Your before/after examples show what features do when they are used the way they are _supposed_ to be used. I can't thank you enough for that. I see a lot of otherwise great Blender content providers that can not touch that clarity of illustration.TYSVM!
This is the best blender channel out there no comparison. Your explanation and knowledge of blender is god send. This is stuff I would have to read for an hour or more, compressed in a handy perfect video thanks
Don't know the reason, I finish watching your video until the end every single time. Your content is pretty much about technical stuff but it's just having some magic to keep people staying and watching.
@@christopher3d475 Good to hear! I tried it a few years ago and found the snapping feature very lacking back then. Maybe I need to check it out again.
Why do they have to name these things with nonsensical, fancy names and not just call them 'Sky', 'water', 'clouds' etc? They seem to be determined to make it as awkward as possible for people to learn!!
Actually, the names of the algorithms make a lot of sense, as that’s exactly what they are. But you can always hover over anything in Blender to bring up a description explaining what it is and what it’s for.
because they are named after the physic scientists and are attributed to the white papers they have written, its to differentiate what algorithm is being used, also they are historical reverence to the scientists who developed them, for example Ed Catmull, and suchlike
i agree the names should be "Onomatopoeia" (which means words sound like the thing it represents) like poo & piss , or Bang or sniff ( not amazing examples by me ) most writers and authors on this planet will agree with you. ...me 12 yrs using blender its a pet hate youve pointed out , also stop using latin words to impress your Bosses , i see right through your ego actions for convoluted names .... GRRRRRRRRR
@@keterbinah3091 just explained that Catmull, Phong, Oren Nayer, and etc are named after the people that developed that algorithm, if you google the names it explains how it works within your render. They are definitely not latin, but I am looking forward to a physics expert called Poo inventing something,
So you can create a mask the same way you can with the metallic slider. It really should be labeled better though. I don't see many people understanding what it is for outside viewers of this channel and the developers themselves.
@@binyaminbass So you can have control over where you need the extra diffuse roughness. Diffuse roughness simulates microfaceted "pores" and overhang. Basically microscopic "damage", if you like, to a surface, making it extra rough and trapping more light within the miniature crevices. But if you've got a surface that isn't necessarily this rough all over, then you'll want to control that with a mask.
that metallic node... thank you blender devs :)
Your before/after examples show what features do when they are used the way they are _supposed_ to be used. I can't thank you enough for that. I see a lot of otherwise great Blender content providers that can not touch that clarity of illustration.TYSVM!
The clouds comparison was amazing.
Thanks for this overview, Christopher, everything straight to the point, I loved it.
White Balance is game changer
Out of all the channels I am subscribed to, I look forward to these videos the most
On every "how" or "where" question I get, I forward people to your videos. Also, nice to see sponsor recognition.
Happy to see you getting some sponsorship recognition! Rock on dude. Love your videos
This is the best blender channel out there no comparison. Your explanation and knowledge of blender is god send. This is stuff I would have to read for an hour or more, compressed in a handy perfect video thanks
Render times have gone down by half on some projects I'm working on. It's wild how they managed that.
Don't know the reason, I finish watching your video until the end every single time. Your content is pretty much about technical stuff but it's just having some magic to keep people staying and watching.
It helps that there is no fluff at the end, unlike content from almost everyone else.
Great video. I've been waiting for years to get this kind of updates towards more physicaly base rendering in Cycles.
I always love watching your videos. So well done.
Thank you for putting your time and resources into those 🙏
An in depth video on the new volume scatters could be cool, but great examples already!
CANT WAIT FOR ALL BLENDER 4.0 TUTORIALS TO BE OUT OF DATE AFTER THIS !
Amazing compilation! An more in depth breakdown for the volume scatter modes like you did for the others would be lovely !
I couldn't find any good source files for interstellar dust clouds unfortunately.
Amazing video. Thank you for the summary.
Great information as always
great video, no fluff or cringe
Love this guy ❤
We are eating good with this one
nice!!! god i wish just the cycles had a nice displacement like octane T_T
Can you make a video on how to use volume scatter functions? On your examples it looks like magic.
I'll take a look at doing that.
Any thoughts about path-guiding for GPU?
thank you for this
It's a slider, so you can use it like any other parameter. Watch my video specifically on it in the 4.3 playlist.
With the volume scatter based on this video at least, I don't feel like the new one is better than the old, it just produced a different result?
Like I showed in the examples, it depends on the context.
omg so cool
Most valuavle content and comparsion! Thank you a lot for these in-depth reviews and tutorials!
Is Blender good for architectural visualization now or is 3ds Max still preffered?
Plenty of people use it for architecture.
@@christopher3d475 Good to hear! I tried it a few years ago and found the snapping feature very lacking back then. Maybe I need to check it out again.
What your gpu ?
Just an M1 Pro.
It still frequently crashes in EEVEE which was introduced with Blender 4.2 update. 😔 😢
i feel u , im sticking with 3.6.2 had to ditch 4 series , i do want to use the white balance though
Please try to report bugs you catch!
The only way those bug will get fixed is if you report them.
Being 40, and for personal reasons, I still can't bring myself to enjoy TikTok-type content, which is why I hit the like button here so quickly.
bro these names tho ...
I know, lol. I'm just the messenger...
Why do they have to name these things with nonsensical, fancy names and not just call them 'Sky', 'water', 'clouds' etc? They seem to be determined to make it as awkward as possible for people to learn!!
Actually, the names of the algorithms make a lot of sense, as that’s exactly what they are. But you can always hover over anything in Blender to bring up a description explaining what it is and what it’s for.
because they are named after the physic scientists and are attributed to the white papers they have written, its to differentiate what algorithm is being used, also they are historical reverence to the scientists who developed them, for example Ed Catmull, and suchlike
i agree the names should be "Onomatopoeia" (which means words sound like the thing it represents) like poo & piss , or Bang or sniff ( not amazing examples by me ) most writers and authors on this planet will agree with you. ...me 12 yrs using blender its a pet hate youve pointed out , also stop using latin words to impress your Bosses , i see right through your ego actions for convoluted names .... GRRRRRRRRR
@@keterbinah3091 just explained that Catmull, Phong, Oren Nayer, and etc are named after the people that developed that algorithm, if you google the names it explains how it works within your render. They are definitely not latin, but I am looking forward to a physics expert called Poo inventing something,
It's why I named my kids Child.001 and Child.002 rather than giving them names I have to remember.
Why make the new diffuse as a slider instead of a drop down menu?
So you can create a mask the same way you can with the metallic slider. It really should be labeled better though. I don't see many people understanding what it is for outside viewers of this channel and the developers themselves.
@@exmello ah, that makes sense. But how useful is a mask going from the old diffuse to the new?
@@binyaminbass So you can have control over where you need the extra diffuse roughness. Diffuse roughness simulates microfaceted "pores" and overhang. Basically microscopic "damage", if you like, to a surface, making it extra rough and trapping more light within the miniature crevices. But if you've got a surface that isn't necessarily this rough all over, then you'll want to control that with a mask.
Because you can transition from one algorithm to the other. It's a smart way to implement it.