, maybe a bit loud, bit it's a little less noticable in the newer videos, thanks for the feedback
Amazing tips about how to approach realism. I have a question. instead of Extrude Faces Along Normals for thickness can we use solidify modifier? what are the pro and cons?
Do you think you can add some caustics which doesn't seem to happen in the final render? Because apart from that it's pretty photorealistic and simple to achieve (which is great). Thank you!
Adding caustics to this scene wouldn't make it more realistic at all When I started using blender, I thought I had to have them Everytime I use glass, but in reality, you don't always have caustics In fact they only appear when you have a lot of light coming from one direction (for instance at direct sunlight, or when you put a flashlight directly next to the glass So if you want photorealism, you should let blender do it's thing, and when they appear, it's fine, when they don't, you most likely don't need them There is a lot of Tutorials online on how to fake them (I'm not interested in making one, as I think it doesn't add much to the scene and decreases believability) , so if you really want them, I recommend Gleb Alexandrov's tutorial
This is definitely worth subscribing!!! Thanks man. What’s the shortcut to add faces at 14:14? I actually don’t know that trick and can’t find it on google
@@philipkriegel Hi Philip! I'm having trouble doing this from a laptop, without the numpad. I have emulated the numpad, but the + doesn't seem to be working. Would you by any chance have a solution? Thank you very much for the tutorial, it's excellent!
@@thomasrivet5494 Thank you :) Alternatively cou could press "C" and then you will get a circle. Simply hold the left mouse button and you'll be selecting everything you brush over, I think that might be the second fastest way to do it :)
Thank you, Philip! Building my first glass object was a breeze with your input. One question, the color for Volume Absorption comes out inverted in Cycles Rendering. I can make it work but am wondering how to fix this. Any hints you can give? Edit: Turns out this must be some sort of bug. After restarting twice it works.
Thanks a lot, I'm always glad to hear that I'm helping people If that happens in the future, selecting the object and pressing control+A and then applying the scale should fix the issue If you scale the object and don't apply the scale, blender thinks that it has different dimensions and things get calculated differently
Thanks for the tutorial on this topic. Regarding the lip on the edge, I don’t think it’s for safety. It’s just chipper in mass production. Expensive glasses often doesn’t have any lip or it is barely noticeable.
Expensive glasses like wine glasses also tend to not be used as often and are usually a lot easier to break It's a deliberate manufacturing decision which actually increases the production cost While for mass production mainstream glass, the lip offers more durability, expensive glassware like wine glasses use the lip to better distribute the liquid for a finer taste Glasses without a lip are usually cheaper and made out of more brittle glass You can read more about it on the internet if you are interested :D
If you mean plastic cups then no, they usually are shaped differently at the top and bottom and the materials are different as well If you're looking for plastic this is not the right tutorial for you, but thanks for the idea 👀
Very nice video! thx a lot! I have one question. What if I want to set the background to an object. For example, through the glass I want to see the object behind it, how do i do that? :(
If you followed the tutorial, glass in itself is transmissive (light passes through, so you can see what's behind it). If you however have a curved piece of glass, like a cup, what you are seeing might get distorted, especially if there is water inside. So if you have a glass that is a little bit flatter, you will be able to see through just fine, with curved glasses, you're always going to have a little bit of distortion, that's just how physics work unfortunately But generally, you should always be able to see what's behind it if you keep the roughness of both the glass and the liquid close to 0 (in my opinion, best at 0.01 Make sure to ask further questions if anything is unclear :)
Great technique. Thanks! At the end though it looks like there might be something odd with the normals at the bottom of the glass. Kind of a pointy, wave-like pattern?
Thank you! It's just the glass refracting itself because the bottom is lifted up The normals are fine, I checked it You have a good eye though, I didn't even notice the waves, they disappear once you tilt the camera by even as much as half a degree sadly
@@philipkriegel Thanks. Would there be any benefit to making the glass bottom and/or liquid top surface with grid fill? I seem to recall a technique of using proportional editing on a grid fill to pull the liquid surface up slightly from the center to get a slightly convex shape to simulate the surface tension.
You could do that if the liquid is the focal point of your scene and you think that people will look at it a lot But people usually won't notice it's not there if you don't mention it Surface tention goes downwards though as seen in this image: previews.123rf.com/images/utima/utima1603/utima160300178/54252997-water-glass-isolated-with-clipping-path.jpg I hope I could help you with this and you can feel free to join my discord server should you have more questions :)
Amazing tutorial, I found it very useful for my practices. Do you have an tutorial like a Sauce bowl o something similar, with a fluid/liquid but static? Thanks bro!
Hey there! Thanks, I'm glad you liked the tutorial, sadly I don't have that, boy you might just have given me an idea 👀 Expect something along these lines soon!
@@philipkriegel Usually I always see tutorials on liquids and fluids in motion here on TH-cam but only a few with static fluids like soda glasses with ice cubes or something like that but not with Sauces or other liquids that have pieces of solids inside. If you do, it would be super cool! Really thanks bro!
The reason why you see them in motion, is because that's the easiest thing to do. If you want a static fluid without simulating it, you would need to sculpt it and make sure it looks realistic. Thats why people choose to simply let the computer do the work :)
Hey, great tutorial- thanks a ton! One quick question tho. My glass would not see through. Instead it has this inverted reflection of what's behind the glass (in this case, the drawers and the floor are reflected on the glass) I think I messed up the geometry somewhere along the way but I just want to avoid the mistake if I were to do it again. Any suggestion?
Make sure youre using the cycles render engine! Glass does not work that well in EEVEE If youbare using cycles, select it and go into edit mode Press A to select everything and press shift+N That should fix the normals if they are inverted If it's none of that, tou probably have some overlapping geometry down at the bottom of the glass (inside)
Hi, I've noticed should you Extrude along normals scaling outside the cylinder, rather than towards inside as in your example, face orientation of normals stays in blue color, no need to Shift+N to invert. However very clear explanation and useful. Bests TY TY TY BTW I just saw someone else already remarque same stuff. LOL
That depends on the scene you are trying to render. This one should render perfectly fine with 600 samples, but some might need more or less, depending on the complexity of the scene
Great tutorial. For anyone trying to learn and understand materials and blender (me that is ) its real progress. The only thing i can't figure out is why i get close to your results only with far far bigger absorption density values (my orange juice is a failure). I must me doing something wrong I will redo the process and see. Thank you for the insightfull tutorial.
You're welcome, I'm always glad when I hear that I'm helping someone :) The volume nodes use your objects size when shading. So having a 2 meter tall glass, or 3cm tall glass will have a negative impact, such as you needing higher or lower values to get a similar result By pressing "N", a sidebar should pop up on the right, telling you the exact size of your selected object. Make sure it is the correct scale and then press control+A And apply the scale The issue should be fixed at that point If it isn't, feel free to comment again or use one of the private messaging options I have for offer (My website, discord, Instagram or Twitter, you'll maybe have to visit my website to find some of them, since I haven't upgraded my descriptions yet)
@@philipkriegel Indeed I forgot to apply scale. I did and nothing changed though. I took the liberty of sending you my (small) blender file minus the hdri via gmail. If you can spare the time to look at it its ok. If not its ok again the tutorial is more than enough help.
For simple denoising in blender go to the down left of your program you will see a tv also the same place you use to change ur render engine, you will see denoising click on the arrow and leave all the options at the right default the main thing you want to click on is the box there, render will denoise ur final render and viewport will preview it before rendering
That is how I did it Note that Open Image Denoise (Optix) will generally give you better results in comparispn to NLM in this type of scene I also used 400 samples
when i am dublicating the faces like you did to make the liquied its getting linked to the original object and not coming out as seprate object what to do
this video is PACKED with knowlegde. Thank you. Helped me improve my bottles tons, which was funny bc i dont usually do glasses.
Thanks a lot, I'm glad that I was able to help you that much with my video. This comment made my day :)
Ι've watched tons of tutorials about making glass and this one is by far the most complete in any way possible.10/10!
Hi!
Very nice tutorial. I'm especially impressed by your approach to realism... even going so far as to explain the reasons for your modelling.
This is something I found missing in so many - very good - tutorials and builds: things that _look_ good and real, but simply would work in the real world.
Hey there!
I think that a good tutorial doesn't only consist of raw information about how to do something. You need to understand why you're doing something, so you can never do it wrong when trying out something new :) I'm glad you like my video and I am thankful for your comment ^^
@@philipkriegel couldn't agree more learning about why something works is just as important as knowing how to do it
This is really good stuff, You deserve waaaaay more subs man
Thank you :) currently 96% of my active viewers aren't subscribed, which is odd to me, but what can you do :/
I'm glad if I can at least help others with what I do 😌
"Beeing able to impress your friends" no, just no ._.
They'll just say "and when are you gonna make a game out of it?"
"right now, and I'll call it *friends name* and the juice machine"
Problem solved :3
Happens all the time XD
Lol
Amazing tips. Thanks for the knowledge.
I know why the model is red instead of blue. When you do ALT + E, it's to Extrude the faces (bring them outwards). When you did it, you place them inwards, so the entire thing was "inside out" :)
You can see that if you enable face orientation *before* extruding the faces, it will be red if you place them inwards, and blue if you drag them outwards.
Just my thoughts exactly... I had a little laugh when he said he had "done this like 200 times over for this tutorial and it's always red" :) Maybe after let's say 100 times it would have been time to either 1. switch the face normals before extruding
or 2. extrude outwards instead of inwards (okay, that's a problem if you modeled the outer shape of the glass)
or 3. use a Solidify Modifier and apply it afterwards.
Guys
I know why it happens
But you'll have to understand that making tutorials is really hard, you gotta do things over and over again and remember every single step to make it as efficient as possible
I generally record one and the same tutorial between 5 and 20 times until I feel it's good enough
That usually ends up being something between 4h and 20h of work just to record it
I just want people to know that stuff like that happens if you aren't careful about what you're doing and how to fix it, since it is a good learning experience
@@philipkriegel I totally understand that, my channel is nothing but tutorials lol :) I do the same thing. I just thought I would mention it because it sounded like you didn't know why it was happening every time
I've been using blender for about 6 years now
I know why it happens, but I'm trying to have every single issue a person might have while recreating my stuff in my videos so they see how to fix them
And people still surprise me sometimes on my server with problems that I never would've thought of
Your doing better than me. ALT+E brings up my emails, no BS, FFS LOL
best way of blender instructing I found. You ariculaten comprehensivily , you have nice music and make the video easy to follow
After watching sooo many 1min video, this is the only glass tutorial I need 🤩Noice!
Good choice of background music, It was relaxing, Also very helpful.
Thank you! I'm glad you liked it
To me it sounded like sitting in the waiting room at the dentist's office :(
You better floss, or I won't delete the default cube in the next tutorial.
@@philipkriegel I do better than that: I use a WaterPik every night.
Nice.exe
Perfect tutorial! Great explanation of how the glass settings work. I also like how you get a little bit into the render settngs > lights paths, not mentioning the modelling with the lip etc. Thank you!
I had forgot that there was a Volume shader which can be used with Surface shaders. Thank you for reminding. Great work.
You're welcome and thank you :)
Hi. I watched a lot of tutorials about making glass in Blender, and You are the first one who talked about Volume Absorption node. I just only want to say Thank You for that :)
This is the most wanted tutorial for me only the glass thing I needed to learn and thanks
Excellent tutorial, well explained. Thanks!
Great tutorial! In some parts though, you don’t say which mode you’re going into and tend to skip over the tiny details that matter. Was very confused but, managed to make a cup!
Ohh I'm sorry
I thought saying it once or twice would be enough and later I must've gotten carried away
I'm trying to make my videos understandable for new users and I'm glad you managed to finish it anyway
If you have any questions about anything you can join my discord server, there I and other people will try to help you as a community :)
Fantastic job, Philip! Liked and subscribed.
Thank you! I'm glad you liked it
Came for the orange juice, stayed for nice explanations and smooth music :D so learnt a nice glass cycles shader
For anyone if principled volume density DOESN'T work, it can be because you didn't apply the scale (select obj CTRL + A, apply)
BUT if density still doesn't works, it is probably, you are like me, designing things with real world sizes.
I made a 3cm/10cm glass, so I tried density 200-420 and it works! Volume bounce 12 with 300 sampling.
I'm glad you liked it!
Always nice to get feedback like this :D
So are you telling me that scale in blender is actually important because it can impact the effect of node values and the result?
Yes, that's exactly how it is
Most BSDF nodes will be distorted or stretched if the scale of the object is not applied
Also volume nodes won't give you realistic outputs if your object is too big or too small
@@philipkriegel one more question, he said working with real world sizes, what difference does this make when it comes to the results?
If your size is of by a lot, it's simply not going to look realistic. You values will need to be bigger and therefore it will have a different look to it
I suggest making things to scale whenever possible
the best tutorial
I would like to sincerely thank you for this gesture
Nothing to thank me for, you're welcome
Thank you. This really helped me out.
Very nice video thank's! A little tip. If you had not deleted the top polygon of the cylinder, instead selected it make an "Inset" followed by "Extrude" in the z-axis you can avoid wrong normals. And get the thicker bottom by extruding the desired length in one step...
Thank you, I didn't know about volume absroption, now i can change glass colour, Subscribed :)
You're welcome, thanks for the sub! :D
Hi, I've followed to the very end & you are absolutely precise, clear I've learned so much about glass and the juce. TY Bests
Just love this tutorials so much
This is very very informative unlike many tutorials i've come across. Good job.
Thanks a lot ^^
I'm glad you liked it
Great Tutorial, before this I cannot understand how it a glass material into Blender. I pursuit this for years! Now I known how it easy to make glasses! Thanks!
You're welcome
Always glad if I can help :)
Finally someone speaking!!!!! Thank you very much
That was absolutely great, Best glass tutorial that I found, thanks so much.
I'm glad you enjoyed it :)
You're welcome ^^
THANK YOU IT LOOKS SICK!!
keep up man. .nice tuturial. full pack of knowledge
Thanks! I'm doing my best :)
Absolutely fantastic tutorial! I've been wanting some realistic looking glass, but more importantly, I've been wanting to make something called "depression glass." Specifically a color called "Ruby Red." I always thought that changing the base color made it look a bit weird, so the trick with volume absorption looks perfect! I had to crank the density way up to something like 2000, but it worked perfectly! And it makes perfect sense, because just like you said, the thickness of the glass will drive how that looks, which I can observe in real life when looking at my glass!
Thank you, sir!
You are very welcome!
Some objects will require you to use higher values, that is absolutely normal, especially when they are very thin.
I'm glad you enjoyed the video :)
dang learned a lot just watching you work. great vid
It is still by far one of the biggest glasses ever created. The scale is still in meters and you haven't really scaled it down.^^
Otherwise a great design, love it.
Thank You! I learned a lot.
Always glad if I can help :)
Thank you for the tutorial.
Very helpful thank you ❤
Helpful tutorial, thank you
thank you so much very nice and i made it as well to the end ,, i'm learning blender so this was amazing looking for more and more explination
a lot of informations, many thanks
3 SAMPLES IN 1 VIDEO INDEED GREAT...THANKS!
Just the very tutorial I need for my work today. Thank you. Just signed up, to watch other.
I'm glad you liked it! I have a lot about glass on my channel, feel free to check it out :D
@@philipkriegel yeah, your videos are really useful :)
@@philipkriegel Sorry to ask... Do you accept suggestions? It would be great to see how to make realistic bubbles in a colored liquid, especially when the bubbles are half above the surface. Almost all I can find on TH-cam is about animation not shaders. Thank you.
You can create a liquid like shown in the video with the volume nodes. After that you can add little spheres with a normal glass shader inside your liquid, that usually does the trick.
There is sadly no other way to do it because those bubbles need to affect the volume of the liquid and there's currently no way to erase volume from an object without boolean, and that would pretty much destroy the mesh, so the sphere method is the best I could think of.
@@philipkriegel I think I've tried something similar, but the underwater part of the bubble was almost invisible, while the liquid surface inside the bubble was visible more than needed.. I've even tried boolean, with the very same result.
Gonna try again at home.
Many thanks again Philip! I wondered what the edge loops might be doing. I reduced the IOR value and that gives a result that I can use.
You're welcome :)
The IOR is the index of refraction
For the most realistic results, it should be set to 1.44-1.46 for glass and about 1.333 for liquids
Having an IOR of 1 is like looking at air
If you're unsure what the index of refraction is, I suggest you watch a video on it or read an article, as it's something every material has :)
Best video I came across in a while.
Thank you, I'm glad you liked it
this is very useful and easy to understand, thx bro
You're welcome, I'm glad I could help :)
great tutorial really enjoyed this one
I'm glad you liked it!
Great tutorial. Although I think using creases would help you, for example at 16:45 when you put a lot of loops while doing the fluid part
I try to avoid creases because they don't add topology so you need a higher topology count to make them work
Also you would want a little bit of roundong on the top of the liquid to showcase the surface tention, which in the end, doesn't add much, but at least in some cases, it'll show you a reflective line where the liquid ends.
You should try to avoid creases unless you make film assets where even topology is important, or you do boolean operations without retopology afterwards
Wow, so helpful. Thank you very much!
You're welcome, I'm glad you like it :)
Hello and thank you for the tutorial. It still holds up well 2 years later.
You're welcome :)
This will always hold up because it's more like a proof of concept and less of a tutorial
Nice But why always The sad music
Blender is my only friend, so I play sad music since nobody likes me
Jokes aside, I like the music and I think it might help people focus and fills in the spots where I'm not talking without being too distracting
I'm late to the party, but thanks for the free lesson. This was a great pack of knowledge.
Thank you :)
It's never too late to be kind
Nice tips it helped me a lot thank you 👍
great tutorial!
Thanks a lot! :D
you are very welcome mate!
Amazing.Thanks a lot.
Thank you
Thanks! Still useful years after ;)
this is beautiful!
Great one! Subscribed 🤩🤘
Thanks ^^
You have my subscription. Top tips sir.
Thank you :)
this is really helpful thank you so much
I'm glad it's helpful to you!
Great tutorial. Thanks for that :-)
Wow.
This tutorial was very helpful.😮
I'm glad you enjoyed it! :D
Feels bad rendering with CPU, I feel for you man.
I already bought a whole new PC at the beginning of December
I'm just waiting for the parts to arrive, but everything is taking really long
But once they are here, I'll be able to render a lot faster
Let's hope they arrive soon
Thanks for this!
milions of thanks bro!
What was your video card when you recorded this video?
2:21 haha it took me about 20 minutes to realize that you were selecting 4 layers not 2. Amazing tutorial, I love the music!
Thank you! I'm glad you liked it :D
actually I sense sarcasm in this comment. The melancholic piano is just so distracting and there were some parts that just don't work (3:32 Shift+End hotkey doesn't work. also there was no info what does the red mean)
@@annaczyz7185 no sarcasm
Having shortcuts that don't work on a 1 year old tech video is nothing extraordinary
But shift+end is not what was asked
The actual shortcut is Shift+N
Red means that the normals of the object are facing the wrong dorection :)
I chose melanchonic piano because it's easy on the ears, maybe a bit loud, bit it's a little less noticable in the newer videos, thanks for the feedback
@@philipkriegel thank you guys for answer!
Amazing tips about how to approach realism. I have a question. instead of Extrude Faces Along Normals for thickness can we use solidify modifier? what are the pro and cons?
It's the same thing, but you may have trouble dealing with overlapping vertices later on when working on such small scales
@@philipkriegel thanks for unexpectedly fast reply. And thank you for the tip.. I'll keep this in mind.
Thanks for the Video 👍
thank you kriegel!
Do you think you can add some caustics which doesn't seem to happen in the final render? Because apart from that it's pretty photorealistic and simple to achieve (which is great). Thank you!
Adding caustics to this scene wouldn't make it more realistic at all
When I started using blender, I thought I had to have them Everytime I use glass, but in reality, you don't always have caustics
In fact they only appear when you have a lot of light coming from one direction (for instance at direct sunlight, or when you put a flashlight directly next to the glass
So if you want photorealism, you should let blender do it's thing, and when they appear, it's fine, when they don't, you most likely don't need them
There is a lot of Tutorials online on how to fake them (I'm not interested in making one, as I think it doesn't add much to the scene and decreases believability) , so if you really want them, I recommend Gleb Alexandrov's tutorial
@@philipkriegel Thank you very much for your response, and your work!
You're welcome :)
Amazing tutorial, really helpful but I can't find light path, do you know why that is?
Make sure you're in cycles
Also what version of blender are you using?
@@philipkriegel you are right, my render engine was in Eevee instead. I really appreciate the fast response from you, you are lovely
which song is on the last part of tutorial?
fantastic!
finally let's apply some water drops on a glass surface to be totally excited! =)
This is definitely worth subscribing!!! Thanks man.
What’s the shortcut to add faces at 14:14? I actually don’t know that trick and can’t find it on google
Thank you :D
I pressed control and +, you can also press control and - to remove faces
@@philipkriegel Hi Philip! I'm having trouble doing this from a laptop, without the numpad. I have emulated the numpad, but the + doesn't seem to be working. Would you by any chance have a solution? Thank you very much for the tutorial, it's excellent!
@@thomasrivet5494 Thank you :)
Alternatively cou could press "C" and then you will get a circle.
Simply hold the left mouse button and you'll be selecting everything you brush over, I think that might be the second fastest way to do it :)
It is F
Thank you, Philip! Building my first glass object was a breeze with your input.
One question, the color for Volume Absorption comes out inverted in Cycles Rendering. I can make it work but am wondering how to fix this. Any hints you can give?
Edit: Turns out this must be some sort of bug. After restarting twice it works.
Thanks a lot, I'm always glad to hear that I'm helping people
If that happens in the future, selecting the object and pressing control+A and then applying the scale should fix the issue
If you scale the object and don't apply the scale, blender thinks that it has different dimensions and things get calculated differently
@@philipkriegel I'll keep that in mind! Thanks again.
You have very positive responses
Thank you
Thanks for the tutorial on this topic. Regarding the lip on the edge, I don’t think it’s for safety. It’s just chipper in mass production. Expensive glasses often doesn’t have any lip or it is barely noticeable.
Expensive glasses like wine glasses also tend to not be used as often and are usually a lot easier to break
It's a deliberate manufacturing decision which actually increases the production cost
While for mass production mainstream glass, the lip offers more durability, expensive glassware like wine glasses use the lip to better distribute the liquid for a finer taste
Glasses without a lip are usually cheaper and made out of more brittle glass
You can read more about it on the internet if you are interested :D
24:38 how to fix this?
amazing thanx mate
You're welcome
What about plastic? Does this video apply to that as well?
If you mean plastic cups then no, they usually are shaped differently at the top and bottom and the materials are different as well
If you're looking for plastic this is not the right tutorial for you, but thanks for the idea 👀
Really nice one....
Thanks a lot :)
Very nice video! thx a lot!
I have one question.
What if I want to set the background to an object. For example, through the glass I want to see the object behind it, how do i do that? :(
If you followed the tutorial, glass in itself is transmissive (light passes through, so you can see what's behind it). If you however have a curved piece of glass, like a cup, what you are seeing might get distorted, especially if there is water inside. So if you have a glass that is a little bit flatter, you will be able to see through just fine, with curved glasses, you're always going to have a little bit of distortion, that's just how physics work unfortunately
But generally, you should always be able to see what's behind it if you keep the roughness of both the glass and the liquid close to 0 (in my opinion, best at 0.01
Make sure to ask further questions if anything is unclear :)
@@philipkriegel thx for your replay, I appreciate 🙏
Great technique. Thanks! At the end though it looks like there might be something odd with the normals at the bottom of the glass. Kind of a pointy, wave-like pattern?
Thank you!
It's just the glass refracting itself because the bottom is lifted up
The normals are fine, I checked it
You have a good eye though, I didn't even notice the waves, they disappear once you tilt the camera by even as much as half a degree sadly
@@philipkriegel Thanks. Would there be any benefit to making the glass bottom and/or liquid top surface with grid fill? I seem to recall a technique of using proportional editing on a grid fill to pull the liquid surface up slightly from the center to get a slightly convex shape to simulate the surface tension.
You could do that if the liquid is the focal point of your scene and you think that people will look at it a lot
But people usually won't notice it's not there if you don't mention it
Surface tention goes downwards though as seen in this image: previews.123rf.com/images/utima/utima1603/utima160300178/54252997-water-glass-isolated-with-clipping-path.jpg
I hope I could help you with this and you can feel free to join my discord server should you have more questions :)
Brilliant
Amazing tutorial, I found it very useful for my practices. Do you have an tutorial like a Sauce bowl o something similar, with a fluid/liquid but static? Thanks bro!
Hey there!
Thanks, I'm glad you liked the tutorial, sadly I don't have that, boy you might just have given me an idea 👀
Expect something along these lines soon!
@@philipkriegel Usually I always see tutorials on liquids and fluids in motion here on TH-cam but only a few with static fluids like soda glasses with ice cubes or something like that but not with Sauces or other liquids that have pieces of solids inside. If you do, it would be super cool! Really thanks bro!
The reason why you see them in motion, is because that's the easiest thing to do. If you want a static fluid without simulating it, you would need to sculpt it and make sure it looks realistic. Thats why people choose to simply let the computer do the work :)
So nice
pained me when i noticed you didnt switch to gpu rendering at the start
now im subscribing ty mate
Thank you too :)
Hey, great tutorial- thanks a ton!
One quick question tho. My glass would not see through. Instead it has this inverted reflection of what's behind the glass (in this case, the drawers and the floor are reflected on the glass) I think I messed up the geometry somewhere along the way but I just want to avoid the mistake if I were to do it again. Any suggestion?
Make sure youre using the cycles render engine!
Glass does not work that well in EEVEE
If youbare using cycles, select it and go into edit mode
Press A to select everything and press shift+N
That should fix the normals if they are inverted
If it's none of that, tou probably have some overlapping geometry down at the bottom of the glass (inside)
T
hank you!
Hi, I've noticed should you Extrude along normals scaling outside the cylinder, rather than towards inside as in your example, face orientation of normals stays in blue color, no need to Shift+N to invert. However very clear explanation and useful. Bests TY TY TY BTW I just saw someone else already remarque same stuff. LOL
really good video 👍
Thank you ^^
You saved me ! Hope you get surprise from life for this
is 600 samples enough to create no noise rendered images?
That depends on the scene you are trying to render. This one should render perfectly fine with 600 samples, but some might need more or less, depending on the complexity of the scene
Great tutorial. For anyone trying to learn and understand materials and blender (me that is ) its real progress. The only thing i can't figure out is why i get close to your results only with far far bigger absorption density values (my orange juice is a failure). I must me doing something wrong I will redo the process and see. Thank you for the insightfull tutorial.
You're welcome, I'm always glad when I hear that I'm helping someone :)
The volume nodes use your objects size when shading.
So having a 2 meter tall glass, or 3cm tall glass will have a negative impact, such as you needing higher or lower values to get a similar result
By pressing "N", a sidebar should pop up on the right, telling you the exact size of your selected object. Make sure it is the correct scale and then press control+A
And apply the scale
The issue should be fixed at that point
If it isn't, feel free to comment again or use one of the private messaging options I have for offer
(My website, discord, Instagram or Twitter, you'll maybe have to visit my website to find some of them, since I haven't upgraded my descriptions yet)
@@philipkriegel Indeed I forgot to apply scale. I did and nothing changed though. I took the liberty of sending you my (small) blender file minus the hdri via gmail. If you can spare the time to look at it its ok. If not its ok again the tutorial is more than enough help.
I definitely will look at it by tomorrow, as at my place it is already past midnight.
I'll tell you what the problem is/was once I get to it
How have you reduced the noise?
For simple denoising in blender go to the down left of your program you will see a tv also the same place you use to change ur render engine, you will see denoising click on the arrow and leave all the options at the right default the main thing you want to click on is the box there, render will denoise ur final render and viewport will preview it before rendering
That is how I did it
Note that Open Image Denoise (Optix) will generally give you better results in comparispn to NLM in this type of scene
I also used 400 samples
@@philipkriegel thanks for the quick feedback just subbed 😃
No need to thank me, thank you for the sub, but mostly for helping people in my comments, it's really appreciated 😌
@@philipkriegel thanks man looking forward to the next vid
when i am dublicating the faces like you did to make the liquied its getting linked to the original object and not coming out as seprate object what to do
You need to press "P" and then "selection"
How is moving the bottom up happening only along one axis? You blaze through this part and it's unclear