You can use the backfacing output of the geometry shader node as a factor to mix two fresnel nodes. The input of the second fresnel node should be 1/IOR to get the correct shading on the backface.
@SilverwingVFX4 күн бұрын
Oh nice. That's smart I have not thought of that. But it makes perfect sense! Thank you for sharing this option 🙌
@xff39593 ай бұрын
we want more tutorial like this
@Icyblade018 ай бұрын
Your realistic blender tutorials are wonderful, please please do more
@SilverwingVFX8 ай бұрын
Hey there, and thank you very much. That´s wonderful to hear ✨
@MetalGearMk38 ай бұрын
More Cycles tutorial please, I want to make the most realistic lighting , shading, materials possible in Cycles.
@FrozenDozer8 ай бұрын
Who DOESN'T stay for the nerdy bits? That's the best part!
@SilverwingVFX8 ай бұрын
Ha ha 😃 Thank you very much! Super glad to hear that 🙌
@victorschroers44808 ай бұрын
Amazing tutorial and the node setup for the fake shadows is genius. So far I have either used what Blender gives out of the box or for interiors I have removed all shadows to increase render time. Now I can have the best of both worlds. One problem that I still have is that all the faces of the mesh are visible as soon as I increase the volumetric density to a value that gives satisfactory results. (5 cm large object and a density of 500)
@SilverwingVFX8 ай бұрын
Thank you very much for your super nice comment. I appreciate that you fount it of value. About the density and seeing the faces in the SSS. As far as I could tell this is a unfortunate side effect that I did not find a workaround yet. The only thing I found was to increase the mesh density. Also. I forgot to mention this in the tut. But the thicker the SSS is, the less difference there is between the random walk and the volume method. So if you want to reproduce super thick SSS (while theoretically the volume method is still more realistic) you might be fine just using the Random Walk.
@ahmedsouody17658 ай бұрын
Thanks for Cycles tutorials❤❤❤❤
@SilverwingVFX8 ай бұрын
You are very welcome. Glad you like them 🙏🙌🙇♂️
@Mac_Daffy8 ай бұрын
Looking forward seeing you and everyone else at FMX2024!
@SilverwingVFX8 ай бұрын
Hey hey and thank you very much for your comment. Yeah exited to be part of the "Octane Gang" 😎
@Abhishek-q5e4y8 ай бұрын
The only thing that I can say is I'm very grateful. Thank you for making such high quality videos. ❤❤❤
@SilverwingVFX8 ай бұрын
Thank you so very much, I really appreciate hearing that!
@hisroyalillness8 ай бұрын
Best part of the weekend :)...That was awesome teaching
@SilverwingVFX8 ай бұрын
Ohhhh, thanks so much 🙏 🙌
@OTHNANDO8 ай бұрын
Please can you do a series on Lighting with Octane
@SilverwingVFX8 ай бұрын
Thank you very much for your comment and your input. I will think about it. Though it might be a bit boring, since my lighting setups are usually super simple. Mostly one HDRI and one or two lights 😇 I would generally say it would not matter because lighting is lighting 😄 It`s the most universal thing in 3D. But what software would you prefer?
@ArthurBizkit8 ай бұрын
Thanks for all you do. Happy scattering.
@SilverwingVFX8 ай бұрын
Thank you very much. Appreciate. Happy scattering and a great start into this week!
@abrarahmedcgi8 ай бұрын
can you do a cloth shader tutorial for cycles? I don't think there are any quality tutorial out there about cloths in cycles
@SilverwingVFX8 ай бұрын
Hey there Abrar, thank you very much for your comment and your suggestion. I will think about it. I have already made a tutorial about cloth in Octane. So the foundation would be there already and probably can be widely used on cycles. So thank you for your good suggestion 🙌
@xff39593 ай бұрын
best tutorial
@SilverwingVFX3 ай бұрын
Thank you very much. I am trying to get more tuts along those lines out there. Time is my enemy at the moment. But I very much wish to do so myself. So fingers crossed it works out in the future 🤞🙌✨
@xff39593 ай бұрын
@@SilverwingVFX Bro I could't this metarial. I folwed every step. But I coudn't
@xff39593 ай бұрын
@@SilverwingVFX I am using Blender 4.0
@SilverwingVFX3 ай бұрын
@@xff3959 What's the outcome you had? I have modeled my syringe to scale. So it's really just a couple of centimeters long. This can make a huge difference in the way the shaders behave! If you are modeling to scale and also apply the scale at the beginning of shading (so you have a scale value of 1) then you should get the same result then I have. It of course could also be other things. But scene scale is the most likely!
@Just3DThings8 ай бұрын
This is awesome as usual I think you might already know it but if not this can be useful , in the math node there is a radians to degrees and degrees to radians convertion. If that helps : ) Or you can simply type pi/2 in the math inputs to get that 90 degree equivalent in radians
@SilverwingVFX8 ай бұрын
Hey hey and thank you very much for your input. Super cool stuff. I obviously did not know about the input. Would have been handy. Could have done it without google ha ha.
@egorsorokin27608 ай бұрын
Hi! Thank you for all your tutorials. I've repeated your tutorial step by step, even subscribed Patreon to investigate the source file. But I can't still understand: what's the necessity of such complex node system if the same matte plastic "sss" result can be achieved by just Principled BSDF with Transmission 1.0 and Roughness any you like even without enabling SSS. Could you please explain?
@SilverwingVFX8 ай бұрын
Thank you very much for your comment Egor. And of course also for subscribing to my patreon 🙌 There is a distinct difference between SSS and roughness. SSS happens inside the volume of the object. Roughness happens at the boundary condition, when the light enters the material. It can appear to be the same in certain situations. But is a totally different effect. One is the effect of frosted glass. Where everything you see through the surface looks blurred and out of focus. The other is the one you have e.g. with milk. If you take some milk and mix it with water, you get a milky murky substance that looks cloudy. But the surface of the milk water mix is not rough. If you mix your milk with enough water, you can still see through it unblurred, but the fluid appears cloudy. I have made a tutorial with almost the same topic for octane that I also mention in the video. If you watch this, I have some real world examples in there. Maybe this makes you understand it better: kzbin.info/www/bejne/nHa8enykgNJpo6M
@egorsorokin27608 ай бұрын
@@SilverwingVFX I've checked the second video, thank you! Much more clear now. But now I have the second question as I'm not so good in Blender SSS: the Principled BSDF has the SSS slider. Can't we reproduce the same effect just with the basic sss settings of Blender materials? Or they are too poor in comparison to Octane, so we had to recreate the whole light physic manually?
@SilverwingVFX8 ай бұрын
@@egorsorokin2760 Thanks for checking back. Glad I could help! About your next question. I think I show this in the video at 2:15. Using the SSS in the principled is a diffuse kind of SSS. We will miss all refractions through the object. As soon as you introduce some transmission, you are loosing the SSS again. If you find a setting that works, feel free to share it. It can always happen that I overlook something.
@egorsorokin27608 ай бұрын
@@SilverwingVFX oh, I was inattentive. Sure it is! Now everything is totally clear. Thank you again!
@SilverwingVFX8 ай бұрын
@@egorsorokin2760 Excellent. Super glad hearing that 🙌
@PxxTKlickshot8 ай бұрын
That looks insane! I will test myself, but how does it compare in render times to the regular SSS?
@SilverwingVFX8 ай бұрын
I just had someone else pose the same question. Tells me I should have done a test. Which I unfortunately did not. It also really depends on how much ray depth you give the volume. I have quite a bit of render power (3 x 3090 1x 4090). So one frame of the turntable rendered in 50sec in 2560 x 1440 with Depth of field and without denoising which I think is quite good. I can remember rendering some Lego blocks using this technique around 5 Years ago and it took ages. But nowadays we do have hardware multiple times faster as well as a updated and vastly more speedy CyclesX which really helps to make this option vaiable. If you do any tests on your own, I would welcome if you share the results. Also I did not find any other method to make convincing milky transparent plastic. So for this, there is no competition 😇
@bluesmax838 ай бұрын
Wow!
@SilverwingVFX8 ай бұрын
Appreciate the wow 🙌!
@BongbokCG8 ай бұрын
Thanks🍀
@SilverwingVFX8 ай бұрын
You're welcome 🙌😊
@you_re8 ай бұрын
amazing tutorial as always! How do you do the post processing? It really makes the scene pop 🔥
@SilverwingVFX8 ай бұрын
Thank you very much. I happen to have some videos on my post process. Since I do most of my work using Fusion Studio that would be the one: kzbin.info/www/bejne/l5akoYuQhq6khZo But I also use After Effects some time: kzbin.info/www/bejne/eHybgJyrnZerhKc And yes, I do all my post work in comp applications not using Photoshop usually. Even with still images 😇
@you_re8 ай бұрын
@@SilverwingVFX Thank you so much! Not sure how I missed those two videos :)
@Skovidesign8 ай бұрын
This looks amazing man! How do you come up with this stuff? :D How much worse are rendering times with this technique compared to the built in SSS?
@SilverwingVFX8 ай бұрын
Thank you very much 🙏🙏 Right now I am just looking back at my years of trial and error and pull up good ideas I had back then ha ha ha. I have not tested the impact of the SSS to be honest. I am guessing it might be quite a bit. Thing is that I did not find any other method to make convincing milky plastic 😇 I have quite a bit of render power (3 x 3090 1x 4090). So one frame of the turntable rendered in 50sec in 2560 x 1440 with Depth of field and without denoising which I think is quite good.
@Skovidesign8 ай бұрын
@@SilverwingVFX Making plastic looking right with Cycles is insanely hard, especially since they took away the transmission roughness (Why?), but this technique does it really well in my opinion.
@SilverwingVFX8 ай бұрын
@@Skovidesign As a long time Octane user, this is how SSS works in Octane, and I always liked that approach more then the surface approximation SSS. I did not even know they took away the transmission roughness. I think it is linked now with the overall roughness as this is the more realistic thing. As in reality the surface roughness is of course linked to the refraction roughness as well. But I might be interpreting stuff wrong here. Not to knowledgeable about the old Principled shader. With the setup I show I think I have everything that I need to produce good SSS and foggy / transparent / translucent plastic shaders for now ✨
@FrozenDozer8 ай бұрын
@@SilverwingVFX Is the surface roughness really linked to the refraction roughness irl though? Can't you take a plastic that is very milky and just polish it like crazy? Sounds to me like this would give you low surface roughness but high transmission roughness.
@HeikeBudwig8 ай бұрын
Nice! What´s your estimate Raphael, as a 10 year C4D generalist, how long would it take to be confident enough to tackle the first projects using blender? I mean... in a way that feels more or less save? Blender seems so much different but I´m so annoyed my Maxon. Need to make the switch now.
@FrozenDozer8 ай бұрын
I know you didn't ask me, but I switched to Blender around 2 years ago and to feel safe it took me about a year. I didn't do Blender 24/7 though so if you REALLY spend your time learning it'll be much faster. At this point, I prefer Blender. It does things it's own way, but imho it's often the better way. It's more technical though.
@HeikeBudwig8 ай бұрын
@@FrozenDozer interesting. so you didn´t use it professionally earlier than a year? or did you?
@FrozenDozer8 ай бұрын
@@HeikeBudwig I did, whenever I had the time and felt that I could deliver the necessary quality.
@SilverwingVFX8 ай бұрын
I have tinkered around with Blender here and there so I already knew a bit. After I did my spare time project in Blender I would take on work for Blender now. It took me maybe half a Year and 1 month of every day 8h project work to think that I am ready. I will still be slower in a lot of aspects than in C4D for now. But in general I am comfortable with the basic pipeline !
@Romanmisu8 ай бұрын
It would be cool to repeat the same thing for Eevee))
@SilverwingVFX8 ай бұрын
Yeah. That would be interesting indeed. Though I am a Eevee noob 😇
@samoxinvik8 ай бұрын
[*] [*] [*] Great video, as always. Thank you! [*] [*] [*]
@SilverwingVFX8 ай бұрын
Thank you very much Highly appreciated. KZbin seems to have a problem with the Star Keycap. I really should test those out beforehand 😇 But thank you sooo much ✨*️⃣✨
@РоманМищенко-т3в8 ай бұрын
*⃣*⃣*⃣
@SilverwingVFX8 ай бұрын
Thank you very much for your comment. Somehow my system can´t display the emoticons 🥲 I am guessing those are ✨*⃣✨
@SilverwingVFX8 ай бұрын
Thank you very much for your comment. Somehow my system can´t display the emoticons 🥲 I am guessing those are ✨*️⃣✨ It seems like it. KZbin seems to be not able to handle it well😬 Note to myself. Check emoticon usability beforehand ha ha.
@stilfuchs80318 ай бұрын
*️⃣
@SilverwingVFX8 ай бұрын
Yaaaay ✨*️⃣✨
@gwarns59218 ай бұрын
ssssssssssssss
@SilverwingVFX8 ай бұрын
Is that a good ssssss or a bad sssss 🤔 Hopefully it's positive 😇