This Metal Shader Is Better Than the Principled BSDF (Blender Tutorial)

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  • เผยแพร่เมื่อ 25 เม.ย. 2023
  • 🔗This is the first video in a series of tutorials. When more episodes are published, you’ll be able to learn how to make other useful shaders in the full playlist: • Playlist
    List of IOR values of various materials for reference: pixelandpoly.com/ior.html
    📝 At 9:16 you’ll notice “Clamp” is checked. DO NOT CHECK CLAMP, that was a mistake which I tried to edit out but was unable to completely erase after uploading.
    ℹ️--------------------
    In this tutorial we learn how to take the Principled BSDF shader and simplify it for metal with the added accuracies: An accurate IOR factor for easy copy/paste of the correct values of the desired metal, and a simple addition to make the metal glow red-hot with accurate coloration.
    💜--------------------
    You may become a Patron to download the assets from this tutorial series without doing the work yourself. / nrdkraft
    Link for current Patrons to download the assets from this tutorial series: / 81988103
    😊 Current Patrons at time of publication
    Joshua Stafford
    Sagi Frenkel
    🎵 Music: Sunrise-JVNA from the TH-cam Audio Library • Sunrise
    #blender #blendermaterial #blendermaterials #blendermetal #blendermetalmaterial #blenderprincipled #blenderprinciplednode #blenderprinciplledshader #blendershader #blendershadereditor #blendershadernides #blendersword #blendertutorial
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ความคิดเห็น • 44

  • @vin101
    @vin101 ปีที่แล้ว +7

    Please continue your work here on TH-cam. Your content has been more helpful and understanding in blender than any other content creator I found. Idk why either. Maybe because you explain why,what and how something works.

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว +1

      Thank you so much!!😌 That’s indeed my aim; to equip people with insight which they can apply beyond just the specific subject of the tutorial.
      My next tutorial hasn’t come as quickly as I’d like for reasons but I am currently in the process of producing the next one!😋

  • @surfacepro5519
    @surfacepro5519 หลายเดือนก่อน

    I'm subscribing to your channel because as far as blender is concerned, you explain all the aspects without taking shortcuts in your explanation. That is very much appreciated. Keep up the great work.

    • @nrdkraft
      @nrdkraft  หลายเดือนก่อน

      Thank you so much! That’s the way I like people to explain things to me! That they don’t skip details that they assume I know while at the same time not talking down to me. So that’s what I endeavor to do.😁

  • @mokasa6
    @mokasa6 ปีที่แล้ว +3

    I've been interested in properly learning blender for a while. Creating some things here and there but mostly watching videos. This has so far been the Only one to equip me with the knowledge to understand what Im doing rather than just telling me how to do things. This not only has me excited to learn more but also to create more! Especially since texturing and relying on somehow making things look "good enough" has been the biggest hurdle for me as of late.
    Post notifs on and Im strapped in!

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      Oh, I’m so glad to hear that!😄 I think it’s most important to not just learn the What, but the Why, as that equips us to apply what we learn beyond the subject of the tutorial and to anything we want.
      Have you come across Andrew Price’s tutorials on his channel Blender Guru? He is very good at explaining things in useful ways and is one of my inspirations.

  • @flynneart1111
    @flynneart1111 ปีที่แล้ว +4

    This channel is gonna soar I have watched countless Unreal Engine and blender videos and you're the first person to speak clearly and at the right pace

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      I’m glad!☺️ Commenters indicated in my last vid that I was going too fast, so only by listening feedback can I hopefully give what others actually need☺️

    • @MikkoRantalainen
      @MikkoRantalainen ปีที่แล้ว +1

      I agree, this was good pace.

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว +1

      @@MikkoRantalainen I’m glad! Hoping to do my best to help the best way I can😊

  • @paulshack
    @paulshack ปีที่แล้ว +1

    these videos are extremely helpful, thank you for taking the time to put this all together!

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      Yay! I’m so glad! More on the way soon as I can!☺️

  • @donvanvalkenburg6121
    @donvanvalkenburg6121 ปีที่แล้ว +2

    Love the tutorial and looking forward to more in the series

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      Thank you, I’m glad! Next one should be on its way in the coming week I think!😊

  • @Zwackelmann173
    @Zwackelmann173 ปีที่แล้ว +1

    Very good tutorial. Excited for the next :D

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      Yay, I’m glad! I’m having some technical issues at the moment but more videos will come soon!😉

  • @MrKezives
    @MrKezives 9 หลายเดือนก่อน +1

    That's amazing!!

    • @nrdkraft
      @nrdkraft  9 หลายเดือนก่อน

      Thanks man!😁

  • @TheLazyEyebrow
    @TheLazyEyebrow ปีที่แล้ว +1

    this was really concise and easy to follow, excellent tutorial

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      I’m glad! Hope to make my tutorials helpful as they can be!

  • @TylerThomas
    @TylerThomas 11 หลายเดือนก่อน +1

    Great video. I learned some great tips

    • @nrdkraft
      @nrdkraft  11 หลายเดือนก่อน

      Yay! Glad I could be of some help!

  • @Mranshumansinghr
    @Mranshumansinghr 10 หลายเดือนก่อน +1

    We want more. Great work!

    • @nrdkraft
      @nrdkraft  10 หลายเดือนก่อน

      Thank you so much! Some unforeseen things came up during the last two months delaying production, but now I’m back at work on the next video in this series!Coming soon!😁

  • @StrayCreations
    @StrayCreations ปีที่แล้ว +1

    Thank you for this tutorial, very clear explanation and great result. Keep it up!

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      Yay! Thank you too! Next one coming as soon as I can get it out!☺️

  • @abv250
    @abv250 ปีที่แล้ว +1

    technical and clear at the same time. As you grow, make sure to specifically define the audiience you are aiming at. This was perfect for me (understands the general principles;; interested in specific applications to achieve specific effects). thumbs up

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      I’m glad! And thank you! That is something I am still hammering out and need to do better; to identify the avatars or avatar that I am talking to in the tutorial so I can zero in on that the person needs.

  • @theGoogol
    @theGoogol 7 หลายเดือนก่อน +1

    Please do a tutorial on green screening / chroma keying.

    • @nrdkraft
      @nrdkraft  7 หลายเดือนก่อน +1

      Ooh that’s a fun one! I have something special up my sleeve coming for that one😏

  • @MikkoRantalainen
    @MikkoRantalainen ปีที่แล้ว +1

    I think the blackbody radiation strength should be directly computed from the temperature, too, if you're trying to make physically accurate model here.

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว

      That’s a good point! I thought about doing that but I neglected to find out what the equation for it’s glow brightness/strength should look like. Any insights on that?

    • @MikkoRantalainen
      @MikkoRantalainen ปีที่แล้ว

      @@nrdkraft Good question. I think you should use Stefan-Boltzmann law. It's basically Stefan-Boltzmann constant σ times the temperature to the fourth power. As usual, the temperature should be measured in K (kelvin). That gives you the radiation in W (watt) and you may need to divide that by Pi to get watts per square metre per steradian.
      As the scale that Blender uses internally is unknown you can basically just to temperature on the kelvin scale to fourth and the whole result multiplied some correction factor (trial-and-error) which would include both the Stefan-Boltzmann constant and Pi or some other factors needed to make it sensible.
      I would try something like (1e-9 * t * t * t * t) where the t is the temperature of the object on kelvin scale. If you then try something like 1400 K with iron, you should get glowing orange and practically black for 500 K.

    • @nrdkraft
      @nrdkraft  ปีที่แล้ว +1

      @@MikkoRantalainen Awesome, thank you for the tips!! I’ll take that into consideration and do a little more research as well. I may save it for a slightly more advanced black bodyshader that I’d like to do in the future. A smaller separate node that can easily be added to any other shader whether this metal (at its pre-glow stage in this tutorial) or dielectric materials like for hot glowing wood or coal or otherwise. Currently the Blackbody node only goes up to 12,000°, and I believe some stats glow hotter blue than that, so I might want to add that little accuracy in the future too.

  • @fairplex3883
    @fairplex3883 5 หลายเดือนก่อน +1

    I am wondering if this technic can be used in Blender 4.0 with the new Principled Shader that has been updated to adress many issue the previous Principled BSDF node had.

    • @nrdkraft
      @nrdkraft  5 หลายเดือนก่อน +1

      I was certainly taken aback when the new Principled shader was released after I posted this video.😆 The truth tho I think is that my setup 𝘤𝘢𝘯 be used in 4.0 (other than that the 4.0 Principled node’s Specularity seems to have an error with metal which I hope they fix soon) but the question is whether it’s really needed now. Since one of the motivations behind my making this node group was the overwhelming size of the old Principled shader, in 4.0 that irritation has basically been solved with the node panels that have been introduced. I’ve honestly been more comfortable just using the Principled shader than I was before.

  • @Adrian-mu8gg
    @Adrian-mu8gg 7 หลายเดือนก่อน +1

    as of blender 4.0, is the IOR value changed in principled BSDF?

    • @nrdkraft
      @nrdkraft  7 หลายเดือนก่อน

      Yes sir, indeed it did. It seems this would make what we did in the tutorial unnecessary now. Since it seems in the new Principled shader the IOR value should affect metallic shaders the same way we made it to do in this tutorial. So this tutorial might be rather redundant now.😆
      The only problem I noticed is in fact the IOR and the Specular (which is just a multiplier of the first) don’t seem to have any affect on the shader when it’s set to metallic, namely the white-ish reflection fading in around the edges. I assume this an error or oversight in 4.0 and I did report it on Blender’s Right Click Select web sight, we’ll see what comes of it.

    • @Adrian-mu8gg
      @Adrian-mu8gg 7 หลายเดือนก่อน

      @@nrdkraft ah i too was confused looking at the other IOR field inside Specular thinking what and why there's 2 fo them 🤣

  • @joey848
    @joey848 8 หลายเดือนก่อน +1

    Will you be updating this for Principled V2?

    • @nrdkraft
      @nrdkraft  8 หลายเดือนก่อน +1

      Good question! It looks like the workflow for a metallic shader such as we create here won’t change much for Blender 4.0 except that the Principled shader itself looks rather different. But as far as I can tell all the values will work the same. So our resulting Group Node asset(s) should look the same. However, if there are significant changes then an update would be the goal.😁

    • @nrdkraft
      @nrdkraft  7 หลายเดือนก่อน +3

      Update: as I’ve been playing with 4.0, there’s some extra functionality which would make creating this group nodes more fun, so I may very well update this tutorial😆

  • @riccardofasoli5726
    @riccardofasoli5726 5 หลายเดือนก่อน

    i'm confused. specular doesn't affect metallic materials. at all. u can just set metal to 1 and tweak the specular value and nothing will change. so what's the point of that whole nodegroup into the specular socket of a fully metallic shader???? (btw the factor is there because u may have masks to define metallic parts of a textuse, like a manhole on a road. it could be a boolean but this way u leave more artistic control.)

    • @nrdkraft
      @nrdkraft  5 หลายเดือนก่อน

      Yes I ran into this issue too. Specular used to affect metal as it should in the version of Blender we had while I recorded this, but I noticed in Blender 4.0 when they updated the Principled shader, the Specular doesn’t work as it should on metal. I submitted a report on this problem to the Right Click Select website and I’m hoping they address the error in another version of Blender soon. But yes, if they fix it, that setup for the Specular (through IOR like here if one chooses to do so) will serve a function of technical realism.
      And yes allowing a factor or Boolean for metallic parts might be useful for some people in certain cases, this tutorial merely focuses on cases where one wants an entire material to be metal. But that’s more just a preference, especially now that the Principled shader looks less busy as is anyway thanks to node panels since 4.0.