thank you so much for sharing. speaking of this, is it possible to use one HDRI map as the reflection of a glass material, and then use a different HDRI map for rest of the scene? as the HDR map for the scene is too dark for glass reflection... thank you
Yes, it's very much possible using the Reflection Ray key from the Light Path node. In your world node setup, use two HDR-mapped background nodes, and use the Reflection Ray from a Light Path node to mix those two background nodes. It will pick up one HDR for any kind of reflections, and the other HDR for all other purposes. Just tested this at my end, hope it works for you too. It works both for Eevee as well as in Cycles in 4.2 😊
Thanks! 😊 Now the global illumination in 'Eevee Next' can take care of many lighting requirements, but you can of course set up your own specific light probes. We are publishing a tutorial tonight on lighting in Eevee Next.
Thanks for this, my glass looks great now. Only thing I don't understand is: when I have another object with the "Raytraced Transmission" setting ticked for it's material, I can't see it through my glass object for some reason.
Glad you liked this tutorial! For transparent objects behind another transparent object (like glass flowers inside a glass jar), you need to select the Blended option in the Render Method for the Glass jar's material settings (and Dithered for the glass flowers). While this makes the transparent flower technically visible, it will display no colors and the overall outlook won't look good. Eevee actually fails in layered transparency, we must use Cycles here.
It comes with Blender. You can find the hdri files in C:\Program Files\Blender Foundation\Blender \\Datafiles\Studiolights\World\ or a similar location where you have installed Blender. Otherwise send us a mail (5minblender@gmail.com), we'll share the default hdri.
Unfortunately the refraction now in 4.2 makes everything inside it look extremely blurry and there's nothing you can do about it from the looks of it. You can compare the two by making a similar scene 4.1 and see how it's not even blurry unless you crank the IOR value to really up, but it already is zoomed in by that point.
Yes, I too have experienced the same. The only thing that makes it less blurry is the thickness of the material. We need to add a Value node to the Thickness socket and assign a very low value like 0.01 or 0.001 (but not zero). It's still blurry but within an acceptable limit. Ideally everything will be solved if they don't apply a default thickness if we make it zero (or if we leave that socket free). This small change can bring back the old behaviour.
@@5MinutesBlender Someone figured that turning off the raytrace denoising will improve it. It's not as good as pre-4.2 refraction, but much better than it being on.
@@_MaZTeR_ Yes, it does look better. And if disabling this option creates some other issues, we can always denoise it through compositor. Thanks for sharing this tip! 👍
If you mean subsurface scattering, I don't think that's enough to make objects visible when submerged into some liquid. Eevee is not very good in layered transparency. The juice in your case must be within a glass container. The glass as well as the juice - both are transparent or semi-transparent. And you want another object to be visible beyond these two transparent objects. I don't know of any easy setup in Eevee to make it happen realistically. I'd rather choose Cycles. Regarding mirrors, it's still the same like before - you can watch our tutorial here 👉 ruclips.net/video/ZQIk3MTExaU/видео.html - the only difference is now they just call it Plane instead of Reflection Plane under the Light Prob menu option. Everything else is the same.
Actually in the real world increasing the exposure is the correct way to introduce more light, because if you were using your camera to take a picture outdoors there would be no way for you to increase the power of the sun to get more light into your camera, you would have to play with your cameras exposure settings, which is what you did within color management. Increasing the lights settings is actually the incorrect way to increase brightness in your scene
Glass inside glass was difficult in Eevee and it is still difficult. I won't say impossible, but whatever we do, it is never close to Cycles and not even usable in any serious work. it is a great limitation for Eevee.
No, it's the same one. We have shared this blend file with our members, the same blend file is rendered for the thumbnail. If you are getting a different result, please check your settings thoroughly. You can also send your blend file to us (5minblender@gmail.com) so that we can investigate & help you solve a problem.
Thank man! I was pulling my hair trying to get transparent animated water. this worked perfectly!
Wow! Glad I could help! 😊💝💝
Finalmente encontrei alguém que explica o que eu estava procurando, obrigado.
Great! Glad it helped 😊💝💝
It’s exactly what I was searching for.
Glad we could help! 😊💝💝
Thank you. Love this channel.
Our pleasure! 😊💝💝
thank you so much for sharing. speaking of this, is it possible to use one HDRI map as the reflection of a glass material, and then use a different HDRI map for rest of the scene? as the HDR map for the scene is too dark for glass reflection... thank you
Yes, it's very much possible using the Reflection Ray key from the Light Path node. In your world node setup, use two HDR-mapped background nodes, and use the Reflection Ray from a Light Path node to mix those two background nodes. It will pick up one HDR for any kind of reflections, and the other HDR for all other purposes. Just tested this at my end, hope it works for you too. It works both for Eevee as well as in Cycles in 4.2 😊
Look forward to tring this out.
Let us know if you get the desired result 😊
@@5MinutesBlenderJust did it. It worked. Thank you!!
Nice. No light probe needed?
Thanks! 😊 Now the global illumination in 'Eevee Next' can take care of many lighting requirements, but you can of course set up your own specific light probes. We are publishing a tutorial tonight on lighting in Eevee Next.
Thanks for this, my glass looks great now. Only thing I don't understand is: when I have another object with the "Raytraced Transmission" setting ticked for it's material, I can't see it through my glass object for some reason.
Glad you liked this tutorial! For transparent objects behind another transparent object (like glass flowers inside a glass jar), you need to select the Blended option in the Render Method for the Glass jar's material settings (and Dithered for the glass flowers). While this makes the transparent flower technically visible, it will display no colors and the overall outlook won't look good. Eevee actually fails in layered transparency, we must use Cycles here.
Oooouuehhh! Super!
Thank you so much! 😊💝💝
Bless you
Thank you so much! 😊💝💝
From where did you add hdri can you provide that hdri
It comes with Blender. You can find the hdri files in C:\Program Files\Blender Foundation\Blender \\Datafiles\Studiolights\World\ or a similar location where you have installed Blender. Otherwise send us a mail (5minblender@gmail.com), we'll share the default hdri.
Unfortunately the refraction now in 4.2 makes everything inside it look extremely blurry and there's nothing you can do about it from the looks of it.
You can compare the two by making a similar scene 4.1 and see how it's not even blurry unless you crank the IOR value to really up, but it already is zoomed in by that point.
Yes, I too have experienced the same. The only thing that makes it less blurry is the thickness of the material. We need to add a Value node to the Thickness socket and assign a very low value like 0.01 or 0.001 (but not zero). It's still blurry but within an acceptable limit. Ideally everything will be solved if they don't apply a default thickness if we make it zero (or if we leave that socket free). This small change can bring back the old behaviour.
@@5MinutesBlender Someone figured that turning off the raytrace denoising will improve it. It's not as good as pre-4.2 refraction, but much better than it being on.
@@_MaZTeR_ Yes, it does look better. And if disabling this option creates some other issues, we can always denoise it through compositor. Thanks for sharing this tip! 👍
Is it possible to make SSS so that the object is partially visible inside the juice?) Please! And how to making mirror shader for Eevee next (4.2)?
If you mean subsurface scattering, I don't think that's enough to make objects visible when submerged into some liquid. Eevee is not very good in layered transparency. The juice in your case must be within a glass container. The glass as well as the juice - both are transparent or semi-transparent. And you want another object to be visible beyond these two transparent objects. I don't know of any easy setup in Eevee to make it happen realistically. I'd rather choose Cycles. Regarding mirrors, it's still the same like before - you can watch our tutorial here 👉 ruclips.net/video/ZQIk3MTExaU/видео.html - the only difference is now they just call it Plane instead of Reflection Plane under the Light Prob menu option. Everything else is the same.
Спасибо! Я смог сделать глаза и не уничтожить свой компьютер
Great! Congratulations! 😊😊
WoNdErFulL
Thank you bro 😊💝💝
thanks
how do I bring my object into the blender?
We made a tutorial on this, please check 👉 ruclips.net/video/zKuMjVWZSmM/видео.html
Actually in the real world increasing the exposure is the correct way to introduce more light, because if you were using your camera to take a picture outdoors there would be no way for you to increase the power of the sun to get more light into your camera, you would have to play with your cameras exposure settings, which is what you did within color management. Increasing the lights settings is actually the incorrect way to increase brightness in your scene
Yes, very true 👍
glass inside a glass not appear
Glass inside glass was difficult in Eevee and it is still difficult. I won't say impossible, but whatever we do, it is never close to Cycles and not even usable in any serious work. it is a great limitation for Eevee.
anyone elses just simply not work
Glad to know that it worked for you! 😊💝💝
Its much different from the picture that you've shown on thumbnail.
No, it's the same one. We have shared this blend file with our members, the same blend file is rendered for the thumbnail. If you are getting a different result, please check your settings thoroughly. You can also send your blend file to us (5minblender@gmail.com) so that we can investigate & help you solve a problem.
The thumbnail is the cycles render lmao