The realism in those shots in the beginning of the video is nuts. If you offered some courses I would buy it. Your teaching of blender is the best I've seen
@swannlecocq60833 ай бұрын
Great Tip : Connecting roughness maps to IOR level will boost the reflections and make your materials more alive ! I use this on every shader now
@RustyNova3 ай бұрын
I'd like to add that noise textures are often enough to do the job. No need to go fetch some noise images for everything
@swannlecocq60833 ай бұрын
@@RustyNova Of course, noise texture is better for noise. I am refering about proper PBR roughness maps that you can plug into the roughness socket AND IOR level to enhance the reflectivity of the whole PBR texture. 💥
@kes0999 күн бұрын
If your map is a proper PBR roughness map then you should probably be inverting it before plugging into IOR Level - lower roughness values equate to higher IOR, higher roughness values equate to lower IOR. Of course, leaving the map uninverted could give you the artistic look you are going for.
@swannlecocq60835 күн бұрын
@@kes099I Will try that !
@StudioHoekhuis3 ай бұрын
Thanks for this, it maybe not that technical, but demystifies what IOR does in Blender. BTW. This is one of the best Blender channels on KZbin 🔥
@sleepCircle3 ай бұрын
really it's gotta be up there, without exaggeration. it is clear and extremely easy to understand but also not really a "beginner channel," even though it has 'tutorials for beginners' they are astonishingly in-depth and teach me things I didn't even think of doing, and I've been working in blender since 2005
@diegopadovani49423 ай бұрын
Your channel is my favourite at the moment. After years using Blender, I enjoy a lot your more in depth and advanced stuff videos.
@fsalad3 ай бұрын
Thanks for making these fundamental and crucial stuff approachable
@Rumble1981Ай бұрын
Another great video! Thanks so much for sharing.
@3TQHAJSHNQ3 ай бұрын
PERFECT TIMING! I needed this.
@golemtabak11833 ай бұрын
Thank you very much! Your explanations are really important and help me a lot in my general understanding of Blender's way of working.
@lilneoman13 ай бұрын
A great explanation, I saw your first video but watching this one through helps me understand the former more
@farhadkhosravi46303 ай бұрын
Thank you Prof. Tyler, that was very informative.
@felipebaul11193 ай бұрын
Great depth in this video as usual. Thx !
@kes0999 күн бұрын
Thank you for this tutorial Christopher! I think I have used the IOR Level a few times, but on the whole I feel like Blender should not have included it in the Principled BSDF node... if it is true that it simply adjusts the IOR setting under the hood (IOR Level 0 = override IOR setting it to a value of 1 dead matte with no reflections, IOR Level 0.5 = use the current IOR value, IOR Level 1 = override IOR setting it to a value of current IOR x 2?? not sure! are we told anywhere in the documentation?). It's kinda like having two sliders that do the same job. If I had a greyscale map to drive specularity, then instead of plugging it into IOR Level, I could simply plug it into a Map Range node and set the To Min and To Max values to the desired IOR range (eg. To Min 1.3 - To Max 1.55) and then plug that into IOR. Not only that... I download a lot of freebie models from places like Sketchfab and when I import these models into Blender as OBJs or FBXs the materials almost always get set up with IOR Level 0 rather than the default 0.5!! very annoying, as I have to go through every single material and open up the Specular drop down to check the IOR Level... I usually end up deleting the BSDF and adding a fresh one which I know will have default settings everywhere.
@gatis.pastars3 ай бұрын
Very helpfull! Thanks!
@Aaws4243 ай бұрын
What i understand is the IOR controls in what angle your light will reflect And the IOR level controls the intensity of that same reflection !
@christopher3d4753 ай бұрын
The IOR controls the expression of the fresnel curve, which controls the degree of reflectivity at a given angle of incidence. The IOR Level is a scalar function that alters the IOR which then drives the fresnel curve. So you're kind of right.
@rampally073 ай бұрын
Hi Sir can you make a video on Render quality ...as good as you render images r in yours videos???Thank you for your Great Effort
@endlessexpanse3 ай бұрын
What is this debug dropdown in 5:33? Is it from an addon? What is it for?
@christopher3d4753 ай бұрын
I hadn't noticed it. I realized after recording that I used a build of 4.3 and the debug was some render parameters I guess used for testing some internal updates to Cycles.
@virtuviewstudio3 ай бұрын
Awesome as aways! Can you make a video about metallic/anisotropic shaders?
@christopher3d4753 ай бұрын
If you search my channel, I've already done two videos on anisotropic metals. Those should work for you.
@virtuviewstudio3 ай бұрын
@@christopher3d475 Thanks!
@L30nHbl3 ай бұрын
thanks man!
@stalkershano3 ай бұрын
🎉
@RomboutVersluijs3 ай бұрын
It would be even easier if they did not use a normalized input. Because people find ior values on the web, yet now it goes into a slider. It doesnt behave the same as putting 8j say 1.5 as a base
@RomboutVersluijs3 ай бұрын
I'm talking about the slider or oor level on the specular component. If find this second value a bit confusing
@Arjjacks3 ай бұрын
@@RomboutVersluijs You don't actually need to touch it if you don't want to. It's entirely optional and purely for anyone who wants to artistically tweak their specular reflections. For inputting scientifically accurate IOR values sourced online, plug them into the first IOR field at the top of the Principled BSDF node, where the default value is 1.5. Doing that is more than enough to give you accurate specular reflections. The second value is not necessary and shouldn't be touched if you don't intend to stray from scientific accuracy in your materials.
@christopher3d4753 ай бұрын
Yes, this is true. In fact, as far as scientific accuracy goes, Blender 4.3 is introducing a new Metallic BSDF node (obviously for metals) that allows for the use of N+K measured values per RGB channel.
@RomboutVersluijs3 ай бұрын
@@christopher3d475 but why than per rgb channel, you mean you can set separate n+k for red, green, blue. Why make it difficult again?!? 8 came from Thea Render. That's a full spectral rendered, with all this options already a alable and a couple more. It simple has no presets or you can enter an n and k calue. I don't understand why it needs to be per RGB channel. Perhaps I understood it wrongly though
@christopher3d4753 ай бұрын
@@RomboutVersluijs Because to get a physically correct color for the metal, you need a separate N+K value for the wavelength associated with each R-G-B channel.
@thegameplay38593 ай бұрын
Can you make full blender course (step by step videos then make playlist) where you explain every thing in blender with live use in video. Then you can sell that course on udemy or other website for money. But keep free on youtube. In HOLY Books said. If you will give free any thing GOD of jesus will give you 10 times more. Like you will give 100$ you will get 1000$ back from God of Jesus. Like wise if you will give free information (blender videos) then you will get 10 times more information free. Hope you will make blender full course as soon as possible to cover every thing in blender. THANKS.