I'm learning SO MUCH from this channel. I was extra proud when I could guess your next node sometimes because I've watched your other tutorials and kinda learned how things work. I still have a lot of work to do but I remember when all of this was completely unfathomable and extremely complex, and now I can actually keep up! thanks!
I was struggling quite some with this. Seen about 10 tutorials which weren't bad but didn't help either. Then i tried yours... BOOM! Instant awesome result. Thanks
Cool material! With regard to render settings, it could help to increase glossy samples too. Yes, it will take longer, but really helps if there are unusual dark spots in the render. I learned this from Vilem Duha's presentation on glass shaders at last year's Blender Conference.
@@chronon8782 CGI rendering is offline, meaning it'll render a single image based on quality, meaning that it will render to the specified quality, leaving to the user the management of render times. That is opposed to online rendering (gaming graphics) that will have a window of time (usually tens of milliseconds) t orender an image. So, yeah, if you ask more than your PC can give you in real time, it'll just take longer to render it.
Just to be clear, I didn't say IOR was index of reflection. I said the IOR changes how the material reflects light, which is true. IOR influences refraction, reflection, total internal reflection, fresnel, and a lot of other things.
Denoising is basically mandatory for this material, unfortunately. Even with over 2000 samples the raw render was still quite noisy. But the more samples you use, the better the final result will be.
Nice tutorial, could be interesting to see how something like this would render with luxcore, the caustics would look amazing but the render time....not so much
I recently added luxcore support to my SuperImageDenoiser addon, the guys in the luxcore discord love it. You can give it a shot, it's free, maybe try 32 samples gumroad.com/l/SuperImageDenoiser
I just did a quick test for you in Luxcore, and it's honestly very similar. I think the cycles one looks better so far, but it's impossible to know without spending 3 hours rendering a clean version in Lux - it's so damn noisy.
@@DECODEDVFX Alternatively to luxcore one can use Octane, it too is free and has caustics, and waaaayy faster than Lux or Cycles. Radeon Pro exists too but im not a fan of it, it has caustics too
@@DECODEDVFX octane is a little tricky, you need to relearn the nodes, like you dont use the non-color data, but set gamma from 2.2 to 1, or you dont have it on filmic, but SRGB and use the octane colorspace settings instead. but all in all it is very lovely to play around, volumetrics work weirdly tho, similar to luxcore
blender devs : Made principled bsdf so dat peeps wont have to scratch their head figuring out the node setup Decoded : delete principled bsdf to make mah own node setup
Click this link and it'll automatically download it to your PC. ruclips.net/user/redirect?event=comments&redir_token=QUFFLUhqbkFTWVFXMjJrWWdTVnVKT3ctc1RfVFJMTFJmd3xBQ3Jtc0tsU2c0WVRDcVVpdWFjMEJHeXpvNjJMNDNYbGQ3YjRXa281c2d5OFQyaVJPejI1VGozNW9UZTVEbWVfalduQWl6c2Nib3pnWkpidXlWdG9ZMHZCYUp5Vmd4eEVfQXBDSkxZUG1fWE1WdDFJN0xoeDA0TQ&q=https%3A%2F%2Fd2t1xqejof9utc.cloudfront.net%2Fcads%2Ffiles%2F1e245b3da85bb182ab9be868d8a98a04%2Foriginal.hdr&stzid=UgwX6EKck3MnZ6FupIp4AaABAg.9BNNNSq8Lo69BtXjYjP8Mi
This is wonderful, I love your videos. But may I ask if there is a good way to build a proper map for a model with high poly? My maps turns out looking rather horrible in general.
very nice, very nice... but how would you implement realistic surface melting? I mean, the thinnest parts of the sculpture warm up fastest and start melting first and the surface becomes smooth and clear, while the thickest, coldest parts may still be accumulating frost and remain rough
That effect is already kinda baked-in to the material set-up. If you look at the bottom left of the image, the cloth of the woman's clothes are practically clear, while the thicker base behind is almost pure white. To do it in a way that's even more physically accurate, you'd have to use volumetrics to give the ice some depth.
@@juutuub0 I know some applications like Substance Painter gives you the option to bake a Thickness map that is is used for things like this. I don't know if you can bake such a map natively in Blender, but I have seen some tutorials that get the thickness of the model procedurally with material nodes.
I`m subbed to people of 2 categories: those that do CGI tuts and those that do Heavy Metal production tuts/gear reviews. You look more like a dude from 2-nd categorie lol Nice tut. btw
I downloaded the Easy HDRI. But my library is empty and it won't install the HDRI I got. Also, my model comes out purple after I remove the texture and follow all the shader instructions. What am I doing wrong?
@@DECODEDVFX I downloaded Gaffer but still having issues. I tried doing the model again without turning off the material and got close to something. Still have a ways to go.
As a novice, one thing I don't understand is why you'd use the Glass BSDF instead of the Principled BSDF. It seems the common thing to do. Is it performance?
The glass BSDF is essentially identical to a Principled shader with a transmission of 1. The only difference is that the principled shader looks slightly darker (which I think gives it the appearance of transparent plastic rather than ice or glass). The glass BSDF also renders a tiny bit faster.
I don't see why not. It's only glass shaders and bump nodes. You might have to change the blending mode on the material though, since it's transparent.
Unfortunately not. I looked for ages last night, but I can't find where I got that HDRI from (or any of the other HDRI's in the same folder, for that matter). I'm pretty sure it came from hdrlabs.com, but I can't spot it on that site anymore.
It's been a loooong time since I posted a video like this. Hope you guys find it helpful.
@HHarley JJHF Thanks a lot!
Brilliant video, good material!
Not a single dislike... People must love ice sculptures
I'm very tempted to add a dislike but that'd make me a douche
@@Fahadw4 lmao
@Kamar Fawzy yeah, I just saw it, wasn't me though
Now it seems 4 individuals hate ice sculptures. Fools, i say.
@@JohannesTriple Yes indeed
I'm learning SO MUCH from this channel. I was extra proud when I could guess your next node sometimes because I've watched your other tutorials and kinda learned how things work. I still have a lot of work to do but I remember when all of this was completely unfathomable and extremely complex, and now I can actually keep up!
thanks!
Awesome!
Holding Shift and Ctrl while right click drag across the two glass nodes will auto add the mix shader. (Node wrangler)
Ps. the ice looks great!
while *RIGHT* click drag ...
Thanks for the tip :)
@@MurderMelody06 always get it mixed up when i have to think about it 👍
Awesome - really well explained, an excellent tutorial
Not sure if "further away" is the correct terminology here, it's more how sharp the angle is from your current view
Correct. I meant further away in terms of angles, not distance.
I was struggling quite some with this. Seen about 10 tutorials which weren't bad but didn't help either.
Then i tried yours... BOOM! Instant awesome result. Thanks
Cool material! With regard to render settings, it could help to increase glossy samples too. Yes, it will take longer, but really helps if there are unusual dark spots in the render. I learned this from Vilem Duha's presentation on glass shaders at last year's Blender Conference.
Yes. That's a great video, I highly recommend everyone watches it.
Wonderful tutorial, perfect pace and clarity of instructions, thanks (and being a Northerner always helps!)
Absolutely fantastic job!
Thank you! This is BEAUTIFUL
Very impressive! Great job! Shorter is better. Thanks!
Really nice shader!!
Great tutorial, thanks!
Thanks! But where can I find the lights_7 HDRI? :)
Astounding, great tutorial!
nice n simple
Thanks buddy
Excellent tutorial, thanks for sharing 😀
Awesome tut
super cool!!!!
amazing tutorial
Thank you! Cheers!
@@DECODEDVFX i love you dude
thank u men you helped me alot
not finished the video yet, and i know my pc cant handle this, but thank you for making these tutorials
It's offline rendering, it'll just take longer
what?
@@spiritwolf5792 what is offline rendering ?
@@misterpolygon6250 rendered images that aren't displayed in real time.
@@chronon8782
CGI rendering is offline, meaning it'll render a single image based on quality, meaning that it will render to the specified quality, leaving to the user the management of render times.
That is opposed to online rendering (gaming graphics) that will have a window of time (usually tens of milliseconds) t orender an image.
So, yeah, if you ask more than your PC can give you in real time, it'll just take longer to render it.
cool tutorial
Thx
great video as always!
Thanks again!
i really love your tutorials, wow, thanks; so useful
Wow
iOR is index of Refraction not reflection just for those who don't know. My apologies if someone has already pointed this out.
Just to be clear, I didn't say IOR was index of reflection. I said the IOR changes how the material reflects light, which is true. IOR influences refraction, reflection, total internal reflection, fresnel, and a lot of other things.
DECODED Fair enough. :-)
its beautiful! you rock!
Amazing Keep up all the hard work, Liked & subscribed
Amazing man doing great job :)
Won't denoising benefit such a noise prone material like snow/glass?
Denoising is basically mandatory for this material, unfortunately. Even with over 2000 samples the raw render was still quite noisy. But the more samples you use, the better the final result will be.
Node Wrangler addon :)
i have no idea how to render it :| but i did the tutorial and learned few stuff thanks man!
Nice tutorial, could be interesting to see how something like this would render with luxcore, the caustics would look amazing but the render time....not so much
I recently added luxcore support to my SuperImageDenoiser addon, the guys in the luxcore discord love it. You can give it a shot, it's free, maybe try 32 samples
gumroad.com/l/SuperImageDenoiser
I just did a quick test for you in Luxcore, and it's honestly very similar. I think the cycles one looks better so far, but it's impossible to know without spending 3 hours rendering a clean version in Lux - it's so damn noisy.
@@DECODEDVFX Alternatively to luxcore one can use Octane, it too is free and has caustics, and waaaayy faster than Lux or Cycles. Radeon Pro exists too but im not a fan of it, it has caustics too
@@BlenderBeanie yeah, I've been playing around with Lux and Pro render lately. I've never tried Octane (yet).
@@DECODEDVFX octane is a little tricky, you need to relearn the nodes, like you dont use the non-color data, but set gamma from 2.2 to 1, or you dont have it on filmic, but SRGB and use the octane colorspace settings instead.
but all in all it is very lovely to play around, volumetrics work weirdly tho, similar to luxcore
blender devs : Made principled bsdf so dat peeps wont have to scratch their head figuring out the node setup
Decoded : delete principled bsdf to make mah own node setup
Very nice tutotial indeed, I would have avoided the frame in the bottom right though..., it's distracting. The voice is enough. Again thanks!
Ok, thanks
Do you have a link to that lights_7 hdr file? I can't find it anywhere.
Click this link and it'll automatically download it to your PC. ruclips.net/user/redirect?event=comments&redir_token=QUFFLUhqbkFTWVFXMjJrWWdTVnVKT3ctc1RfVFJMTFJmd3xBQ3Jtc0tsU2c0WVRDcVVpdWFjMEJHeXpvNjJMNDNYbGQ3YjRXa281c2d5OFQyaVJPejI1VGozNW9UZTVEbWVfalduQWl6c2Nib3pnWkpidXlWdG9ZMHZCYUp5Vmd4eEVfQXBDSkxZUG1fWE1WdDFJN0xoeDA0TQ&q=https%3A%2F%2Fd2t1xqejof9utc.cloudfront.net%2Fcads%2Ffiles%2F1e245b3da85bb182ab9be868d8a98a04%2Foriginal.hdr&stzid=UgwX6EKck3MnZ6FupIp4AaABAg.9BNNNSq8Lo69BtXjYjP8Mi
This is wonderful, I love your videos. But may I ask if there is a good way to build a proper map for a model with high poly? My maps turns out looking rather horrible in general.
very nice, very nice... but how would you implement realistic surface melting? I mean, the thinnest parts of the sculpture warm up fastest and start melting first and the surface becomes smooth and clear, while the thickest, coldest parts may still be accumulating frost and remain rough
That effect is already kinda baked-in to the material set-up. If you look at the bottom left of the image, the cloth of the woman's clothes are practically clear, while the thicker base behind is almost pure white. To do it in a way that's even more physically accurate, you'd have to use volumetrics to give the ice some depth.
@@DECODEDVFX no I meant just the surface. I was wondering if it's even possible to parameterize mesh "thickness" for a surface shader
@@juutuub0 I know some applications like Substance Painter gives you the option to bake a Thickness map that is is used for things like this. I don't know if you can bake such a map natively in Blender, but I have seen some tutorials that get the thickness of the model procedurally with material nodes.
Do you have a link to a copy of the Easy HDRI the account appears to have been suspended that had it. :(
github.com/ChristinaRika/EasyHDRI
Just a question - why Glass BSDF and not the Principled with Transmission, Glossy and Clearcoat set to 1?
Glass shader is slightly brighter and renders a little bit faster.
I`m subbed to people of 2 categories: those that do CGI tuts and those that do Heavy Metal production tuts/gear reviews. You look more like a dude from 2-nd categorie lol
Nice tut. btw
I downloaded the Easy HDRI. But my library is empty and it won't install the HDRI I got. Also, my model comes out purple after I remove the texture and follow all the shader instructions. What am I doing wrong?
You might want to try the gaffer addon instead. github.com/gregzaal/Gaffer
@@DECODEDVFX I downloaded Gaffer but still having issues. I tried doing the model again without turning off the material and got close to something. Still have a ways to go.
As a novice, one thing I don't understand is why you'd use the Glass BSDF instead of the Principled BSDF. It seems the common thing to do. Is it performance?
The glass BSDF is essentially identical to a Principled shader with a transmission of 1. The only difference is that the principled shader looks slightly darker (which I think gives it the appearance of transparent plastic rather than ice or glass). The glass BSDF also renders a tiny bit faster.
is it applicable for eevee?
I don't see why not. It's only glass shaders and bump nodes.
You might have to change the blending mode on the material though, since it's transparent.
I think for Blender 2.91, 2000 samples is just overkill. Maybe in like 2.7. But now, for glass, you could probably get away with 256 and the denoiser.
I. Love. Your. Magnificent. Beard.
Why can't I search in the Shading Tab?
CTRL + Shift and the Click, doesn't work either
can i download your nodes?
Obrigado
Obrigadoooooooooooooooooooooo
Thanks
Thanksssssssssssssssssssssssss
Do you have a link to the lights 7 hdri?
Unfortunately not. I looked for ages last night, but I can't find where I got that HDRI from (or any of the other HDRI's in the same folder, for that matter). I'm pretty sure it came from hdrlabs.com, but I can't spot it on that site anymore.
grabcad.com/library/tutorial-hdr-library-for-rendering-of-your-cad-design-1/details?folder_id=323612
d2t1xqejof9utc.cloudfront.net/cads/files/1e245b3da85bb182ab9be868d8a98a04/original.hdr
@@DECODEDVFX check this out sir
@@srikrishna1283 Brilliant. Thank you!
@@DECODEDVFX You are welcome sir
I really like your tutorials but I can't learn anything because I keep getting distracted by that glorious beard!
None of the key commands work for me at all.
you need to activate the preinstalled addon "node wrangler"
2000 render samples. !! that will require a bitcoin rig lol
Nah, I rendered it on a CPU.
Looks more like frozen glue or glass sculptures than ice.
Ебать чувак спасибо
Охуенно, автору респект. It's very cool.
Fantastic video, thanks!
such a great tutorial, thank you