1 Tip to INSTANTLY BETTER Materials - Blender 2.8 Tutorial (Eevee & Cycles)

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hi everyone today I want to show you one secret technique that will make your blender materials instantly better and I know it sounds like a cheap clickbait but this is really a one technique you can apply to most of your principal psdf shaders and I haven't seen anyone really talking much about it so I guess it maybe is a secret the technique I'm talking about has many different names but they essentially mean the same so some people call it roughness for now some people call it angular glossiness what this means is the sharpness of your reflection changes depending on the camera angle or the viewing angle you have on the surface so when you look straight at the surface the reflections are more blurry than when you're looking on almost zero angle and for the reasons unknown since we got the principal psdf shader in blender everyone thought this effect is already recreated automatically while including me however doing some material tests I've been performing recently it turned out this effect has to be recreated manually so I've created a simple node setup that helps me making this effect visible and now I would like to share it with you so without further ado let's now jump into blender and see how it's done [Music] actually Before we jump into blender I still wanted to share a footage of the effect I shot so you can see now when I move my camera closer to the wall the reflections become more mirror II even to the point where this guy looking at me is almost mirror reflected in the surface now when I move camera back and start looking a little bit more perpendicular to the surface all of the reflections are blurry here's another example you can see there are almost no reflections at the marble surface but when I move closer to it the mailbox becomes almost mirror reflected in it and now when I move my camera bag the reflections are all gone let's now see this effect in blender with the default material settings so as you can see I have this very simple scene set up to lamps some cubes let's disable the overlays and in order to have it visible in AV rendering engine since in cycles it all works by default but let's stick to EB we have to enable the screen space reflections so once we do that the roughness properties we change our visible in real time so as you can see we have the roughness of point 5 and if I change my camera angle nothing really happens and yeah let's now fix it so if you follow my previous videos you probably know already we have a special node here in blender that allows us changing different values depending on the camera angle and this node is called layer weight so let's just add it to our material setup here and let's just plug it in to the roughness slot just straight ahead like that and see if there are any changes I think there are but they are inverted to what we want to have so the lower angle I have the more blurry are the reflections and or perpendicular I look at the surface the sharper it gets in order to fix that we can use you guess what color and RGB curves so if we plug them in by default we have the same kind of behavior but let's try to invert it so I'm gonna move this point up and this point down and just by this very very simple setup we already have the effect visible so you can see the lower I put my camera the more mirroring the reflections become and if I move it upwards they become much more blurry so we can actually use this effect pretty precisely let's say if we want to have our roughness value of 0.7 we simply have to select this point here and type 0.7 into this slot here now if we reconnect it with the roughness from this camera angle we already have blurry reflections but if I switch to the top view you can see right now there are actually no changes because if we are looking at ninety degrees this X here represents ninety degree angle and the middle of the curve editor represents 45 degree angle so something more or less like this and this axial represents the zero viewing angle so again if we are looking from top view we are having the exact value of zero 7507 just as we have setup here so one thing I'm not the biggest fan of is using this kind of curve for the roughness because physically speaking it doesn't work like that if we look at the materials in real life the glossiness or the sharpness of the reflection changes a little bit slower than in our case as you can see if I move the camera even to those forty five or thirty degree angles we almost get the reflections here so a solution to that is simply adding one more point and my rule of thumb is keeping this extra point around at this area so if this is 45 degrees and this is zero degrees this is kind of twenty two and a half degree angle and right now if we look at the material you can see only around this camera perspective we are getting this mirror look so this is quite similar to what we have in real life and if you even compare it to these scientific tests that were performed regarding the roughness of materials this looks surprisingly close to what the scientists were actually able to achieve so when I'm working with this simple material setup I'm basically using three types of curves this is the curve I would use for super blurry or super rough surfaces like let's say concrete or whatever something very rough so this mirror reflection is only visible at those very low angles like that for something a little bit more glossy let's say plastics concrete marble general surfaces you consider reflective I would use either this kind of curve or move it somewhere here but this is the lowest I would get I would probably not even cross that point five range here and keep this point around this area so this is already quite a reflective surface if we keep sorry if we keep this point a bit higher and move this one a bit higher we are getting a pretty decent result in my opinion and if you want to do super reflective surfaces then you can actually go to point 25 here move this point somewhere half the distance from this grid and boom this is the effect you're gonna get so the question you probably have at this point is lag but how can I add a texture to your amazing glossiness setup well it's actually pretty easy let me use one of the free chuckle for concrete textures which by the way you can download from our chakra store I'm just dragging and dropping it here what you need is the color mix RGB note set to multiply and what's not quite important is the way you connect the inputs so we plug in the texture here on top and we plug in our glossiness set up here then we reconnect everything and set the value here to 1 so right now if I change my camera let's maybe set it up to more blurry reflections when I move my camera up you can see we get the blurry reflections and when I move down we start getting this nice mirror II feel to it of course you can still add the color ramp node to fine-tune the texture look so let's do it right now let's change the look to B spline for a more softer effect and let's move the white handle like that the black like this and boom so the note set up this very sample scene nothing fancy here but you can all download it from the link provided in the video description and yeah I really hope you will bring your scenes your blender scenes this way to another level so I know what some of you might think right now oh my gosh I've been doing it all wrong the entire time now I need to fix all of my assets all of my scenes everything I already did in blender but do I have to set up those curves for every single material out there and what if I told you there is a one-click solution to all of that one click and the effect is added to a selected material one click and it's added to the entire object one click and it's added to the entire scene or if you don't like it one click and remove it so together with my choco for team we've been working on a simple atom that could actually streamline the process of adding this effect to your scenes models materials whatever you want actually the atom is still in production but it's almost there and we thought if you'd like to get an early on access to this add-on and by the way it's gonna be available for free to everyone we just thought if you'd like to help us out and maybe try it out test it out before we release it officially we can get in touch with us at testing at Krakow for calm and we will simply get in touch with you once the atom is ready to be tested just please whitelist our email domain sometimes our males land straight in spam and we are not able to communicate with our audience but apart from all of that I really hope you enjoyed this video and please remember you can donate to blender foundation to support the blender development because thanks amazing people like you this amazing piece of software becomes better and better every day and that will be it for this video stay awesome and see you in the next one bye bye
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Channel: chocofur
Views: 85,086
Rating: undefined out of 5
Keywords: blender, blender 2.8, blender tutorial, blender 2.8 tutorial, blender eevee, blender eevee shaders, blender materials, blender materials 2.8, blender 2.8 realistic materials, tutorial, blender 3d, eevee, 3d, cycles, b3d, chocofur, blender 2.8 material, 2.8, blender tutorial 2.8, blender 2.8 material tutorial, blender 2.8 materials, blender 2.8 eevee, blender shaders, blender material tutorial, blender guru, intro to blender, blender 2.8 shaders, blender 2.80, shader, material, cg
Id: _KXXyPd83s0
Channel Id: undefined
Length: 11min 57sec (717 seconds)
Published: Tue Sep 03 2019
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