He's got some great points, I think he's gonna be big in the Blender community someday.
@aditya.k75432 жыл бұрын
he is already, his official channel is blender guru
@kopfstroh2 жыл бұрын
@@aditya.k7543 it was a joke
@DanielGrovePhoto2 жыл бұрын
Lol
@Norman_Peterson2 жыл бұрын
this are THE BESE, they are topics that you study the first week you make 3d. they are not "good points" they are the fundamentals, if people studied they would consider them "obvious," not "good points". is the base of 3d and materials.
@onlyeyeno2 жыл бұрын
@@Norman_Peterson ... ?? No offence but what is Your point here ?? Is it that "You know this, so everyone else should ?? You "say" that "these are fundamentals, if people studied".... But if You had been "actively following blender usage" You should know that many if not the majority who are interested in blender (and 3d in general) are not "studying it" or rather they are at least not "studying that part" (photo realism)...They are trying to learn modelling and or animating and or simulation and or .... etc etc. So for us this IS absolutely "good points", if nothing else as "reminders". Now if You are (what You Yourself consider) "a proper student of 3D" this might appear differently. But I would venture to say that You are not the norm. Best regards
@vins17692 жыл бұрын
I like the part where guru said "it's blender time" and blended all the audience.
@maybudyyy Жыл бұрын
really is one of the blend
@phutureproof Жыл бұрын
I like the bit where people regurgitate the same old shite surely one of the comments of all time unironically too, why not
@ThisUsernameSystemF-ckingSucks Жыл бұрын
@@phutureproof yeah old patter
@MrMaxta Жыл бұрын
This is truly one of the comments of all time 🔥
@davidmella1174 Жыл бұрын
Truly one of the blends of all time
@profoundpotato2 жыл бұрын
All hail the Donut King !!! 🍩
@toapyandfriends2 жыл бұрын
😆'ALL HAIL!!!.... 😮😀🙂👧🧔🙆♂️🤠😎'HAZAA!!!
@robinkuster11272 жыл бұрын
Donut boy is best boy.
@wilcombebolger2 жыл бұрын
Hear ! Hear!
@methum51022 жыл бұрын
LONG LIVE THE KING!
@sh22xpr2 жыл бұрын
NFT Donut King I suppose
@stibbits70872 жыл бұрын
19:25 The shutter value is the percentage of the frame duration that the shutter is open for. At 0.5 shutter value and 24 fps the exposure duration is 1/48th of a second. It's similar to the "shutter angle" for a motion picture camera, but expressed as 0-1 instead of an angle.
@chrisprenn2 жыл бұрын
just wanted to add the same note here: 0.5 in blender would be a 180° shutter angle
@blenderguru2 жыл бұрын
Yeah I really shoulda researched that more 😅 always assumed it was arbitrary. Thanks for correcting me.
@chrisprenn2 жыл бұрын
@@blenderguru great presentation btw!
@KabeeshS2 жыл бұрын
I didn't understand this part, what's the difference between an angle and the shutter speed?
@adameskoo2 жыл бұрын
@@KabeeshS They're different units representing the same thing - shutter speed. You have to imagine rotating disk with angled opening in front of the film/sensor and when you have 180 degrees set then it's half opened (because full circle is 360 degrees). It spins once for every frame, so if the light passes through for only half of this spin then for 24fps it is 1/48s. This comes from old film cameras.
@mckeeverspruck34062 жыл бұрын
Andrew quickly letting everyone know that he's excited about the laser pointer was the most Guru thing ever.
@pierrec35312 жыл бұрын
That and his amazing ability to make you feel like blender *IS* understandable
@karkocha Жыл бұрын
@@pierrec3531 lol
@TrentisN2 жыл бұрын
The motion blur checkbox is actually there if you just want Blender to crash when rendering.
@English_to_Persian Жыл бұрын
Is it possible the cause of crashing is the lack of good amount or speed of the hardwares?
@polinttalu71023 ай бұрын
That, and lack of sufficient memory space @@English_to_Persian
@uploadsnstuff89022 жыл бұрын
Andrew my man, you're absolutely a beacon of knowledge in the 3D world. Not enough thanks can be given to let you know how much good you've done. On another note : when wearing chinos that tight, absolutely empty your pockets.
@mosstet Жыл бұрын
Definitely to both points.
@cozmoxjc3404 Жыл бұрын
Lmao
@Varunanl360 Жыл бұрын
"Is that a doughnut in your pocket or you're just happy to be here?"
@ThisUsernameSystemF-ckingSucks Жыл бұрын
I didnt even notice that lmao
@daveSoupy2 жыл бұрын
I was actively working on a project while watching this and those little things he said to do made a giant difference already
@jordynoche Жыл бұрын
broo same here i was like "woaahhhh"
@hanktremain2 жыл бұрын
That default 0.5 motion blur isn't "made up" at all - It is half the frame rate (also known as a 180degree shutter). A bit like the specular slider on the principled BSDF - you don't want to change this. I think Andrew is coming at this from a stills photography background, where adjusting shutter speed to account for light is acceptable in most cases - however this is not so for moving image. One of the most common mistakes a novice video creator makes is to shoot with a random shutter speed. You should always aim to shoot with a shutter speed half that of the frame rate you are shooting at if you want natural looking motion - Change the ISO, aperture and amount of light in your scene to compensate for exposure, not shutter speed when shooting motion.
@FrancescoSpace2 жыл бұрын
You should shoot at double the frame rate actually.
@hanktremain2 жыл бұрын
@@FrancescoSpace It's half, as in half the time. Shutter speeds on stills cameras are labeled in fractions and so half the time is double the fraction, which i think is what confused you?
@FrancescoSpace2 жыл бұрын
@@hanktremain oh right
@KabeeshS2 жыл бұрын
@@hanktremainso meaning, if it's 24fps project, then the shutter value at 0.5 makes it 1/50th of a second right?
@hanktremain2 жыл бұрын
@@KabeeshS a 180degree shutter at 24FPS would be equivalent to 1/48. In over words 1/48 is half of 1/24. ...but 1/50 would be close enough for most people.
@rasalgooch82042 жыл бұрын
Congrats to Mr Price for being so successful in the blender community
@im_Dafox2 жыл бұрын
That "lamp-face-focus" example is going to change my 3d renders understanding on its own. Thanks a lot for sharing this amazing talk :]
@ConradSly Жыл бұрын
Was really nice to return to this subject! A few notes: there is a way to have multiple planes of focus in a real camera by using a split diopter, which some films have used to the same effect as in Toy Story 4, so even though it seems to go against practical real world situations with a real camera, it's actually a real effect. Metallic surfaces do have albedo, it's just that most of the time those albedo values are quite dark. Pure silver for example has a fairly bright albedo if you cross polarize all the reflections away. Anamorphic lens actually do the opposite of what he described, they capture twice the width in a compressed/squeezed format, and you stretch it back out/desqueeze it in post. The ovals are produced by cylindrical lens elements at the end of the chain of lens elements, as opposed to spherical elements in lenses with circular bokeh.
@bastian61732 жыл бұрын
That slight nervousness in the beginnings. Just goes to show how passionate Andrews is about CG :))
@yugi97102 жыл бұрын
Damn Andrew is so happy; you can see it in his pocket.
@MichaelHickman3D2 жыл бұрын
These are great points! I remember using the camera tricks majority of the time, but nothing can take away from the use of lighting to create cinematic scenes.
@roguehydra2 жыл бұрын
Of all of this, and I learned a lot from it, my absolute favorite part was the tiny little bit you spoke about Dune. I was GENUINELY wondering what they did to get that very natural motion blur. Good to know! Really appreciated that tiny little tidbit.
@immortalmaps Жыл бұрын
The man the myth the legend, Andrew Price
@pamparam46372 жыл бұрын
Great presentation. People keep forgetting that everything is reflective, more or less.
@busisiwenxumalo62832 жыл бұрын
i came across this guy a couple of years ago duri ng my research and from him i have learned a lots and it is also exiting that he always have something to share. We appreciate this guy.
@qubafootbag2 жыл бұрын
Always pleasure to listen to Andrew's speeches, thank you for uploading
@evanstential2 жыл бұрын
@Blender Guru Great Presentation, mate! I love how all this is capable within a awesome free software @Blender
@IIIspirit2 жыл бұрын
The man that brought me over to Blender way back when, thanks again. 👍
@badonsart2 жыл бұрын
wow, I started with Blender years ago, with a version that today people call vintage (earlier than 2.69). There was not much tutorials that time, community was in early stage, most of the stuff u had to figured out on your own. Despite all the struggle, I enjoyed it very much, and at the same time was quietly dreaming that one day will be able to buy this expensive studio-standard software. Even though for the last few years I neglected Blender, been following all the new versions that's been released, and also learned so much from Andrew's videos. Still enjoy modelling and now even getting into animation. I must say, it's amazing how the community has grown over the years and overwhelmed by changes that all developers provided. I'm too old to find a job in industry, but it's so heartwarming that Blender gives so much opportunity to all people that are interested in 3d and digital art - for free. You guys are truly changing lives, many thanks and happy blending!
@msandersen2 жыл бұрын
Some observations from a photographer's perspective: The Bokeh is not related to scale of the subject per se, it is a function of the focal distance and the size of the sensor. All other things being equal, a phone sensor will get bigger depth of field, while a medium-format camera gets shallower depth of field. Photographers talk about the medium-format or large-format 'look', which usually means the shallow depth of field with more of the subject in the frame. There's a 'hack' to achieve this look with a regular camera, called the Brenizer method, which is basically faking a large sensor by taking the subject in manual mode with a large aperture, then taking lots of photos in strips around the subject and stitching them all together in Photoshop. The other thing of note: You mentioned the Exposure Triangle and ISO, explaining that ISO 'forces' more light onto the sensor. This misconception comes from every educational photography site or educational video which without fail brings out the Exposure Triangle, and in order to have it make sense, explains that ISO controls the 'sensitivity' of the sensor. Yes, I see this written and said all over the place, even though it is patently false. Exposure consist of Aperture and Shutter Speed ONLY. For starters, digital ISO is NOT the same as film ISO. Camera makers deliberately created this confusion in the transition to digital to entice professional photographers over using concepts they already knew. After all, the first digital cameras simply swapped out the film back for a digital one with a sensor in place of film, hence “full-frame” since the camera body was made for 35mm film. So what is digital ISO? It is a post-exposure signal boost, a combination of analog and digital boosting straight off the sensor, and the noise is a function of the signal to noise ratio. High ISO doesn’t necessarily mean more noise, paradoxically. What ISO does is allow the photographer to deliberately UNDEREXPOSE and the ISO is an internal real-time compensation by boosting the signal, or lightness of the image AFTER the exposure. BTW it is ALWAYS better to use high ISO versus underexposing at low ISO and boosting ‘exposure’ in post when it comes to image noise and detail. In the interest of ‘dumbing down’ and being subjected to the same misinformation themselves in the past, these educational sites perpetuate the myth that ISO controls sensor light sensitivity, and like film there’s a direct correlation between high ISO and noise. In reality digital sensors can’t, and never could, change their ‘sensitivity’. Once the shutter is closed and the sensor is read, THEN digital ISO is applied. The deep-seated belief in the Exposure Triangle drives this misconception despite them knowing better. The Exposure Triangle is not holy writ: the photographer Bryan Peterson first described the concept In his 1990 book “Understanding Exposure” where he called it the Photographic Triangle. As described, he is absolutely correct. Later, others renamed it the Exposure Triangle. All three settings are related as they all use the same logarithmic scale; halving or doubling of one value halves or doubles the brightness of the image. But that’s not Exposure, even though in the days of film it related to the sensitivity of the film. The term ISO (confusingly) was named after the standards organisation itself where the standard is defined (old-timers will remember film speed being called ASA for the American Standards Association); there are several standards, depending on the type of film, such as B&W, Colour negative, or Slide film. Digital ISO is an entirely different standard, which aims to be compatible in use to the old film ISO standards by using the same logarithmic scale and being defined relative to the brightness of film at the same ISO setting. Basically, the confusion is quite deliberate on the part of the camera manufacturers during the transition to digital, as they wanted to entice professionals over who were set in their ways.
@ngonjuan2 жыл бұрын
As soon as he mentioned that more ISO = more noise I thought the same thing 🤔 I was gonna comment on it until I saw your deep explanation 😎 but yes, in a brief: a underexposed image could have more noise when increasing the exposure in post processing to match a high ISO image 🤓 unless you have an noise invariance camera, in which case you will always get the same amount of noise 😎
@msandersen2 жыл бұрын
@@ngonjuan there are no *true* ISO invariant cameras, the camera makers have made great strides in minimising noise by various means, including reducing analog noise in circuitry and having more than one analog-to-digital converter which kicks in at a certain ISO and drops the noise level right down, so for instance the noise at ISO 800 may be less than at ISO 640 in the case of my Fuji, with the effect at a certain range of ISO, you won’t notice much increase in noise. Sony has been at the vanguard of this, the advantage of being a large electronics company and major sensor manufacturer.
@ngonjuan2 жыл бұрын
@@msandersen alright, my bad there. Great to learn something new about my cameras! 🤓
@mikeagoya Жыл бұрын
I ain't reading all that
@buddhabrot Жыл бұрын
"it is a function of the focal distance and the size of the sensor" not actually true. its also a function of the lens aperture.
@toufiquzzaman_sabbir2 жыл бұрын
The reason I love Andrews (Andrew Krammer, Andrew Price); Explained nicely & easily! 💚
@cerebralm2 жыл бұрын
WHATSUPGUYS AND DREWWWWWWWWW KRAMER HERE
@sam-qu1qe2 жыл бұрын
Andrew Kramer is a Cinema 4D user..😄😄😄
@toufiquzzaman_sabbir2 жыл бұрын
@@sam-qu1qe Maybe; but his tutorials are lit 🫡🫡
@voyageruk20022 жыл бұрын
Even after all these years you're still sharing the knowledge. Thanks for everything you've done for the community Andrew 👍🏼
@GaryParris2 жыл бұрын
From a visual artist and photographers perspective, light is everything, how we manipulate it using the inverse square rule is important for exposure, it is important to understand it to realistically light things.
@faryanblender8946 Жыл бұрын
One of the most informative vids about lighting here on KZbin. Genius donut guy
@egretfx2 жыл бұрын
Few minutes in and I already know this is the best presentation from BCON 22....Andrew Price is not only a great Blender artist but also a great teacher!
@Nyubug2 жыл бұрын
Meh." We can do that with Geometry Nodes..." by Simon Thommes was amazing just as his tutorial series on blender studio.
@omkarprabhu7772 жыл бұрын
such a great presentation, learned a lot
@julio1148 Жыл бұрын
Management of the exposure is SO underrated in CG. It is pretty much exploited in 2D (especially oil painting, referred to as “value grouping”), and it gives such a lovely naturalistic look that it’s a shame it’s not used more.
@restitutiondedificesremarq9432 жыл бұрын
Thank you so much, for those basics. You 'll make me dive into photorealism one of these days for sure, just as you did for our Blender immersion and our wish to teach it in school of architecture. Brilliant.
@himanshudas90422 жыл бұрын
I will say Lighting for Beginners is the best series by blender guru. Highly Recommend.
@Hyperus2 жыл бұрын
Small correction at around 7:25. This would be called scattering scientifically. Refraction specifically, is the change in angle a "light ray" experiences when moving between two media of different optical density.
@TheFrogChannel2 жыл бұрын
I think it would be okay to touch specular on materials, but only doing so if you know the IOR. In most cases, dielectrics can be kept at .5/.425 (depends on who you ask haha), but metals should definitely have their specular changed. This is what helps bring out the tint desaturating along the Fresnel reflection.
@iceseic2 жыл бұрын
that's new thanks
@DECODEDVFX2 жыл бұрын
Photo textures and photoscans with baked-in lighting often look better with a lower secularity level too.
@Innerjourneymusic12 жыл бұрын
Im really started my job with Andrew and still keep it going with him always nice content Im happy to see him every time ❤️
@davidswanson5669 Жыл бұрын
I really appreciate that Pixar treated Toy Story 4 with the dignity that was owed to such a groundbreaking franchise. I’m sure those working on the technical/visual aspects of the film consciously chose to treat the task as an envelope-pushing challenge, rather than a “make-a-quick-buck” chore that most sequels fall victim to.
@jppalm39442 жыл бұрын
Holy crap professional lighting of stage. Video great and clear
@tinydiccbandito495311 ай бұрын
What an amazing lecture. I basically knew about most of these principles from photography but didn’t put them into consideration when doing 3d renders
@imlskr7 ай бұрын
when he whipped out a donut and said "how's it blending?" i felt that
@badoli10742 жыл бұрын
To add for people interested: Glare is the reflection between two mediums within the camera lenses. As camera lenses consist of various pieces of glass, each of them designed to help with some aspect of light refraction, the incoming light is reflected at the glass to glass boundary. You can see the same effect on windows with multiple glass panes. Lense flares are created by the same principle (the real ones, not the PS plugin ;D ). They are glare from such extremely strong light sources, that you see the boundaries of certain lense elements on the image. That's why every lense has a different looking lense flare. Also don't confuse glare/lense flares with bokeh, that's an entirely different principle, but at times looks similar. Bokeh is unfocused light, where as glare/lense flares can occure perfeclty fine in focus. Even the human eye would have a glare, but usually we're not able to look at light that bright to "see" that effect. (Please don't try it! You can actually hurt your eyes.)
@DJURBANBG2 жыл бұрын
Proper lighting is a scinece !
@swisslin2 жыл бұрын
Wounderful presentation. Thanks andrew for all your amazing tutorials and work you are doing for the 3d world you are a true inspiration to me.
@chrismofer Жыл бұрын
18:50 what he's describing is a lot like how LightWave did depth of field back in 1990, it would just render the same shot from several slightly different viewpoints centered around the focal point and averaged the pixels so that items at the focal point are sharp but the further details got the more they were blurred. IIRC it only did 4 or 8 or so shots, it doesn't exactly create nice bokeh.
@kaiwan2 жыл бұрын
Great presentation, Andrew!
@AaronJOlson2 жыл бұрын
This was great! I appreciated the concise explanation on light sizes and falloff, very helpful!
@aster6000 Жыл бұрын
15:53 the irony of the mic clipping as Andrew says "clip"
@bewdapandit7988 Жыл бұрын
Cannot Thank you enough man.. completed my first donut 🍩 bit proud of myself But you were my beacon of hope.. Thank you
@plagiats2 жыл бұрын
That was the perfect length for that talk, great stuff!!
@tiagotiagot2 жыл бұрын
20:01 I think that "Shutter" value is equivalent to what they call "shutter angle", just measuring the angle in full rotations instead of usual degrees. You can imagine it as representing what percentage of a disc that spins once per frame placed in front of the image sensor of the camera, is cut out to allow light in. In other words, it's equivalent to exposure time, but using units proportional to the frame-time (1 / frame-rate; in other words, the higher the frame rate, the smaller the exposure time is).
@DogOnAKeyboard2 жыл бұрын
awesome info and presentation! I didn't know about the polarizing light and photo idea to take a more neutral photo of materials, that's really nifty!!
@matthewforgrave15332 жыл бұрын
Watched Toy Story 4 to see how good the photorealistic models were and now I am crying my eyes out.
@Andromeda44822 жыл бұрын
I love and study phyiscs, because no matter what it is an inescapable part of our reality, and this entire talk whether you like it or not is a physics lecture! I was just waiting for the inverse square law to be mentioned.
@SP-ny1fk Жыл бұрын
Wow the 3D artists really nailed the design of that presenter.
@naeemulhoque17772 жыл бұрын
This is gem for 3D artists!
@NARUHOTEL2 жыл бұрын
I literally love everything this man says.
@simoneventuri2 жыл бұрын
Depth of field is the portion in focus. So wider aperture, lower f stop, shorter depth of field (you get the ff and bg blurred. The opposite: smaller aperture, bigger f stop, longer depth of field. Anything is in focus.
@Baekstrom2 жыл бұрын
I also often get confused by the aperture science. Joking aside, this video helped me with a texture I had trouble with. I went and applied his advice and it immediately looked 100% better.
@fbocplr11 ай бұрын
You are an amazing speaker and you get me really interested in these topics even though I don't have a lot if knowledge in 3d animation
@pencilglitch82122 жыл бұрын
Thank you for the lecture! I learned a lot of interesting things for myself. A useful presentation. Thanks.
@schreckpmc Жыл бұрын
After making my donut, I feel like I know this guy personally.
@perseohernandez7552 жыл бұрын
So good, to go back for the principles...... Nice talk !.
@shakespit11 ай бұрын
19:20 anamorphic lens halfs the width and then you double it in post. There are lenses that are doing other ratios, but 2x is most common.
@SpaceManRD2 жыл бұрын
It's very generous of Andrew to grace us with his wisdom whenever he's not too busy shilling NFTs and complaining about how he can't say slurs anymore.
@landonsss81144 ай бұрын
Who care
@EdNorty2 жыл бұрын
One humble correction: the "0.5" setting means "180-degree shutter angle", which gives you the cinema standard motion blur. It's not random. RSMB uses the same notation.
@forasago2 жыл бұрын
"which gives you the cinema standard motion blur" - only if you're rendering at 24 fps, right? There's no sane reason you'd want exactly 0.5 / 180 degree shutter if you're rendering at more common digital framerates such as 30 and 60 fps. The motion blur would NOT look like what people are used to from movies, so what would be the point of using that arbitrary setting?
@EdNorty2 жыл бұрын
@@forasago No, Forasago, a 180-degree shutter angle at 60fps and 30fps would give you shutter speeds of 1/120 and 1/60 respectively, which means it would still give the cinema standard motion blur, but the higher framerates would give you a non-standard sense of motion / the feel would still be cinematically "wrong" or TV-esque or video game-esque (unless you play them back in slow-motion at 24fps). I've performed these experiments many ways in AE, using my GH2 and Reelsmart Motion Blur.
@forasago2 жыл бұрын
@@EdNorty "No, and here's why you're right." If you're going to agree with me (that 180 degree shutter speed will NOT feel like a movie at any framerate other than 24 fps) why start with a No? I don't see a reason why anyone would use 180 degree shutter at non-movie framerates. Do you? For games it actually seems more reasonable to use a 360 degree shutter speed. After all what we're really after is eliminating the feeling that there's something missing / being skipped. A 24 fps movie is already very blurry with 180 degrees and I would guess there are also technical limitations preventing the shutter from being open the entire time. But game engines don't have this limitation, and higher framerates end up looking very sharp even when you crank the blur up. I have tested 360 degrees in Unity (at 144 fps locked on a 144 Hz display) and it looks nice.
@EdNorty2 жыл бұрын
@@forasago Because I'm not agreeing with you. I'm saying there's a distinction between the motion blur and the felt sense of motion. If you're, for example, shooting a telenovela at 60fps, the 180-degree shutter angle standard would mean you will use 1/120. If it's a Hobbit movie at 48fps, shooting at the 180-degree shutter angle standard would mean it's 1/96. Anything higher than the 180-degree angle, it gives you a jittery action-scene look and anything lower, a dreamy echo-ey look, regardless of whatever frame rate you're shooting at. But regardless of using the 180-degree angle, if you're not shooting 24fps, it still wouldn't give you the traditional feel. TL,DR: If someone shot a KZbin video at 60fps and used 1/5000 for some reason, it'll just look worse than if it had been shot at 1/120.
@forasago2 жыл бұрын
@@EdNorty "Anything higher than the 180-degree angle, it gives you a jittery action-scene look and anything lower, a dreamy echo-ey look, regardless of whatever frame rate you're shooting at." This is obviously false. You always have less blur at higher framerates since less movement is actually happening per frame. Just imagine you're recording at 1000 fps, there would be no blur to perceive at all, no matter the shutter speed.
@Lansolot2 жыл бұрын
Amazing talk, everyone wanting to get into this industry should start with this video. Does a great job at teaching basic principles and concepts that are very important to keep in your knowledge base at all times. He's basically saving you from making hundreds, if not thousands of mistakes. It took me 5 years+ to learn these things on my own, you got it in 24mins. edit: If you took every topic in this video and went off to study them in depth, you could very quickly become proficient at this.
@soullessgames87512 жыл бұрын
this is a really great video it really clears out so many ways for me to animate in eye catchy way
@IvayloGogov2 жыл бұрын
I love it! Special greetings from Sofia, Bulgaria.
@JonasStuart2 жыл бұрын
Great presentation, thanks. Love hearing 3D guys talk about how cameras work in the real world! I make animated and live-action commercial films so use both cinema cameras and 3d software and I loved the principles shared here as well as watching Andrew trip over some of the finer details of real world photography/film making 🤣 Despite this, I learned a lot from this and I know Andrew's scenes are infinitely more photo-real than anything I have created! lol
@xanksauri892 жыл бұрын
I'm just here to see that handsome man. The cowboy also looks pretty realistic.
@matejivi2 жыл бұрын
I'll be back after watching toy story 4 :D Thanks anyway Andrew! EDIT: Darn, couldn't wait. This was brilliant!
@3dvfxprofessor2 жыл бұрын
Keeping the Specular always at 0.5 percent is not really correct (09:06). Every material (no matter if it's opaque or transparent) has an IOR. The IOR should usually drive the specific Specular value (that's what Arnold is doing) for a correct Fresnel of the surface according to the IOR. The Fresnel formula for the Principled BSDF shader can be found in the Blender documentation: Specular = ((IOR - 1) / (IOR + 1))^2 / 0.08. water: ior = 1.33, specular = 0.25 glass: ior = 1.5, specular = 0.5 diamond: ior = 2.417, specular = 2.15 Actually you can calculate this by a simple Math node setup.
@3dvfxprofessor2 жыл бұрын
@@modumaru390 This is incorrect. It affects the fresnel of the specular (influenced by roughness). "To compute this value for a realistic material with a known index of refraction, you may use this special case of the Fresnel formula: specular = ((ior -1) / (ior +1))^2 / 0.08 This can be solved by a node setup plugged into the specular driven by the IOR value. Examples: water: ior = 1.33, specular = 0.25 glass: ior = 1.5, specular = 0.5 diamond: ior = 2.417, specular = 2.15 Since materials with reflectivity above 8% do exist, the field allows values above 1." Source: Blender Docs
@dimamakesslots2 жыл бұрын
These are things we instinctively know and can reproduce but never really think to break down; the light fall-off from the match from the fingertip to the knuckle blew my mind a bit. Especially how the fall-off percentage reduces the further the objects are from the origination point.
@Leegitisduy Жыл бұрын
QUESTION: when he talked about how materials are divided into non-metallic and metallic, I was wondering what’s about glass? What property does it hold compare to the others? Such a great talk from Andrew!!!
@not..A..channel Жыл бұрын
he explains this very well, he should start educating and teaching things like this on youtube.
@enesaltntas77732 жыл бұрын
What an amazing concise tutorial! Thank you!
@the_3d_cookie2 жыл бұрын
congrats andrew and thanks for all your tutorials😁😁😁
@doctorhickz14002 жыл бұрын
Honest such a great video. Tbh it made me re~look my art as a whole
@someshsahu46382 жыл бұрын
Very nice explanation thankyou so much 🙏🏼🙏🏼🙏🏼
@casawabicat61492 жыл бұрын
Awesome, as a new learner, the info are useful💪
@gustavosicaviani75532 жыл бұрын
mr Andrew fisher price AMAZING TALK! as always as far as i can tell
@Savoritas2 жыл бұрын
I'm not working with Blender and I got zero knowledge about it but this video has been good education for 2D Art as well!
@jeffg46862 жыл бұрын
Excellent presentation. @11:51, when he say's make sure there's no diffuse - what does that mean you should do in practical terms? Does that just mean that the subsurface color should be left as white? Or did I just reveal the secret? Or does that just mean setting metallic all the way up to 1?
@danielzboy2 жыл бұрын
The Metallic properties of a material should always either be 0 or 1. Anything in between will always result in a less than realistic outcome. Metals that have a layer of rust or paint over them would still be either 0 or 1 in metalness, never in between. And then for metallic materials, like what Andrew said in his presentation, there should not be any subsurface scattering nor diffuse lighting from it. All colours should be set to black. (Except for metals like gold and copper that tint their reflected light)
@jeffg46862 жыл бұрын
@@danielzboy - thanks - I think if metalness is 1, then it will simply not factor in diffuse/sub anyways, because the metalness is indicating not to use them (haven't looked at the code tho)
@ltraltier6009 Жыл бұрын
Damn bro, Blender Foundation made a realistic dude talking about realism in blender for an hour.
@janebalmy Жыл бұрын
That's so cool! Thank you!
@harringtonday53192 жыл бұрын
Great presentation Andrew!:) - very useful tips explained brilliantly! 🙏😀
@supercalifragilisticex2 жыл бұрын
Ngl, toy story 4 was a good choice even though it wasn't live action, the amount of effort and realism that went into it was amazing. Would be hard for a spin-off of 5th movie to top.
@raulgalets2 жыл бұрын
oh, toy story 4 doesnt just use different depth of field. it use different lenses! They did mimic a Split Diopter lens. It is actually very clever
@gurratell73262 жыл бұрын
It do use different depth of field since they change the aperture of those emulated lenses :)
@raulgalets2 жыл бұрын
@@gurratell7326 yes!
@Yishinyourear2 жыл бұрын
WOW! Was not aware of the scale factor when dealing with Depth of Field!!
@vall-e31322 жыл бұрын
5:53 Sneaky advertising, Andrew
@xd18452 жыл бұрын
Xd
@DoryRail Жыл бұрын
Extraordinary. Thanks.
@blendering3D2 жыл бұрын
this is like a cinematography "zero to hero" course for 3d artists. So well explained with good examples and how to actually do it in blender. What a legend
@lloydtunes21462 жыл бұрын
The king that taught me donut, PBR and lighting.. BlenderGuru!
@KillerTacos542 жыл бұрын
God I love Andrew so much, what a king
@ItssBrian2 жыл бұрын
I like how the mic clipped when he was talking about the light clipping in the attic in toy story.
@csselement2 жыл бұрын
So you're tellin' me the secrets to photorealism are all based in understanding photography. Interesting!
@dwbpicture2 жыл бұрын
Very detail and easy to understand,... love love it
@twosoulfox2 жыл бұрын
I once started making a donut in 3D. Thank you for your good presentation.
@furesguy2 жыл бұрын
Thank you Andrew, very useful and informative. I've got a lot of information from it. Thank you again🥰🥰