How to make Photorealistic Materials in Blender, using the Principled Shader
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- čas přidán 6. 09. 2024
- Blender tutorial showing you how to use the new Principled shader available in Blender 2.79.
Download the latest version of Blender: www.blender.org/
Disney Principled Paper: disney-animati...
Everything has fresnel: filmicworlds.co...
Metal Material: www.poliigon.c...
Special thanks to JtheNinja on StackExchange for answering some of my questions: blender.stacke...
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"I had to Google a lot of balls"
-Andrew, 2017
QB Mac what is your wish? I shall grant one and make you a mahou Shojou.
8:43
Now if this had been about the particle hair system or the hair shader ...
Reminds me in previous video he spoke about some sort of 'Fish Eye' effect, and he said 'Fish Ball' effect. He surely is obsessed with ball.
Who doesn't? ;P
Timestamps for future reference:
Why Principled BSDF?
3:58 Default Fresnal (What is fresnel)
7:39 Proper Roughness (How roughness works)
10:10 Metalness workflow (dielectrics and metals)
14:28 Extra freebies
Hands-on Demonstration
14:58 Start
16:40 Base color
16:58 Metallic
17:37 Roughness
17:54 Specular
19:19 Specular Tint
20:25 Distribution thing at the top there
21:00 Anisotropic, Anisotropic Rotation, Tangent
22:20 Sheen, Sheen Tint
25:00 Clearcoat, Clearcoat Gloss (Roughness)
26:53 Clearcoat Normal
27:40 IOR, Transmission
29:28 Practical example with Monkey Head and Image Textures
Absolute hero my guy 😅😅
thankyouuuuuuuu
I know you're called Blender Guru, but you will always live in my heart as "The Cool Doughnut Guy"
Kkkk
Bruh
@@AliKhan-el7ur bruh yourself 😤
Should be Donut Guru
Summary of the whole video, plus its good to keep this in your notes.
Principle shader notes:
Frensel is the reflection from an objects which depends on the viewing angle, the greater the angle the greater the reflection, i.e the reflections is more at higher viewing angles.
and In principle shader, it is automatically taken care of.
Base color: main color of the material
subsurface slider: amount of light which can pass through, like through flesh and skin etc
subsurface radius: related to sss
subsurface color: related to sss
Metallic slider: dielectrics will have 0 value and metals will have 1. normally few material use in between values.
specular: leave it to 0.5 for realism. it's the amount of shine
specular tint: shine becomes tinted from white to something like the base color
roughness: amount of roughness.
Anisotropic: it gives an effect like the bottom of a frying pan. That brushed look. it actually stretches the reflections along an angle.
Anisotropic radius: related to Anisotropic behaviour
Sheen: is used for fabrics. turn off specular when using this, its like the shine in fabrics.
Sheen tint: shine becomes tinted from white to being like the base color.
Clearcoat: it's used for a second layer of reflection, like for making car paint effect.
Transmission: for making glass material, set metallic to 0 for this.
Thanks Bro
thank you
You rock! First comment I have ever grabbed a screen capture of for future use.
Ahsen Shafique you’ve saved my life, sir 🙏
Thankss
Tfw you started with 3.0 and have no idea what struggles others went through in the past
Just a note for those wondering, there is a difference between multiscatter GGX and GGX. Multiscatter GGX is the more physically accurate way of doing it. GGX sets the contribution of multiple bounces to zero, where as Multiscatter GGX performs a random walk on the micro surface until the ray leaves again. Which maintains perfect energy conservation. which in practice solves the issue of darkening when setting the roughness higher on the GGX material. So I guess you could say the difference is bounces, as Andrew said. But really it's energy conservation and more accurate reflections. It also helps heaps when dealing with translucent materials. Anways, just a little more info for you guys.
Thank you
Theres also an extra slider for GGX at the bottom 20:35 called "Transmission roughness". it give the glass a frosted look.
Does it have a significant impact on rendering time? Because by your explanation you don't really need the Multiscatter GGX when you are modelling a bigger scene (where you can't see the details as well) or you don't go for photo realism. Reducing light bounces to 1 can save a lot of render time (I have a shitty potato computer, so it matters a lot for me)
Touche! I remember people raving about it when it was released, but I'd forgotten what it does. Glad it's default then :)
+Debilinside Lol, nobody replied to this? I looked it up when he mentioned it, and while I can't speak from personal experience, the claims made by others explaining the difference is that the increase in render time was around 2.5%... so basically negligible.
Thanks for defining the different technical terms you use. It helps an audience learn a lot faster.
Really loving your content, Andrew! Slowly been getting into Blender and your tutorials are excellent for people without a 3D artist background like myself :)
A quick note! Subsurface scattering is an amazing component that can be used in materials other than skin.
Many materials actually have some subsurface scattering, little but some, however there are some materials that have a notable amount of SSS, these would be papers, wax or marble for instance. Don't ignore the SSS slider :)
If you are trying to follow this tutorial and you are not able to find the “Shader” option when you press Shift+A then do the following:
- Select “Cycles Render” instead of Blender Render located in the drop list from the top bar menu
- Check the checkbox that is labeled “Use Nodes” located at the bottom of the material window (where the nodes are displayed)
Not all heroes wear capes. Thanks man
Thanks, I appreciate you taking the time to help us out!
Yay! you rock, thats what i was needing to be explained .
Thanks!
youre a fucking god i was losing my mind looking for it
I am such a beginner with Blender that I hesitated even watching this, but you really make it look easy. I'll definitely be watching more from you. Thanks.
What I have to say is that NEVER ever try to get acquainted with all the aspects of the software - like Compositing, Video editing,texturing..ALL AT ONCE. And forget the blender Internal. Start in cycles.Learn a concept , say modelling, and when you've got used with the concept and the advanced basics, switch to the next stage,materials,then textures and so on....
I have been using a different program for 3D design for years (Anim8or, started learning that program in 2000) and have put off learning Blender for a long time, and at first, only used it to import my models from Anim8or to render them, since Blender is a lot more powerful to render things than Anim8or is.
When I noticed how designing objects for a simulator (building my own city in a map) was becoming harder and harder since texturing and designing objects in Anim8or is also a lot different (I am not going to say harder, just less "intelligent") compared to Blender, I started following some tutorials from Blender Guru (the one that helped me the most has now vanished from his profile, for some weird reason, so unfortunately I can not link that here).
What Joel eldo says is true and next to that, it can really help a lot to have a certain goal in mind, like, model a simple house for a game you are making, or basically anything.
I have hesitated to start learning Blender for a long time because of all the shortcut keys my mind seemed to be unable to learn, but when I found out how some of the editing while designing an object were just mere seconds of work instead of hours in the old program (which I still love dearly simply for the fact it got me started in 3D objects modelling and that it has been built by only 1 person) I switched.
Should I have learned Blender earlier, it would've saved me hours of work.
@@joeleldo5064 i suck at modelling but i can do lighting and materials great
Hey! You are very welcome to watch my new video entitled Procedural Dungeon. Enjoy it ! czcams.com/video/ppTBtt47qrc/video.html
Your videos are literally the most educational things on the internet about these sorts of 3D subjects. There was NOTHING on the net that could explain "metalness" and "specular" like you did.
I fell in love with Blender the moment I opened it for the first time. After a few years I've only gotten better at it via experimentation and massive amount of tutorials, many of which are from the BlenderGuru website.
And even though it's 100% free to download and use for whatever you wish, it still keeps getting better.
Never _not_ change, Blender.
I have started with Blender a month ago, I have watched countless hours of videos and I got say this is one's on the top 3 of most informative, thanks!!
2.79 hype😃
Olav3D Tutorials word
NEVER PREORDER
...oh wait, it's free.
Martín Varela lol the best things in life are
Olav3D Tutorials is 2.79 out right now?
Olav3D Tutorials Nevermind, he just said it's only a test build
1:32 Blender Guru: It's really simple. Just sliding stuff and it's done.
Also Blender Guru: *Has 37 minute video dedicated to the topic*
Oh man, what a time to be alive!
A minor UI tweak that would make the shader look less busy/intimidating is adding a tiny bit of spacing between the "groups" to subtly separate them from one another. Ex. The subsurface stuff together, the sheen stuff together, the clearcoat stuff together etc. Thus user sees a few groups, instead of many individual controls.
YYYYYYYYYYYYYYYYYYAAAAAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSSSSSS!!!!!
This makes me so happy!!!!!!! *MY LIFE HAS BEEN MADE EASIER!!!!!*
Im graduated from industrial designer school but i had never been taught about the most fundamental attributes of material like this.. i think this is crucial as the understanding will help us a lot when rendering CAD or even to come out right material proposals in our design
we need that "set to non-color data" shirt
Don't forget the "Brought To You By Poliigon."
... adn what about the "Don't forget to switch to Cycles!" t-shirt? xD
@@DerMarkus1982 its eevee now 😎
One that says:
Set Cursor to selected.
Set Origin to 3D Cursor.
Delete the default cube!
It's truly astounding how easy the internet makes learning these days. Thanks for the tutorial, my guy.
I discovered fresnel effect when I was driving. The road surface near the horizon are always reflective.
I'm pretty sure what you saw was a "Mirage". It's a real physical phenomenon caused by the redirection of the reflected light rays form the object which gives us that reflection on the horizon. Specially common in hot days! ;p
The road really does have Fresnel, it really does reflect more of the sky towards the horizon. Easiest to see if you have a fresh layer of road to look at since it hasn't been scratched up so much, may require kneeling close to the ground though so look out for cars.
If it's hot though then the road will radiate heat causing the air closest to the road to heat up a lot, and since hot air is less dense it acts as if the air is made of "different materials". This difference in air density causes the light to reflect on the different air layers (more continuous than that, but close enough) giving a much stronger reflection, usually seen a lot closer than the typical Fresnel effect.
Correct, and as Andrew said, everything has Fresnel! I only pointed out that the mirage phenomenon is not to be confused with Fresnel ;p
Agree, it's a bit confusing at least... Mirage might have contributed to my discovery.
a matte computer screen looked at from an extreme angle looks glossy
the clear-coat I think it does exactly what the name is. On car pain is the clear-coat above the paint which gives the glossiness. Amazing. Finding this video after going with your old shader setup is a bliss hahahahaha
Hey Andrew, honestly this is one of the best instructional videos I've seen in a long time. I've just got into rendering with nodes to add to my skill set and I believe this has saved me a tonne off time on my learning curve. Thank you!
How can anybody downvote his videos? This man is the reason why I understand what I do about Blender, and I'm forever grateful for his amazing tutorials! Thanks Andrew for what you do!
29:35 "Let's texture this monkey head."
This is now my phrase for doing things in a determined fashion. Instead of "Let's go" or "let's do this," I will now say, "Let's texture this monkey head."
I was watching another video that explained all of the nodes. Dude said that for the principal BSDF shader, metallic would either be 1 or 0 but he didn't really explain why.
Now it makes perfect sense. Thank you for making these.
For the metal - an example when you may want it in middle is if you want to make a layered material with constant layering where there is metal under and a dielectric paint on top at very non-thick layer. An example could be car paint. You make it have metallness of ~0.4-0.6(depends on the desired paint thickness), set roughness to ~0.4 representing the metallic base and add a clearcoat(for the glossy paint surface).
Can't believe how informative and easy to understand this tutorial was. If only schools had more teachers like Andrew, rather than ones who make us fall asleep in class! This was extremely helpful, and I now know everything I'll need to for when 2.79 is out.
Why do I watch this, I dont even have blender but by god, I love this
😅🤣🤣🤣
I hope this guy gets recognized on the street like a celebrity in a good way. Thanks for all your help!
That is one beautiful Susan! Loved the tutorial and on behalf of everyone, "Thank you for helping us all."
Andrew am all the way from Ghana and i had followed your series of tutorial since 2010 and frankly i love you teaching because u take you time to spell out everything clearly and you are never boring . keep it up man. the best blender tutorials so far!! my colleges at school can testify
oh hey look, an ultimate shader
i think i would test this out, hold on...
*PC temp is now 80 degrees cel*
AlphaBlyat my PC gets so hot I ended up putting it in a fish tank of mineral oil.
if you don't mind my asking, how good is your PC at cooling down?
I like to know if I can use this on my MacBookPro without making a bomb.
Visy23 The Elf i got a custom pc less than 500 usd
Its decent on cooling down, but its not too great :v
GeometryDash DEC0DE ayy xD
Visy23 The Elf to add on top of what he just said, I built my own pc for $500. I can send you a list of parts if you want
Just finished this in Blender 3.3 - not too difficult to navigate even with an older tutorial
this shader is PRINCIPLED. It brushes its teeth each morning, greets people with a smile and does the dishes after eating.
I was virtually a beginner at Blender when this came out... now I see how huge the principled shader really is. I use it on nearly ever material.
Wow. Just wow! This is so amazing! Your tutorials, the update, the community. So awesome!
Andrew you are my pandemic savior.. After a month I learned a lot from you.
i never clicked a video so fast
Paolo Veluz this beacuse you're Paolo Veloz
)))
haha true :D
me neither ....
Paolo Veluz same !! I stopped everything I was doing
대체 무슨 천사길래 한국어라곤 찾아볼수없는 불모지에 단비를 내려주신 번역가님은 누구십니까 ㅠㅠ 진짜 감사합니다
32:51 "This is where this really shines" HA PUNS
Yes I'm surprised he didn't play more on that one, I noticed that too.
Thank You Andrew! Helped me ALOT! Moved from Maya back to Blender. Working on a film that requires 3D.... I'm winning! Simply AWESOME! Thanks
This guy is a master of his own art
Fresnel is the same as roughness increases, but the light reflection energy is distributed over a larger surface. It's a bit like if you shoot a light in focus and in heavy defocus, the heavily defocused light will look less bright because its energy has been scattered over a larger surface, although the same energy is present. Fresnel is not decreased with roughness, it's the energy that's distributed differently.
"It just works." - Hodd Toward
"It *should* just work." - Blender Guru
every time I read it just works I hear Todd's voice
Metallic surfaces reflect 100%, INCLUDING POLARISATION. Therefore, if you use two beamers with circular polarized filters for stereoscopic projection (for "3D"-movies), you have to use a metal (coated/covered) canvas or screen. If you used a normal screen with dielectric behavior, the light would be scattered and the polarization effect would be neutralized.
Thank you so much for this informative video! It gave sooo much more background than only explaining the Principled Shader's slots. I didn't know so much about fresnel, roughness and metalness, not to mention that it is automatically integrated.
Damn, i gotta check this out after my exams!
Same
I found this video on my friend's laptop and watched it. then i copied its file name and googled it to find this video and comment that this video has been really helpful. thumbs up
Dielectric: 90% of objects
Metal: 90% of the periodic table
I have scientific background using blender for schemes and i love that you go this deep into material science to explain the light-material interactions and you even gave the sources, very well done! Best regards from germany!
Blender guru is both funny and helpful
That good
:D
I can now make metal things
Yay
For the longest time i've been trying to find a turorial that explains how to make materials in a non complicated way. You absolutely naild this. Thanks so much. Best tutorials for blender by far.
"Hm, I should probably learn Maya one of these days.."
*watches video*
"Screw that. Blender Masterrace."
yeah exactly started Maya years ago gave up...
use Sketchup until to forced online...
NOW THIS 2.8 Blender, i'm impatiently waiting for his Coffee Cup & Donut 2.8 remaster! (which he promised)
Wait no longer, its here! Check his channel!
blender is light...
Blender is love...
Pôru Desu blender is life
Many thanks! Could have said a lot, but having 1.53 Million subscribers itself says it all.
Cool! That shader will help me so much!
Thank you so much for having the best blender tutorials! When I wanted to learn to 3D model i wanted to learn to do it for video games and you came up! Thanks for being amazing! Now i can make all the games i want when i learn the programming language C# and how to use Unity!
also i can't wait to be that nerd in class when we are about to talk about fresnel
"So class, does anyone know what this is?" (more boring talk)
"No one well-"
*epicly raises hand*
"Yes Connor?" said the teacher
"That is fresnel (then explains it)" i said in reply
"well, how did you know that?" said the teacher in shock
"Blender Guru! Go subscribe to him if you wanna learn how to 3D model, He's the best and lives up to his name!!" I say in reply
No but seriously you're so good i even recommended you to my friend who wanted to learn to 3D model in Blender!!
Hey! You are very welcome to watch my new video entitled Procedural Dungeon. Enjoy it ! czcams.com/video/ppTBtt47qrc/video.html
thank you blender foundation, thank you.
Besides refraction IOR also affects the fresnel falloff of reflections. For instance making a Diamond (IOR 2.4) being much more reflective when you are facing one of it's facets head on compared to a glass gem (IOR 1.5). Also, non transparent materials has an IOR value affecting it's reflective properties.
following the 4 weeks to learn blender course, wish me luck :)
Same! Good luck to you!
I remember your first videos and now you're onto making websites and channels that seem to solve everyone's problems. Good job man, solid video
This shader seems very similar to the Eevee shader. I think they are trying to combine it, so you you can switch between Eevee and Cycles without rematerialing everything.
That is the main premise of Eevee, PBR rendering with cross-compatibility with Cycles
Eevee and cycles use the same shaders
That would be so awesome! Right now, previewing and iterating on materials can be cumbersome if you don't have a very powerful PC, and you have to wait seconds to see small changes in your material. If you could do the bulk of the work on a realtime render, and then only apply the final touches on cycles, it would be a big improvement. Let's hope it's that!
Eevee is not for the final rendering but for the view port, that's what i thought though correct me if im wrong.
aa311 Well it can be used for final renders too, afaik. Obviously, it won't have the same high-end quality as cycles, but the performance is so massively better that that might be a worthwhile trade-off.
I was just gonna recreate you PBR node setup when I stumbled upon this. What a gift! Thank you for explaining it all so detailed!
One Shader to rule them all, One Shader to find them, One Shader to bring them all, and in the darkness bind them
:):)
I learned so much in this single video than all the years I went to school. I'm serious.
This is nice. Can't wait for more tutorials on this one like how to use a map and texture with it .
I use this node all the time and it came out while I was still fairly new to blender so I never realized how awesome it is
Hey Andrew, I'm tracking your tutorials for some time already. I've noticed that it's sometimes hard to start creating something on my own (because it's too long or I still don't know how to render/model some objects or just don't have inspiration for something easy). Here is an idea for you to help people like me: create a series of images ("problems") with increasing difficulty and maybe tips on how to do something but without showing the full process. Hope you find this feedback useful!
I tested both the Principled BSDF and The PBR Dielectric node group from one of Andrews older tutorials. It was a simple acene setup - just a floor with tiles, only diffuse, rough and normal map. In the new shader the specular value was the default 0.500 and in the PBR Dielectric node group the reflection was set to 0. The scene had only one area lamp and some enviroment texture. Rendered on AMD FX 8350 (8-core CPU) and no GPU. The result was:
PBR Dielectric Node Group - 5.57 sec
Principled BSDF -8.27 sec
Gloss
Glass
Cant tell the difference by how you say it
This video made my day. Found the answers I've been looking for a very long time. Never had a chance to understand the scientific logic behind Fresnel before. Such an eye-opening, useful, rich tutorial, thank you for sharing.
"this is where the shader really shines." When you work with metalness. Alrighty then.
Andrew... @32:50 "This is where this really shines" immediately after you turned the monkey head into shiny metal. And you didn't even crack a smile!
0:17... That's exactly what they said about WWI, 20 years later... WWII
WW1 was the shader to end all shaders?
@@ashleecadell9955 hahahahaha xD
And Now WWIII
Just want to thank you for all your awesome videos. I have been working in Blender for almost 4 years now and it is truly amazing how far I have come in that time. 90% i learned from your tutorials.
Well that's just great, now all hours and research (it's not just watching videos) and especially obsessive tweaking of shader groups went into nothing. Nah, not really, just kidding, this shader is great.
Color, Diffuse, and Albedo are similar in use but actually different. In Metal/Roughness, you would use Color. In a Specular/Gloss workflow, you use Diffuse. Color and Diffuse apparently have slightly different information. I think it has something to do with the color information in a Specular/Gloss workflow of the metallic parts of the map are moved to the specular part of the map and left out of the diffuse. Albedo is a color map without any light or shadow information.
why didnt we have this so long ago? its whats been seperating blendr from realtime engines for some time now
I just paused the video to congratulate you !AMAZING TUTORIAL! It's hard to find some one who has such clear didactic and good will !!! Cheers from Brazil
Great one!!
At 29:00: Why not use the glass shader? I think they want to have every possible material available in the 'principled BSDF', no extra shaders needed. Just not sure about the 'emission shader'
What if you are using a material which is like, a coffee decanter, which has a mixture of glass, plastic, and metal, on the same object? You can use the metalness map to separate out the metal, and a transmission map to separate out the glass, on a single shader.
+wookieegoldberg That can be done with assigning different materials to different vertices of the mesh, but I agree, it's easier to use one multiple and transmission/metalness maps than multiple single-use materials, with how easy Blender makes it to make maps for things. However, the Glass BSDF still has problems with roughness and fresnel, which is what Blender Guru talked about in one of his videos on PBR (though he was talking about diffuse and fresnel, not about the Glass BSDF which still has those problems).
In my opinion using maps isn't always best solution. That is because of the resolution of each map. Higher resolution might be crashy. And using low resolution may occure with scratches on edges. Simply in close ups pixels are visible. Of course its is more important in case of gaming textures :D
Was doing the free trial for Maya then switched to Blender because your videos are the only helpful ones I could find.
i actually cant wait for 2.79 to be released now....i know now what it feels like to be a kid around Christmas again...also the fact im this existed shows how boring adult life is
2.8 :O
So helpful man. I've done your donut tutorial, and just finished your chair modeling tutorial. I appreciate your videos SO much. Seriously thank you for everything you're doing.
loved the tutorial, thank you ! i have just a single question: where's the Transluscent material ?
I've never even used the material nodes doohicky before and I learned enough from watching this video to render a model of mine. Thank you!
"if you haven't watched those videos, great! you don't need to!"
Followed them to the letter, then watched this one...
At least I now know the inner workings of the principled shader.
Watching this in 2023, and indeed its helping me so much
Right when u think u somewhat understand blender they pull some shit like this.
RoyalForceArmament ROFL!! I just spewed coffee all over when I read your comment. priceless!
Murilo Kleine Amen to the automatic weight painting tool, holy shit
"Right when you think blender can't get more awesome, they pull some shit like this "
FTFY
its just one of those caveats you have to live with. Software changes. We have to keep on chasing it or sit back and make do while all around you get better results faster. I myself find this whole situation unacceptable and demand a USB type C port in the back of my head to upload all changes. Wireless would be better but I am kinda hooked on that idea of sticking a cable in the back of my neck.
six months learning how to use the nodes...
Man, I can't believe how good Blender has become. I think I've tried it briefly in early 2000 and it was as unusable as Gimp.
My boss was kinda pissed at first that I wasn't using maya and cinema anymore, but then I showed him that I'm much quicker in Blender than I was in his "genuine hollywood tools". Hell, Maya2017 takes like 4 minutes to launch before it's in a usable state and all the crap is loaded. ;)
i might sound like a noob but how are you rendering just the Suzanne head without the rest of the scene and having the environment texture reflecting on it?? awesome video. as always.
Not completely sure (and you might have found the answer by now) but he maybe uses a different start-up file that has an environmental texture set to start with, or maybe uses the Look Dev render setting (z-key -> Numpad 2). That render setting (it looks the same in Eevee or cycles) uses a preset environmental texture that you will see reflected in things like glass and other things the reflect.
looks like a hdri file in the environment
The replies aren't the right way though..
You simply go to the render tab on the right, and under the filmic section, you check the transparent checkbox. This omits your sky from the render.
If you want an object onl
Hey! You are very welcome to watch my new video entitled Procedural Dungeon. Enjoy it ! czcams.com/video/ppTBtt47qrc/video.html
Thanks a lot for this video, i have to learn blender a little bit more as i come from C4D and everything was perfect and clear, even for a french. If I'd had that kind of teacher 15 years ago at school in any subject, I wouldn't have left so soon !
17:02 Technically not 100% complete true, there are actually three category, Dielectrics, Metals and semiconductors , but sure 99% of materials are in the first two category's, so if you interpolate between 0-1 value, that would be a way to simulate the semi-conductive materials.
Semiconductive materials are so weird, I think you'd have to just manually create each one's material by hand. Like, silicon carbide vs diamond have almost nothing in common
Do metalloids fall in the semi-conductor category?
do alloys fall under this category?
Can the industry just finally acknowledge Blender already?
Bro had a glow up
Great stuff. I need to create photorealistic metal surfaces with varying amounts of dirt, oils, rust, brightness, etc. This provides the conceptual foundation for me to create stuff I haven't seen before. Beats my old method of trial and error.
Where would I input a reflection map as downloaded from Poliigon?
The reason for not using the glass shader and instead using the principled shader is compatibility with other software when importing or exporting the mesh and including the materials. From substance to UE4 to Max, the glass shader would not be a readable material. Great to see Blender catching up. Thanks Andrew!
I'm just happy at the correct pronunciation of "fresnel"... An clear improvement over earlier videos!
my life was wasted learning nodes😭😭😭
timetravelmegamind nah man, now u know how it works
You still need them for compositing!
You should really start to learn how to composite, it can really add a sense of realism to your renders, and trust me, it'll get easier.
Compositing is next level. The render is really half of it; I honestly do more in the Blender Compositor than I do in Photoshop.
Yeah, I usually spend 30% of my time compositing a project.