The 'hard shadow' is the result of imperfections in both the glass material and the object's surface. Caustics occur when these imperfections align in a way that concentrates light rays at certain points. Due to energy conservation, the photons that brighten these points are displaced from their original paths. Thus, when photons travel through air (without glass) and hit the table, they create no shadows. Similarly, light that is perfectly refracted through thinner parts of the glass creates minimal shadows (almost no shadow, almost😅) At the end, the result is impressive! I had never thought of combining two materials like that. You got way more control with the falloff map too. Great video 👌👌
Hey there! Do you have tutorial about install corona? I see you use Corona, and I want to use. I've made a course durin 2-3 months, and ofc we used Arnold render. But I want to create some interor design and use to my portfolio.
Bro some people on some pages thought that I will steal your idea. I succeeded to do that on Vray and if i will upload a tutorial about that I'll mention your channel
If you can figure out for Vray or Arnold that would be cool! I want to try too :) Please share a tutorial if you can, and very nice to mention RenderRam channel for inspiring us.
YOU SAID HOW DO I TELL 3DS MAX THAT THE SHAPE OF MY OBJECT IS THIS, HOW ABOUT CREATING A PATERN OR THE BUMP MAP INTO OPACITY OF THE MATEIRAL IN GLOBAL ILLU
The 'hard shadow' is the result of imperfections in both the glass material and the object's surface. Caustics occur when these imperfections align in a way that concentrates light rays at certain points. Due to energy conservation, the photons that brighten these points are displaced from their original paths. Thus, when photons travel through air (without glass) and hit the table, they create no shadows. Similarly, light that is perfectly refracted through thinner parts of the glass creates minimal shadows (almost no shadow, almost😅)
At the end, the result is impressive! I had never thought of combining two materials like that. You got way more control with the falloff map too. Great video 👌👌
great tutorial. learning something new each time. big thank you 👍
Great use of ray switcher material
Great end result man 👌👌
Redshift has this in a somewhat realistic way based on fresnel and roughness etc, it's kinda cool!
great as always!
That's very smart and nifty, thanks! Going to test this in FStorm asap.
Again a really usefull tip ! thank you, i'll use it for sure 👍
That`s was very smart. Thanks!
awesome as always!
cool find my man, will definitely try this
Veeeeery clever tip ! Thanks !
Thanks a lot!
hi thanks alot for great explanation.would you explain about light material noise we get when we want to render exterior shots.
Nice Turtorial
I'll Try to translate this in Vray
Hey there!
Do you have tutorial about install corona? I see you use Corona, and I want to use. I've made a course durin 2-3 months, and ofc we used Arnold render. But I want to create some interor design and use to my portfolio.
How about same scenario/situation with Fstorm?
I believe the logic should be the same using FStormOverrideMat
@@RenderRam I will give it a try! Thanks
@@RenderRam nah, it is not working the same way :/
@@sz3mjuel guess it's a Corona thing
pls make a video transparent wallpaper
Bro some people on some pages thought that I will steal your idea. I succeeded to do that on Vray and if i will upload a tutorial about that I'll mention your channel
If you can figure out for Vray or Arnold that would be cool! I want to try too :) Please share a tutorial if you can, and very nice to mention RenderRam channel for inspiring us.
@@PandaJerk007 Yupp I succeeded it with vray but I'm not that familiar with Arnold
But I will make a Tutorial and I'll mention RenderRam of course
YOU SAID HOW DO I TELL 3DS MAX THAT THE SHAPE OF MY OBJECT IS THIS, HOW ABOUT CREATING A PATERN OR THE BUMP MAP INTO OPACITY OF THE MATEIRAL IN GLOBAL ILLU
👍
meeeh.