(not sure where previous comment has gone maybe deleted cos I put a link in it) Is it "Node Preview" (search blender market). Looks similar but not sure if there is another cos of the text titles too?
MAYBE LOOK AT PARAMETERS CAREFULLY. MY ERROR WAS IN COLOR RAMP WHERE I'VE SET VALUE IN COLORS TO 1 WHEN IT NEEDS 4. AND MY CRYSTAL WAS TOO DARK. AND NOW IT LOOKS RIGHT
While this looks ok, it’s all sorts of wrong. Summing in discreet RGB refraction bdrfs with offset IOR is not only much simpler and easier to control, but will also be physically plausible at the expense of render time.
Discrete dispersion looks really banded, which is not physically plausible either. Plus, there's like 100 tutorials doing it that way. This might be hacky and inefficient but it's nice to have an option to fake continuous dispersion.
@@dayongzhang7431 In the color ramp, change the "value" of each color on the gradient to 4. Not sure why blender allows the user to go beyond 1, but it seems to work
I'm truly appreciate you Man!
Thus really helped me..plz carry on bro..Love From INDIA
Great tutorial, this is exactly what I was looking for! Thank you!
nice
Круто получилось, спасибо большое !
gread video!
it's not your idea, the initial video with this approach is published by CG Vertex and called 'Blender cycles continuous glass dispersion'
what plugin is it that shows you what your nodes do? (the photos above the nodes)
(not sure where previous comment has gone maybe deleted cos I put a link in it) Is it "Node Preview" (search blender market). Looks similar but not sure if there is another cos of the text titles too?
Its Node preview addon from Blender market - blendermarket.com/products/node-preview
i did this but mine looks so blurry in the render, i have tried all the settings to make it better, what do u use? please man
MAYBE LOOK AT PARAMETERS CAREFULLY. MY ERROR WAS IN COLOR RAMP WHERE I'VE SET VALUE IN COLORS TO 1 WHEN IT NEEDS 4. AND MY CRYSTAL WAS TOO DARK. AND NOW IT LOOKS RIGHT
All the steps has been followed but ultimately not showed in preview...so sad.
While this looks ok, it’s all sorts of wrong. Summing in discreet RGB refraction bdrfs with offset IOR is not only much simpler and easier to control, but will also be physically plausible at the expense of render time.
Discrete dispersion looks really banded, which is not physically plausible either. Plus, there's like 100 tutorials doing it that way. This might be hacky and inefficient but it's nice to have an option to fake continuous dispersion.
Just gonna say that the big boxes of solid color above the nodes is really annoying in this instance.
my icosphere looks darker than yours but i have the same values on everything
same mine is super dark and I can't figure out why
I figured it out. click on each color and instead of having 1 set on r, g, and b respectively, set them to 4. Now mine looks the way it should
@@StripedCiaran Could you tell me where exactly to make this change? under Refraction BSDF? Thanks man
@@dayongzhang7431 YOU MAY SET COLORS VALUE IN COLOR RAMP TO 4
@@dayongzhang7431 In the color ramp, change the "value" of each color on the gradient to 4. Not sure why blender allows the user to go beyond 1, but it seems to work
U basically stealing cgvertex node setup and claim it as yours, what a shame.
Because there is no other way to make a shader. I also learn from him.
what about of adding a link to the initial source
The voice is awful, too much basses