Actually for Transmission you did not need to set the Blend Mode to something else than Opaque in earlier versions of Eevee either - the Blend Mode is only for alpha transparency. When you set the Transmission to 1 in older Eevee, you had to enable Screenspace Refraction in the material and also Screenspace Reflections together with Refraction in the Render Properties. Then you has a transmissive glass material even though it is set to Opaque. But the new Raytrace Refraction looks much better than the old Screenspace Refraction.
You actually can have multiple glass refracted objects interact in eevee. The way to do it is add a solidify modifier and set that material index to 1 and give it a second material that has no raytraced refraction turned on. It will show up and still be a refracted glass material which you can see through! Hope I explained it clearly! I use that for all my glass or liquid or other see-through materials in Eevee
Here are some tips. - Use the constant type in the colorramp for perfect sharp transitions. - Enable the build-in Node Wrangler addon to be able to add the object and mapping nodes before a texture input with just ctrl+shift+t. - Preview the output of a node by ctrl+shift clicking it so that you dont need to connect it to the material output (works in geo nodes too). - You could have used the water surface object as the object coordinate for the gradient so that you can have the gradient match (and follow) the water level automatically by mofing the surface object. - You could have used the gradient (via a map range node with for example to 1.4 and to 1.15 values) to also affect the ior so that the empty part has a lower ior (which is still inaccurate but looks slightly better). - You can copy/paste colors when hovering over a color, but this was already mentioned in the comments. Have a nice day!
Instead of copying the hex code for colors you can just put the cursor over the color box and copy with control-c or command-c and put the mouse over the other color box and use control or command v to paste, just like any value, im sure you knew that but theres so much to remember with blender
Are you sure they didn't just change the name? EEVEE Next was originally set to be released with 4.1 so they actually removed it, so it's possible they missed some stuff. Also, EEVEE has had "raytracing" but it's screen space only and only for specular reflection & refraction. The EEVEE-Next is still screenspace right now AFAIK, but also works well for diffuse lighting and has something called Horizon Scan GI, but that's also screenspace.
This is not correct, raytrace refraction is just a name change to align more with EEVEE-Next (since it was supposed to release in 4.1, before being delayed). Open the scene in 4.0 or earlier and it will look the exact same, since EEVEE has not been updated AT ALL through the entire 3.0 cycle because of NEXT being in development.
5:54 That's so unfair. eventually, it's either gonna 2 layers of refraction, or selectable like subdivision surface. ps, random. the title subdivision surface sounds too similar to subsurface scattering for being unrelated.
Sorry to contradict you, but I tried it and it's not different from the Screen Space Refraction, available since 2.80, they just changed the name. Even the tooltips in previous versions says "Use raytraced screenspace refraction". So no change at all, apart from the name. Also I tried it and it is the same exact behavior (it disappears when the refracted object is not directly visible, and there is only one refraction event). It's pixel to pixel, the exact same as the Screen Space Refraction in 4.0/3.5... I wish it was real !
Really cool ! Thanks for pointing this out and showcasing it :) new raytraced refraction looks really cool, although does this mean we won't be able to make any screen space shader effects using SSR like what "Late as usual" person was doing a while back? I was looking forward to learning that stuff at some point but im kinda worried it might be obsolete or at least not useful anymore :/
Hi! Do you think with release of SORA our days are numbered? I want to start my 3D career in Blender but i'm not sure anymore that there will be any demand with AI services.
I happily switched back to Blender 4.0.2, as soon as I had the BAD SURPRISE of having Shade Auto Smooth REMOVED (in Blender 4.1 it's only a modifier). The more they touch it, the more they ruin it.
@@Konoooo because they are going to turn most of the modifiers into geometry nodes later for create more capabilities such as instanced modifiers on objects instead of copying them to selected and alt modify. Some guys like Flourfree2k can't get it because they're not adapting although all of the different shading smooth parameters and modifier is explained in tons of videos and tbh I like the new smooth. it's more versatile to keep sharps or remove them or make parameter based from geo nodes. way more flexible!
Im just gonna stop watching your videos bro. Halfway into anything you just stop and you hardly explain what anything is but you make sure we can subscribe and talk about your courses. Do you want to teach or not? Be better
Actually for Transmission you did not need to set the Blend Mode to something else than Opaque in earlier versions of Eevee either - the Blend Mode is only for alpha transparency. When you set the Transmission to 1 in older Eevee, you had to enable Screenspace Refraction in the material and also Screenspace Reflections together with Refraction in the Render Properties. Then you has a transmissive glass material even though it is set to Opaque. But the new Raytrace Refraction looks much better than the old Screenspace Refraction.
You actually can have multiple glass refracted objects interact in eevee. The way to do it is add a solidify modifier and set that material index to 1 and give it a second material that has no raytraced refraction turned on. It will show up and still be a refracted glass material which you can see through! Hope I explained it clearly! I use that for all my glass or liquid or other see-through materials in Eevee
sorry but this is kinda unclear to me, what do mean by material index? is it the thickness, offset or the material offset of the solidify modifier?
Here are some tips.
- Use the constant type in the colorramp for perfect sharp transitions.
- Enable the build-in Node Wrangler addon to be able to add the object and mapping nodes before a texture input with just ctrl+shift+t.
- Preview the output of a node by ctrl+shift clicking it so that you dont need to connect it to the material output (works in geo nodes too).
- You could have used the water surface object as the object coordinate for the gradient so that you can have the gradient match (and follow) the water level automatically by mofing the surface object.
- You could have used the gradient (via a map range node with for example to 1.4 and to 1.15 values) to also affect the ior so that the empty part has a lower ior (which is still inaccurate but looks slightly better).
- You can copy/paste colors when hovering over a color, but this was already mentioned in the comments.
Have a nice day!
So exciting!
By the way, to copy colours, you can also mouse hover the colour and hit ctrl+c
Raytraced refraction has been in eevee for a while, ive used it for ages for visuals
5:40 You can just hower your cursor over base color and press Ctrl+C to copy and Ctrl+V to paste
Instead of copying the hex code for colors you can just put the cursor over the color box and copy with control-c or command-c and put the mouse over the other color box and use control or command v to paste, just like any value, im sure you knew that but theres so much to remember with blender
next up Realtime Raytracing Caustics
Are you sure they didn't just change the name? EEVEE Next was originally set to be released with 4.1 so they actually removed it, so it's possible they missed some stuff. Also, EEVEE has had "raytracing" but it's screen space only and only for specular reflection & refraction. The EEVEE-Next is still screenspace right now AFAIK, but also works well for diffuse lighting and has something called Horizon Scan GI, but that's also screenspace.
Good addition, if they implement raytraced GI and shadows, it's enough for me.
definitely I would want them to tackle the RT reflection asap, RTGI can wait but reflection is what most need
This is not correct, raytrace refraction is just a name change to align more with EEVEE-Next (since it was supposed to release in 4.1, before being delayed). Open the scene in 4.0 or earlier and it will look the exact same, since EEVEE has not been updated AT ALL through the entire 3.0 cycle because of NEXT being in development.
5:54 That's so unfair. eventually, it's either gonna 2 layers of refraction, or selectable like subdivision surface.
ps, random. the title subdivision surface sounds too similar to subsurface scattering for being unrelated.
Sorry to contradict you, but I tried it and it's not different from the Screen Space Refraction, available since 2.80, they just changed the name. Even the tooltips in previous versions says "Use raytraced screenspace refraction".
So no change at all, apart from the name.
Also I tried it and it is the same exact behavior (it disappears when the refracted object is not directly visible, and there is only one refraction event).
It's pixel to pixel, the exact same as the Screen Space Refraction in 4.0/3.5...
I wish it was real !
Love the evvee engine so much and evvee next with rt is going to be so good. It already looking great in the 4.2 alpha
Nice video. Features not new to 4.1 though has been in blender since 3.sth. also i highly recommend u get the node wrangler addon
Blender is deep.
Really cool ! Thanks for pointing this out and showcasing it :) new raytraced refraction looks really cool, although does this mean we won't be able to make any screen space shader effects using SSR like what "Late as usual" person was doing a while back? I was looking forward to learning that stuff at some point but im kinda worried it might be obsolete or at least not useful anymore :/
Thank you! Interesting videó! 🙂👍❤️
Ambient Occlusion node will not work when you turn on Raytrace Refraction (in EEVEE)
I don't know why but my blender is just displaying the material in black when i put Raytracing on :s
What screen key app are you using
Nice!
So, this is how Krang from Dimension X was born.
so it's not RT
Secret… riiiiight…
Hi! Do you think with release of SORA our days are numbered? I want to start my 3D career in Blender but i'm not sure anymore that there will be any demand with AI services.
I happily switched back to Blender 4.0.2, as soon as I had the BAD SURPRISE of having Shade Auto Smooth REMOVED (in Blender 4.1 it's only a modifier).
The more they touch it, the more they ruin it.
im sure they have their reasons.. if they dont they will switch it back...
the modifiers needs to go back to the old way
Why is it becoming a modifier a bad thing? Just curious
@@Konoooo because they are going to turn most of the modifiers into geometry nodes later for create more capabilities such as instanced modifiers on objects instead of copying them to selected and alt modify. Some guys like Flourfree2k can't get it because they're not adapting although all of the different shading smooth parameters and modifier is explained in tons of videos and tbh I like the new smooth. it's more versatile to keep sharps or remove them or make parameter based from geo nodes. way more flexible!
Yeah, more capabilities is baaad, right.
There was a post on Blender Nation the other day where someone had added the old shade smooth back into 4.1
...time to torture my graphics card (its not rtx)
It will work fine, this is not an RTX effect
even with a nivida 1080?
@@Thevectornine Yes ! any decent GPU will work, this feature has been around since Blender 2.80
Im just gonna stop watching your videos bro. Halfway into anything you just stop and you hardly explain what anything is but you make sure we can subscribe and talk about your courses. Do you want to teach or not? Be better
hey man, do u know if theres a way to do live composting depth mask?