Ah yes, finally! I've seen you drag that beautiful water out so many times and now that I've got it working as an asset things will be so much easier! Thanks =)
You are, hands down my favorite Blender channel! The way you just explain your scenes as a concept and not like the other tutorials "Today we're gonna learn how to create X in Blender" is what making you stand out. Keep it up, Max!
Your work always motivates me to keep learning and improving. Hearing that Ian Hubert's Patreon has been so valuable to you makes me wonder if there are other Patreons you also find useful. Thanks for the inspiration!
For eevee transparency: Turn “Transmission” all the way up. Turn alpha down to about 0.5. Set blend method to either hashed or blend in the material settings
Dude, thank you. I was wondering about that! The blend method option always weirded me out because it's just an alpha channel i figured, like it's either 100% or lower haha.
For even better realism, you can set the specular value to 0.25 and the IOR to 1.333. Also, water is not 100% rough so adding a little bit of roughness can help to be close to the hundred percent realism
I also recommend that you set the IOR(index of refraction) to 1.333 which is the actual value that water has. It doesn't matter much but it's a nice touch!
It does matter... setting IOR to 1.0 (the IOR of air) basically means there is no refraction at all... so water must be set to 1.33. Setting IOR correctly does make your water darker, as some of the light bouncing back out of the water gets trapped... but the transparency shader should help compensate for that
Thanks for doing all these videos and going in depth with explaining what things do and how they work. Open project reviews like this are so helpful for someone like me who’s new to blender and getting lost in the sauce with all that is possible
Dude ive stumbled upon your page a few days ago and ive been watching all your vids since. I must say you really produce some beautiful work. Bravo to you for that , but also sharing your knowledge and files!!! We all appreciate the hard work youre putting in. Looking forward to see all your new vids in the future!!!
Hey Max, would it be too much to ask to do a tutorial on how you created your awesome rock texture in the scene? Are you using Cycles experimental with displacement /height? ? or did you happen get this texture from Quixel? Hope all is well, and amazing work as always.
Troubleshooting question: Everything looks great except in Eevee, when the camera changes angle or when the timeline starts over, subtle but noticeable black diagonal bands appear across the surface of the object. Just for a few frames/second but definitely there consistently. What might be causing that? Thanks for these great tutorials.
Hi, your tutorial is supercool but i can't get the sky image reflect on water , how can you do that ( my water plan can reflect world sky but not image i import in...)
I switched the transparent bdsf and the principaled. trans into the bottom, prins into the top. I took off the light path, commenters are saying it doesn't do anything. Then you have to give more power to the transparent. The principaled BDSF is causing it to look solid.
Light Path "is Camera Ray" is a path that's only visible to camera, but not to other surfaces or reflections. You will see it in your viewport and scene cameras, but it's not going to cast shadows or caustics (this is why the rocky surface is brighter), won't spread global illumination... and it also won't be reflected in any glossy surfaces either. I mean it will REFLECT other surfaces, but it's not going to BE in other surfaces' reflections: so if you put a mirror near the water, you won't see the water in it. Also you won't see it through any glass materials either, since Transmission is a separate path. Kind of a loophole, but you also can add "is Glossy Ray" with "is Camera Ray" together, with a Math node. It'll make it visible to camera AND reflections. Also you can add "is Transmission Ray" to see it through glass materials
you can remove the mixshader + isCamerRay node. Basically IsCameraRay is always going to give a 1 and pull from the principledBSDF on the actual material. You can use it when you want hdri image to reflect on materials, but not be visible from the camera (via direct ray). In this specific shader you show - you're just making it so the rock material won't see the reflection of the water on it.
have a weird problem im having with this where in one file its working but i directly copy and paste it to another file and its not workin, any tips the nodes are exactly the same
Connect a Texture Coordinate Node and a Mapping Node to the Musgrave, Keyframe the Y Rotation two times with different values and different frames and then you have some motion
How to create foliage and snow would be very helpful! I am now learning intensively and i find it very hard to manage. Fore example when i have a big scene it lags with the real snow and also with foliage if i do hair particles with anything above 1k texture. i have good cpu, 24gb ram and 3060 12gb, so i guess i do something wrong. Thank you for the awesome content.
To optimise your scene, I suggest that you decrease the amount of foliage you see in the viewport. And also, use interpolation if you can instead of increase the particle amount. You can also try geometry nodes but it lags a lot more in my opinion.
@@cedricrioux2956 thanks i ll do a research now! It is better to apply snow in certain faces and not to the whole plane. And also i forgot to apply scale and transforms. I also try to see if there is a difference between subdividing and voxel remeshing. Because i also need to do some sculpting in things like fantasy architecture and stuff.
Hi, thanks for all the useful experience sharing. Would you mind share about the graphic card you are using? My rendering takes very long to come out the result which makes me want to upgrade my graphic card. If you get time to reply this question I will be very grateful.
I have the same issue. My volumetrics don't seem to be appearing as they should... not sure if it has to do with the light path node as that remains a bit of a mystery here.
This looks awesome and I am using this for my project but I can't seem to get it right. I made a water shader using almost 2 identical node sequences consisting of -> texture coordinate >mapping>noise texture>bump. Both of these go into a MIX shader and then to the principal BSDF but all I get is a grayish reflective clay... does someone have an idea of what I'm not doing right?
he uses the node wrangler addon. you can hold alt and drag right click to quick connect the node sockets. You can hold shift + alt and drag right click to connect specific node sockets
You could also add ambient conclusion for the Musgrave texture so the water will kind of bend around everything it touches like it does in real life
underrated comment
what? i dont understand how that makes sense
How do you do that?
I need to try this
How would you set that up? I'm beyond terrible with nodes. Do you add it between the musgrave or use a mix node connected to the color?
brutha i swear i litterally asked "how does max hay make his water look good" yesterday like what how you-
BTW, he already explained this nodes in his previous video of "ancient temple breakdown", i saw it yesterday . 😀
@@Hrishikesh7620 damn ig im not looking hard enough
@@Hrishikesh7620 do you also have a video explaining his after render composition? like the photoshop stuff too by any chance?
@@ethanael_yovan no, he has no any video of render composition
Bro same lmao
Ah yes, finally! I've seen you drag that beautiful water out so many times and now that I've got it working as an asset things will be so much easier! Thanks =)
You are, hands down my favorite Blender channel!
The way you just explain your scenes as a concept and not like the other tutorials "Today we're gonna learn how to create X in Blender" is what making you stand out. Keep it up, Max!
OMG BRO YOU'RE SUCH A LEGEND, HELPED ME WITH EVERYTHIGN SO QUICK, TOO TALANTEED
Bro you have no idea how much you are helping us. Thank you.
Your work always motivates me to keep learning and improving. Hearing that Ian Hubert's Patreon has been so valuable to you makes me wonder if there are other Patreons you also find useful. Thanks for the inspiration!
For eevee transparency: Turn “Transmission” all the way up. Turn alpha down to about 0.5. Set blend method to either hashed or blend in the material settings
You saved my life
istg you save my life
Dude, thank you. I was wondering about that! The blend method option always weirded me out because it's just an alpha channel i figured, like it's either 100% or lower haha.
For even better realism, you can set the specular value to 0.25 and the IOR to 1.333. Also, water is not 100% rough so adding a little bit of roughness can help to be close to the hundred percent realism
Thanks for the tip!
I also recommend that you set the IOR(index of refraction) to 1.333 which is the actual value that water has. It doesn't matter much but it's a nice touch!
Thank you for the tip!
It does matter... setting IOR to 1.0 (the IOR of air) basically means there is no refraction at all... so water must be set to 1.33. Setting IOR correctly does make your water darker, as some of the light bouncing back out of the water gets trapped... but the transparency shader should help compensate for that
I just needed a water tut😆 thanks man!
Thanks! That volume adds the extra level of realism.
Thanks man its 5 mins but helped me alot i just loved your stuff its increasing my quality.
import images of little leaves and twigs and stuff and layer it in top for extra murk and grime!
I have actually been trying to figure out how to do this. Easily makes a render look 50% better.
Thanks you have really help me in my blender progression
Thanks for doing all these videos and going in depth with explaining what things do and how they work.
Open project reviews like this are so helpful for someone like me who’s new to blender and getting lost in the sauce with all that is possible
a tutorial on vegetation renders would be much appreciated
Lovely, thanks for the info on those extra nodes. Gonna need that rock tutorial too friend haha
Literally saving every tutorial of you in my favorites
bro deserves sooo much recognition
Dude, your node set up is the best of many I've tried. Thank you! Have subbed
Nice! Was waiting for this. We had a buncha theories in the comments on the last vid lol
This water hack is so awesome! Thank you thank you thank you for sharing this
Dude ive stumbled upon your page a few days ago and ive been watching all your vids since. I must say you really produce some beautiful work. Bravo to you for that , but also sharing your knowledge and files!!! We all appreciate the hard work youre putting in. Looking forward to see all your new vids in the future!!!
it becomes gray in rendered. same nodes but no water?
Hey Max, would it be too much to ask to do a tutorial on how you created your awesome rock texture in the scene? Are you using Cycles experimental with displacement /height? ? or did you happen get this texture from Quixel? Hope all is well, and amazing work as always.
its weird but , the texture doesnt show for me , it doesnt show in material preview and oc in rendered.
for me it does not show either, did you fix it ?
This is what i needed, thank you!
super easy to follow and so so helpful thanks so so much
I've tried the same Nodes layout but not getting the same results. Could be lighting I guessing.
Dang your videos are good
I have beeeeeen waiting for this one to drop! thank you!! 😁
I love these vids so much! cant wait to see the channel grow:))
you are amazing love your tutorials very useful techniques ♥♥ this is best blender content on youtube 👌👌❤❤😍😍
Troubleshooting question: Everything looks great except in Eevee, when the camera changes angle or when the timeline starts over, subtle but noticeable black diagonal bands appear across the surface of the object. Just for a few frames/second but definitely there consistently. What might be causing that? Thanks for these great tutorials.
Awesome tutorial! Thank you, I really appreciate your work.
Hi, your tutorial is supercool but i can't get the sky image reflect on water , how can you do that ( my water plan can reflect world sky but not image i import in...)
What a legend ❤️ i asked u last video about this water problem and u do it next video!! Thank you so much man❤️
Is there any way to get 3d humans like you use in your renders for free?
Very good looking shader! It does not seem to reflect any object lights in the scene though. Guess it has to do with transmission
Your tutorials are the sauce!
awsome tuto, thx man !
4:17 just for when I can try..
it looks awesome Thanks!
Great content in your channel Max... nice one. Keep up the good work.
4:38 / 5:09 Hi, amazing video tutorial. Question: do you have the tutorial on Asset Browser that you mentioned?
Always up for something cool thank you for helping me with the setting and the nodes required for this amazingly detailed animation ❤
I tried to repeat the material many times, unfortunately it didn’t work out
That's really cool! I shall try that, thank you for sharing!
would def watch the tutorial on how to set up a proper asset library
Seems there's something missing here, the exact node setup just leads to a white cube for me and a few others who have tried it too.
maybe you are using the wrong view port.
I switched the transparent bdsf and the principaled. trans into the bottom, prins into the top. I took off the light path, commenters are saying it doesn't do anything. Then you have to give more power to the transparent. The principaled BDSF is causing it to look solid.
man your works are amazing
Awesome. I saw this in one of your other tutorials and want to know how it was done. Thanks.
Great! Amazing tutorial as always
how do u get the reflection in the water?
Thanks! Happy New Year. :)
I have learned a lot from you. Thank you so much for the detailed tuts.
oh man, i love your vids.
Thank you so much max.
thanks god for this tutor. i can check this vid and go to sleep at 1 am not at 2 am :)
Wow man, I needed this! Thanks for sharing.
Light Path "is Camera Ray" is a path that's only visible to camera, but not to other surfaces or reflections. You will see it in your viewport and scene cameras, but it's not going to cast shadows or caustics (this is why the rocky surface is brighter), won't spread global illumination... and it also won't be reflected in any glossy surfaces either. I mean it will REFLECT other surfaces, but it's not going to BE in other surfaces' reflections: so if you put a mirror near the water, you won't see the water in it. Also you won't see it through any glass materials either, since Transmission is a separate path.
Kind of a loophole, but you also can add "is Glossy Ray" with "is Camera Ray" together, with a Math node. It'll make it visible to camera AND reflections. Also you can add "is Transmission Ray" to see it through glass materials
Very nice explaination!
@@Puunboy Thanks, it took me some time since I'm not very good at explaining stuff. Heheh
if you keep calm like this your channel will blow with views and subscribe no need to rush i love it lot of channels are not teaching it's an ads
Another gem, thank you!
Amazing result:) Thanks a lot for the tutorial!
Thanks dude, great stuff !
great video. Simple and clear.
This and few other tutorials somehow not work for me and I guess its the AMD video card is not working with the ray tracing, but it should.
Are you using any add-ons?
Hi really helpful video!! May I ask How you make the Rock texture bump out insted of plant?
you can remove the mixshader + isCamerRay node. Basically IsCameraRay is always going to give a 1 and pull from the principledBSDF on the actual material. You can use it when you want hdri image to reflect on materials, but not be visible from the camera (via direct ray). In this specific shader you show - you're just making it so the rock material won't see the reflection of the water on it.
thanks a lot! Very nice explainetion, please keep it up!
have a weird problem im having with this where in one file its working but i directly copy and paste it to another file and its not workin, any tips the nodes are exactly the same
how did you make your texture plane look 3d like that
Fantastic! Keep them coming!
so does this water have motion if i was creating an animation?
Connect a Texture Coordinate Node and a Mapping Node to the Musgrave, Keyframe the Y Rotation two times with different values and different frames and then you have some motion
@@faryanblender8946 Thank you!
@@faryanblender8946 texture coordinate sure does have alot of stuff in it. what do i hook up where?
@@wrillywonka1320 I think UV works the best herebut you can also try Object or Generated
How to create foliage and snow would be very helpful! I am now learning intensively and i find it very hard to manage. Fore example when i have a big scene it lags with the real snow and also with foliage if i do hair particles with anything above 1k texture. i have good cpu, 24gb ram and 3060 12gb, so i guess i do something wrong. Thank you for the awesome content.
To optimise your scene, I suggest that you decrease the amount of foliage you see in the viewport. And also, use interpolation if you can instead of increase the particle amount. You can also try geometry nodes but it lags a lot more in my opinion.
@@cedricrioux2956 thanks i ll do a research now! It is better to apply snow in certain faces and not to the whole plane. And also i forgot to apply scale and transforms. I also try to see if there is a difference between subdividing and voxel remeshing. Because i also need to do some sculpting in things like fantasy architecture and stuff.
Thank you ❣️
Quick question, why is it all blurry? i cant fix it.
Thank you so much for sharing!
Hi, thanks for all the useful experience sharing. Would you mind share about the graphic card you are using? My rendering takes very long to come out the result which makes me want to upgrade my graphic card. If you get time to reply this question I will be very grateful.
Sir can you please explain how to do this on eevee. because when i try this, sky(image as plane) cant be reflected on water.
very helpful
Darn. Why does my water now look as good as yours, even though my material shader settings are exactly the same. Am I missing some render settings?
I have the same issue. My volumetrics don't seem to be appearing as they should... not sure if it has to do with the light path node as that remains a bit of a mystery here.
da vinci would be proud of you
This looks awesome and I am using this for my project but I can't seem to get it right. I made a water shader using almost 2 identical node sequences consisting of -> texture coordinate >mapping>noise texture>bump. Both of these go into a MIX shader and then to the principal BSDF but all I get is a grayish reflective clay... does someone have an idea of what I'm not doing right?
Where did you get that water texture from
So what do you recommend now that they got rid of the musgrave texture?
what u on about... its still there?? Im looking at it right now
@@Mondasia It isn't there in 4.1, and was removed in 4 - unless it's under a subcategory for a different node and I just can't find it.
@@jabezcrisp7899 i think now it is just a noise texture not sure tho
@@jabezcrisp7899 i think now it is just a noise texture not sure tho
Its just noise texture now
Great video, thanks a lot! subscribed 🤘
Would we be able to animated the water?
Thanks for sharing bro
Hi man, nice tutorial, does someone know how does he do the 3:19 merge of the nodes
this might not be exact answer
he uses the node wrangler addon. you can hold alt and drag right click to quick connect the node sockets. You can hold shift + alt and drag right click to connect specific node sockets
Why my water is the scene background and not my sky?, srry it's my first time doing this
Amazing tutorial!
I am currently working on an environment with a lake and this is perfect, thank you!!!
PLEASE MAKE A VIDEO ON THE ASSET BROWSER
if you made step by step paid guide on making something like art you regularly post, i'd buy it in an instant
qualtiy content man !!!!
How do you set the world to be dark so you can use your image for emission?
On the right side of Blender is World Properties. Under Color u can set it darker
reminder to self 0:39
Thank you so much!