Create Automotive Glass

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  • Опубликовано: 18 сен 2024
  • In this tutorial Brilly will walk you through how he designed his photorealistic car and automotive glass using Octane Render.
    In this walkthrough tutorial, David Brodeur AKA Brilly shows you how to properly create glass for cars in order to master the correct reflection and refraction from the surface. Brilly will show you multiple techniques on how you can achieve your desired look. The look for creating this type of glass can be tricky but with these simple steps you will be able to create perfect glass for your renders quickly.
    Products used in this tutorial:
    Octane Render home.otoy.com/...
    Follow Otoy:
    Twitter / otoy
    Extra Links
    View more training and my artwork yobrilly.com/
    Follow Brilly:
    Twitter / yo_brilly
    / yo_brilly

Комментарии • 8

  • @juanofthekind
    @juanofthekind 3 месяца назад

    Love it. Thanks a lot for the tip. Currently learning blender octane. I found you videos very easy to follow. Thanks a lot

    • @Brilly_Yo
      @Brilly_Yo  3 месяца назад +1

      Thank you! Thrilled I could help

    • @juanofthekind
      @juanofthekind 3 месяца назад

      @@Brilly_Yo oh men, I’m making a video as we speak, I’ll put it on my channel and tag you on it once it’s done ;)

  • @JMach4217
    @JMach4217 3 месяца назад

    I would call this a "cheat" more than anything...You don't have to use thin wall if you just give the glass thickness. Then there will be no refraction issues and it will be more realistic

    • @Brilly_Yo
      @Brilly_Yo  3 месяца назад

      Yes, I have done both ways but as I mention in the video this method has the ability to render quicker with possibly less artifacts. Visually with how I set it up there was no visible difference but quicker render. No solution is best in every single case.

  • @7ens3nButt0n
    @7ens3nButt0n 3 месяца назад

    I would never advice using thin walls for anything other than soap bubbles or some sort of plastic that is ultra thin. A real windshield has depth, with real world depth the weird refraction will solve it self. Thin walls and fake shadows is a work around for lazy modelers but far away from realism

    • @Brilly_Yo
      @Brilly_Yo  3 месяца назад

      I appreciate your thought process on this but for me it is not practical to do everything physically based. I completely disagree with this being "lazy". It is all about problem solving to get the look you desire when you design. If the look needed requires a physically based solution great, if it does not than that is great too. There are pro's and con's to both.

    • @7ens3nButt0n
      @7ens3nButt0n 3 месяца назад

      @@Brilly_Yo well you flip a switch that is labeled "fake shadows" idk what else than lazy that is. these options purely exist because they break pbr as you dont get the look you expected. but instead of fixing it or trying to understand why it looks wrong they implemented a workaround.