Thin Film Interference in Blender 4.2

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  • Опубликовано: 11 сен 2024

Комментарии • 47

  • @heckensteiner4713
    @heckensteiner4713 Месяц назад +32

    My Grandma always used to say, "If you want to learn about thin film interference, watch Christopher 3D." Wise words. Bless her soul and bless Christopher 3D 🙌

  • @kohpler
    @kohpler Месяц назад +12

    This is more than a Blender tutorial. Thank you for the masterclass!

  • @stbuddha3547
    @stbuddha3547 15 дней назад +2

    best blender teacher on youtube ive seen so far

  •  Месяц назад +12

    Oooo, i remember doing this in Luxrender 12 years ago, i was so happy to see those bubbles when the render finally finished half a day later

  • @apatsa_basiteni
    @apatsa_basiteni Месяц назад +4

    Thanks. These videos take away most of the guess work when working with Blender parameters.

  • @ralfbaechle
    @ralfbaechle Месяц назад +2

    I came here to learn about the film interference feature and learn I did! Great video - no blabla but everything that matters.

  • @filmaker
    @filmaker Месяц назад +6

    Consistently the best Blender tutorials around. Thank you.

  • @TajTiger
    @TajTiger Месяц назад +4

    The metallic cheat is rather interesting, I was able to model anodized titanium (IOR 2.16) using this method. Really neat!

  • @jeanjean3
    @jeanjean3 22 дня назад +1

    Super interesting and useful, thanks for making it understandable for us muggles!

  • @420bobby69
    @420bobby69 Месяц назад +1

    Kind of random, but that HDRI is the GOAT. On PolyHaven, all of them have generic names based on the location except for that one. "THE SKY IS ON FIRE!" The guy who made it clearly knew it was 'lit', both literally and figuratively. Noticed it made the cut for some paid addons too, like Materialiq.

  • @_D3W3
    @_D3W3 Месяц назад +3

    Fantastic tutorial again, thanks a lot Chris ! Especially the last part on metalic equivalent with IOR on very high values was something that I was searching for a long time.👍
    On the animation part of the tutorial, you should use the 4d parameter of the noise texture to get the W parameter that is perfect for an evolving effect kind of noise. Because 0 to 1 animation in distortion will result on a very different noise from start to finish.

  • @kneel.downnn
    @kneel.downnn Месяц назад +5

    Man! Your visual presentation are spot-on. I appreciate the efforts behind it

  • @sinachiniforoosh
    @sinachiniforoosh Месяц назад +2

    One minor nitpick in the explanation part around 6:38 . Partially destructive interference doesn't change the color of the reflected light, it just reduces the intensity. The reason we get a rainbow of colors with thin film intereference is that the incident light is usually white, and is composed of all the colors, and constructive interference for different wavelengths happens at different angles. You can check this if you make the light source red, green or blue (assuming Blender's thin film interference is physically based), you will still get interference bands, but they're all of the same color, the color of the source.

  • @fredoster9993
    @fredoster9993 Месяц назад +1

    Merci pour ce tuto extraordinaire, j'ai beaucoup appris.

  • @yt_bharat
    @yt_bharat Месяц назад

    This is incredible. Thank you so much Chris

  • @leonidaltman
    @leonidaltman Месяц назад +4

    Thank you for the great tutorial.

  • @Zebra_Blender
    @Zebra_Blender Месяц назад

    原理讲的很清楚,理解的更深刻了

  • @gordonbrinkmann
    @gordonbrinkmann Месяц назад

    When you use the Node Wrangler addon it is not necessary to press Shift+W and choose the texture setup from the menu. Just press Ctrl+T when the Background node is selected amd the texture setup will be added automatically. And it is not necessary to switch to Material Preview mode if you want to preview a noise texture... this works in rendered view as well, and since directly connecting it to the Material Output is working like an Emission shader, there is no noise previewing even at low samples.

  • @JohnRaska
    @JohnRaska Месяц назад

    Amazing tutorial, thank you!

  • @davirosa
    @davirosa Месяц назад +2

    Handy and instructive! Thank you!! 🙏🏻🙏🏻🙏🏻

  • @omnymisa
    @omnymisa Месяц назад

    That was an amazing video!

  • @mikek4icy752
    @mikek4icy752 Месяц назад

    Very clever implementation for interference color on anodized metal! Thanks for the detailed tutorial. Should work great for rendering products with iridescence or hologram film qualities. I'm not sure if thin-film can approximate it but I do hope Blender grants us glass dispersion (plus dispersion caustics) sooner or later.

    • @christopher3d475
      @christopher3d475  Месяц назад +4

      Yeah, proper dispersion is a whole separate thing. Glass type objects do need some attention. They also need proper nested dialectric support which I believe has had some work done already. But yes, dispersion would be great.

  • @Nacreous01
    @Nacreous01 Месяц назад

    Great tutorial, i was a little confused about the thin film not working on metallic surfaces when 4.2 was released but like you i figured out that you can up the IOR to simulate a metallic surface although not physically accurate. hope they update it to work with metallic in the future.

    • @christopher3d475
      @christopher3d475  Месяц назад +4

      yeah, I hope they do engineer it to work with metals. I guess it has something to do with the metal model they're suing which has to be engineered a bit differently to be physically correct, or at least physically plausible. I suspect it'll work better than our IOR hack approach.

    • @Arjjacks
      @Arjjacks Месяц назад +1

      @@christopher3d475 That is indeed the case, more or less. Except if you ask the devs, it's their metallic model that's the hacky one XD And that's the issue Lukas Stockner has with partnering metallic with TFI at the moment. The metallic mode in the Principled BSDF is already very hacky, so to then hack TFI into it as well is just going to make messy code even worse. The plan is to replace the current metallic mode with something much better down the track, namely something that actually accounts for differing IOR's for red, green, and blue channels and includes proper N and K (metallic refractive index and extinction coefficients) inputs. I think Alaska already has a couple of prototypes up and running.

    • @christopher3d475
      @christopher3d475  Месяц назад

      @@Arjjacks That's great that they're moving to a more physically correct approach to the metal. I think using N+k would be a smart move since those are actual measured values for the purists who want that kind of control.

    • @Arjjacks
      @Arjjacks Месяц назад +1

      @@christopher3d475 Yeah, it's pretty exciting. Alaska's got three new nodes in the works at the moment, one using the current F82 Tint model found in the Principled shader, an "Artistic Conductor" with artist friendly inputs that converts to N and K values under the hood, and a "Physical Conductor" with the N and K coefficients exposed as vector inputs.

  • @orenmatar
    @orenmatar Месяц назад

    Your content is amazing, Where can I learn this sort of material more in depth? I.e. to really understand the physics and mathematics behind all components of the BSDF?

  • @LawrenceAaronLuther
    @LawrenceAaronLuther Месяц назад +2

    so... this is the closest thing in nature we have to z-fighting

  • @TheOnlyBlockchainDE-jc5wd
    @TheOnlyBlockchainDE-jc5wd Месяц назад

    But why is it an own Slot on the BSDF? Is it as important as emission or roughness? I am quite confused

  • @dannyteo9618
    @dannyteo9618 Месяц назад

    It seems that it don't work on Eevee nex. Or you have the answer for it:)?

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      Yeah, this is specific raytracing technology in Cycles.

  • @cmysliwiec
    @cmysliwiec Месяц назад

    Has anyone been able to recreate the beetle carapace? Is the final tutorial about metal with thin film interference the best starting point?

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      If you want to examine my beetle file I can send it to you. Currently think film is really best done on non-metallic surfaces.

    • @cmysliwiec
      @cmysliwiec Месяц назад

      @@christopher3d475 That would be awesome. What's the best way for you to transfer?

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      @@cmysliwiec Send me an email, it's in the About area of my channel.

  • @AnittaDeady
    @AnittaDeady Месяц назад

    thank you daddy

  • @gottagowork
    @gottagowork Месяц назад +1

    Can there even be "thin film interference" in metals? Metal or conductive is not mentioned on wiki.
    Logically speaking, reflections in metals happens within a few atoms of thickness, way thinner than the nano scale that applies here.
    I'm not sure. Might be a useful fake approach for heat treatment and such, but I don't see it as a valid approach to anodized metals.
    For previewing number values in shaders, switch to raw view transform with none as the look. Avoids the applied gamma curve and dark/bright are more evenly distributed.
    Test this by mapping a gradient 0-1 snap 0.025 to a rectangle. With raw/none, you can see the variations also in the high end.
    For noise and its settings, you might want to make sure you're not clipping beyond the desired 0-1 range. Simple 1 check does the trick.

    • @AntonPalmqvist
      @AntonPalmqvist Месяц назад +1

      The interference doesn't happen "in" the material but rather on the surface, hence the name "thin film". Thin film interference on metals is certainly possible and is usually caused by oxidization (in the case of heat treatment), or an oil-like substance on the surface of the metal.

  • @IIIQZAIII
    @IIIQZAIII Месяц назад

    I understood nothing

    • @Nacreous01
      @Nacreous01 Месяц назад

      how come?

    • @IIIQZAIII
      @IIIQZAIII Месяц назад

      @@Nacreous01 that's why I don't understand reflections to, I just write 0, 10, 50, or 100. that's why physics is important only for physicists, not 3D designers

    • @IIIQZAIII
      @IIIQZAIII Месяц назад

      @@Nacreous01
      ...but I agree that this information is important

    • @IIIQZAIII
      @IIIQZAIII Месяц назад

      @@Nacreous01 to deep info ;)

    • @IIIQZAIII
      @IIIQZAIII Месяц назад

      @@Nacreous01
      in the final project, no one will ask about physics... the client will care if it is similar to bubbles or not