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The speed of light is constant.
ОтветитьYou are an incredible teacher. Reminding me of my days in Physics I and II. Great job!
ОтветитьI have been in archviz industry for over 5 years and have never been able to understand what exactly IOR values does. But now I do after watching this 20 min long content. Your explanation is just simple, clear and straightforward. I really appreciate it.
ОтветитьI’m still confused about this. If changing either IOR and IOR Level will achieve the same effect, why are you able to independently alter both of them? Shouldn’t changing IOR to 1.33 automatically lower IOR Level to .25? What effect would altering both values have?
ОтветитьWhat the ior never adjusted the specilar ior pre 4.0
Than what did it adjust, im totslly baffled. I dont understand why they have separate ior values now. I come from a different engine. And the ior is for specilar or glossy finish. Only if you had coating would it introduce a second ior, but that was for the coating only.
Was the ior pre 4.0 only for the metals than? Very weird, i never new this
Really useful video.
ОтветитьHappy New Year and thank you very much for the tutorial.👍😃. In 10 May 2022, you have an video titled "Specular Reflections & Variable Roughness". Now that the new Principled BSDF fixed the energy conversation issue. To make the floor more reflective at low viewing angle, do I still use the 2 methods mentioned in your video or you have a better method to make the variable roughness materials in Blender 4.0? Thank you for your time and help.😄
ОтветитьWhat does this change do regarding converting assets that were created with a gloss/specular workflow (such as objects originally made for unity)? In previous version of blender, I was told to invert the gloss map and plug it into the roughness input of the principled shader but rarely got a consistent or clear story of what should have been done with a specular map. Do these new changes make this any clearer?
ОтветитьWonderful videos all time
ОтветитьHi Chris, how did you draw the fresnel curves (the formula you used to change the F0 value with IOR) based on changing the IOR value? Any help or link will be useful, I need to present the fresnel curves generated based on IOR value change in Blender. Thanks for the video.
Edit: I think I found the answer: F0 = [(ior - outside_ior) / (ior + outside_ior)]^2 where outside_ior will be air, so = 1 and then use this number in Schlik's Fresnel approximation, feel free to correct me
As if 3d graphics wasn't hard enough for beginners they now have to understand refractive & reflective physics just to do a "fluid in a glass" simulation which, to me takes the "fun" out of 3d graphics. It's a whole lot easier to just put the slider on max & min values & see what looks best & run with it. 🤔
ОтветитьThank you so very much for speaking to us and not down. Thank you also for remaining inclusive. It is a rare treat to discover your channel.
ОтветитьMay I ask how on your last scene about tint, the base color is neutral gray but shows black? I set material to your as I was watching to follow along and my neutral gray was just that, gray.
How is yours black?
Perfect once again. Seeing things more clear regarding blender materials after this video/
ОтветитьNow having had this explained, it makes so much more sense. Thank you so much for taking the time to make this video 👍🏻
ОтветитьNIce toothbrush. And, of course, the explanation.
ОтветитьAwesome Video 👍 Thanks For The Information !
ОтветитьThanks a lot for these detailed explanations for the changes in Specular component of the new Principled BSDF shader introduced in Blender 4.0.. I would like to see a similar explanation regarding the changes in the subsurface component of the new Principled BSDF..
ОтветитьThank you, but I'm pretty sure you could explain this in 8-12 minutes 😆
ОтветитьI love your Tutorials, you sound familiar, and the way you teach, as well as the precision you have, makes me wonder, were you a tutor on Digital Tutors around 2014?"
ОтветитьThanks for the video.
I think I’d lean towards using the IOR Level over editing the IOR as it shows that artistic choices have been made over that being a correct IOR value.
this movie could be made in 1 minute..
ОтветитьI kept on putting of watching it because I read it as "What is IOR of 4.0" and I was like huh but then I clicked on it and it all made sense lol.
ОтветитьThe same as IOR in blender 2.x and 3.x 😂
ОтветитьGreat tutorial, but there is something about your renders that don't look realistic. Clean but they are missing something 🤭. Can you look into it and do an explanation video on how you can take it to realism? Something about the wood on the chair, tiles, towels, the sculpture... (what looks right it's the marble counter and the items on it - the right corner). Also, the rough copper you used on some items looks flat somehow,.., especially that radiator behind the tap above the bathtup)
ОтветитьThank you for that video, this is extremely usefull when im not using blender that hard but want to keep up with the new updates and how they work, nicely done!
ОтветитьGreat content, thank you!
ОтветитьJust brilliant! Once again, a tutorial packed full of information. Thank you so much for explaining in so much detail. With your help, I now understand a little more. THANK YOU! Dg
ОтветитьYour work is pure gold with high IOR level
ОтветитьI'll be learning blender (bit tired of Autodesk bs in production) and these videos are huge help.
ОтветитьI don't know how this channel doesn't have more subscribers and especially after pablo promoted this channel on blender today
ОтветитьThank you. It was hard to follow until the end.
So now that I got it, the BSDF Node visual setup (how and where are the setting for connected options) is for me not very logical placed. (like most things in blender)
nice outro 😉
ОтветитьIncidence of Refraction? Awesome! Blender just keeps getting better. Great videos, Christopher 😃
ОтветитьI'm a new Blender user so videos like this are a great help for demystifying the many features to learn for shading. Thanks for this!
ОтветитьLike always, great video. no annyoing background music - just information, compact and comprehensible. Thanks, your channel a gift.
Ответитьnice!
ОтветитьAmazing video as always, a lot of thought went into the presentation!
Ответитьthe speed of light is constant. IOR describes time (relative reciprocal of the difference between vacuum and solid) that takes light to pass through the medium. In other words, the difference of travel time defined by the path light took within, not the speed of light in particular.
ОтветитьAlways look forward to an upload from you!
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