Better Glass In Blender 3.5

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hey so about six months ago I released my custom dispersed glass Shader I was super proud of it when I released it and everyone gave me a lot of compliments which made me feel very good but I knew that there was still a lot missing from it and if I had the time to dedicate to it I could make it better so in this video we are going to go over the release of my dispersed glass Shader 2.0 which you can find available for free in the description by the way and just for a little bit of fun we're gonna go over how you can make this scene but before we hop into that scene let's take some time and go over everything that the Shader can do and how it works how to import it to your blender and yeah so with this Shader the very first thing that I want to go over is that it will not work in versions that are below 3.4 so if you are using blender 3.3 or before that I use my old Shader um there's nothing wrong with it just a few less options you know so of course you have your your base ior setting you are going to find that on any glass Shader you know moving this up and down is going to change it between like a very reflective glass to like a chrome look and typically this will be stationed around 1.1 four five that is the default that I have used uh in like the back end of this I don't know why I said back end it's just notes it's just notes so next up of course we have our roughness values for our glass and personally I think that the like the roughened glass look on this just looks so good dude I'm very proud of it I think it looks great uh we again have our base value which is similar to our ior it's just another driver that's like controlling Reflections and this on default is set to 0.05 now you should probably start getting into the fun stuff of course we have our base colors so in my old Shader there was no option to change the base color without going into the node tree itself and that was just a hassle you actually you couldn't change any of the colors without going into the node tree itself and that was stupid I could very easily fix that but I was lazy um of course this is super easy you know the you guys understand the base concept of this are red green and blue values are our refraction so whatever is reflecting back at us and yeah very simple stuff going on there however we have further control with our factors so let's say like right now we've got a little bit bit too much purple going on what I want to do is pull back on our blue and pull back on our red a little bit and we've got less purple appearing in our glass without having to change our main colors up here and playing around with these factors you can really fine tune a lot of things and get some effects that are very interesting if you pull them all down to about 0.3 you can get this weird like frosted look almost as if you've turned the roughness up but you don't lose any of the shine because it's like it's now white glass that's only like marginally saturated and I think that that looks really cool I've also included a clear value which is just if you want to get rid of you know 90 of their a fraction going on in this you can or you can make it all the way clear don't really know why you would use this to make it all the way clear because like you know that's just a regular glass Shader and this is way too complex but it is for helping so that if you want to get rid of some of the the roughness some of the refraction this is super helpful now this time around all of our secondary values are also new to the Shader we originally just had one set of refraction one set of roughness one set out of everything right but now there it doubles up because I wanted to make a kind of like fresnel effect so that you have a separate set of refractions and Reflections happening just on the edges of your glass so if we turn our secondary roughness all the way up you can see that the center area of our glass is still very see-through but all of the edges have become almost completely opaque I think that this could be used very creatively is it realistic not really but you could use it to get like some very cool effects that otherwise would be kind of hard to get of course we have our secondary ior and our secondary value of course these do the exact same things where we're changing the reflection and refraction rate of the edges of our glass again we have these set to 1.45 and 0.05 is our defaults and again same thing with our colors where we can just go through and really fine tune all of these now the last thing that's new about this Shader is the transmission value and this was a relatively late ad in the production of this Shader but it does something kind of cool so if we turn our transmission all the way down we get a solid effect that does have like some refraction happening you can see colors in the noise kind of appearing which is like kind of cool if you want that but I don't think anybody really does but something you can use the transmission for is you'll notice with our bass roughness if we turn this all the way up it is incredibly noisy right we don't want that to be so noisy so something we can do is turn this up to something like three and then lower our transmission value and we get a very similar look that is so much less noisy so ultimately while you can do creative things with the transmission value I think that this is going to be more of a practical thing that saves on time if you're wanting to do frosted glass on the second release of the Shader you might also notice that there is a normal input so that you can add noises to your Shader now this was always possible before but you would have had to have gone in and do it yourself so now it's just readily available right on there you can do whatever you want right out of the box so now that we've gone over everything with the Shader let's go ahead and dive into how to make that scene that I showed in the beginning so again making sure we're in blender 3.5 and above we're gonna start working on this scene and and this is super easy to create this type of stuff I love making stuff like this because you just let the like the creative juices kind of take over and you just have fun you don't have to think about math and like all the other crap that comes with 3D software stuff sometimes you could just make something and that's fun so we're gonna start off with a plane we're gonna throw a subdiv on it and we're gonna crank this up to five and then we are going to apply it that gives us this a little like rounded Square Circle guy here with a bunch of geometry in it and what we are going to do is we are going to play around with our simple deforms so we are going to throw it on and we're gonna find a good base shape just play around with all these different settings there are a ton available here where you can get a bunch of different shapes some of them are giant by the way um but yeah just play around till you find like a base shape that you like I think to start I'm gonna go with something like this where you've got this like potato chip kind of look and I'm gonna go ahead and apply this you don't have to apply that if you don't want to if you're not like certain of your shape but I'm gonna apply it for now you can always come back and like you know apply it later if you want right now we're going to add an array modifier to our scene and we are going to stack these vertically so we're going to change our x value to 0 and our Z value to 1. we might actually turn that down just a little bit something maybe more like 0.4 and then we are going to duplicate these a whole bunch something that I forgot to do real quick is we are going to throw a solidifier modifier on this and we are going to move it above the array modifier and then we're just going to add just a tiny little smidge of thickness to everything now that we have those on again we are going to jump right back in with our simple deform modifiers and we are just going to be stacking these until we can find a cool shape that we like all right so after a little bit of experimenting on our first simple deform I went with Twist on our x-axis and I set it to 360. I then added another one instead of the Twist and then I set it to the z-axis at negative 39. this is just to give it a little bit of warp in the shape to not keep it so consistent and then I added another one on top of that we set the taper negative 0.895 and again on our z-axis again to do the same thing to break up some of that consistency within our shape get rid of some of like the geometric certainty of it I guess felt like a really art snobby way to say I'm making it look non-uniform after that we throw another subdiv on it to smooth everything out and we find a camera angle so this is the camera angle I ended up going with I think it shows off a bit of our front detail and gives us a bit of background texture and I think it's going to be good enough for what we got going on now we have some very temporary lighting in because I don't know what we're going to do with the lighting until we get the glass Shader in here speaking of which we should probably do that how that works is we're going to go file and then click on append you're going to find the dispersed Glass 2.0 blend file which will be named something different from what you're going to see me click on here you're going to go inside it then you're going to go to material and then you are going to click on whatever it is called I think it's going to be called disperse glass 2. you click it you click append then you click your object go to your materials and there it is so we throw this on right away you can see that we have got some things to work on first things first let's turn our clear off and there we go now we've already got some cool reflection and refraction happening I like that let's figure out what we want for our base colors I'm thinking maybe something in the blue range but something lighter blue than what we have going on right now so I'm going to adjust our dark blue refraction value bring it over just a smidge so we don't end up too much in the greens I'm also thinking I want to up our roughness just a little bit not a ton but a little bit maybe lower our transmission a smidge and then lower our roughness save on that noise value again I think that's a good start for the moment let's work on some lighting so when you're lighting glass objects something really important to remember is that you want to create that same kind of contrast that you would letting any other object but what drives glass to look good and look real is going to be your Reflections so what you're going to see me do here several times while I'm lighting this is placing little lights in strange positions because I like the reflections that they're giving into the camera and they're drawing my eye towards the center of the object a little bit more while keeping the image a little bit Lively and just making it look more fun and pleasing to look at so what you're gonna have to do is play with things you're going to have to drop in like lights and move them around and make a background and then delete it because you didn't like it and you're just going to have to experiment with it until you find something that looks good it's not an exact science but trust me you're going to get there so now with some base lighting set up let's go ahead and dive back into the material for this we are going to be combining with a principled bsvf which you guys see me do a lot I love combining class or not class but glass with subsurface materials I just think it always looks good so we're going to set this up real quick um let's see we're going to be going with our greens so let's let's crank up our subsurf and then set it into maybe like a a kind of like blue green highlight area let's work on our Sub Surf radius maybe kind of get rid of that red a little bit something like this probably yeah that looks pretty good I like that okay so let's crank up our roughness on that because we want this to show us like a stark contrast to our glass we're gonna go ahead and duplicate that and we're gonna plug that one in I don't have node Wrangler turned on for whatever reason right now we're going to select a slightly different color something in our blue to purple range like this and we are going to mix these together using a mix Shader a noise texture and a color ramp so we're going to take our noise texture color and do our color ramp color ramp output into our Factor output and then we're going to view this let's go ahead and view it in material viewer just to make it a little bit easier on ourselves and we're going to pull these two in until they're a little bit closer so we can see where that fade is there we go now we can see that other one starting to come in a little bit more let's go ahead and crank up our noise a little bit I kind of want this to be a little bit of a noisy material oh we're going to do is we're going to take this noise and color ramp and we are going to add a bump down here and take our color output into our height of our bump and we are going to plug it in to both of these principal bsdfs this just makes it so that whenever we adjust our noise we get a little bit of a fake bump on our texture to kind of show where the two textures are like deforming and like wearing thin or whatever's going on here in your scene you know so these are the settings that I used for our noise texture here and you can see that we kind of have like a noise crazy bumpy almost scaly but not as like geometric kind of output here but now that we have that set up and we have our glass Shader set over here we can take our mix Shader and we're basically going to do the exact same thing that we just did but with our glass Shader and with these two printable bsdfs we made so again that's noise texture into color ramp color ramp into our mix Shader then that mix Shader into our output and you can see that I have lowered the noise scale here tremendously because we don't want this to be the same kind of noise breakup we had before and this is something when we're moving this around it might be better to tell what we're doing in rendered view we can see where our light is falling a bit more easily this way and we can kind of come to a decision on where we want things to fall all right so these are the settings that I've landed on for this noise texture and for our mapping node I also changed up our colors a little bit more I I didn't like how much green there was so I changed our little Speckles to Black and with our Sub Surf they appear kind of like an orangey color and then with this I made it a little bit more blue than it was green before I also changed up our green they're green color God in our glass Shader to be a little bit more of a teal than it was so much dark green you can see we're still keeping a lot of the Green in the background but up close on our Forefront there's more of a color contrast and I like the way that that looks so one last thing that we can do is drop ourselves in a little Cube we're gonna scale it down and we're gonna move it till it's about right in front of our camera we can select our camera we can scroll down to depth of field take our little eyedropper icon click on the cube go into the Cube's property settings go to viewport display change it to wire that's a lot of information very fast I realized but now if we go back into our material view we can set our depth of field using this cube a little bit easier get a lot more precise and then we can kind of Crank that up and give ourselves a little bit more of a cinematic look on this render so yeah with all of that set up that is the basis of how we got those two scenes in the beginning very simple scenes that are primarily drawn up from the simple deform modifier and then when you mix in you know kind of more complex materials you you can make these very eye-catching kind of images stuff that if you spent a little bit more time with you get a very like West Cox kind of feel where he has a lot of detail put into these very simple kind of uh objects and they're they're very beautiful very pleasing to look at thank you so much for watching this video please do keep in mind that this glass Shader is available for free in my description on my gumroad page and if you want the other project files that I showed off with the promotion for this uh product they are available on my patreon speaking of my patreon thank you so much to my patrons for supporting me and making this all possible I really do appreciate it I know I say the same thing every week but I continue to appreciate it every week again thank you so much for watching and I hope you all have a wonderful day I will see you again real soon
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Channel: atti
Views: 35,737
Rating: undefined out of 5
Keywords: Editing, animation, #3d, #blender, #render, #b3d, #abstract, #scifiart, #surreal, #3dart, #design, #mdcommunity, #renderzone, #illustration, #adobe, #graphicdesign, #artdirection, #octanerender, #behance, #styleframe, #motiondesign, #motiongraphics, #houdini, #satifying
Id: Upt8JaqtVxg
Channel Id: undefined
Length: 13min 44sec (824 seconds)
Published: Tue Apr 18 2023
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