Glass BSDF (Dispersion IV) Update

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Mario Tran Phuc
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Re: Glass BSDF (Custom Timesaver)

Post by Mario Tran Phuc » Sat Jul 29, 2017 9:19 am

Martin Wall wrote:
Fri Jul 28, 2017 6:25 pm
Mario Tran Phuc wrote:
Fri Jul 28, 2017 5:46 pm
(Also I haven't found an option to set input ranges yet) It's just to make it as easy to use as possible.
These might help you.
And then you can steal sliders from other nodes for the main group if needed.
Thanks Martin a very nice one! I also added a feature request to directly set ranges for input ports.

Cheers,

Mario

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Mario Tran Phuc
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Re: Glass BSDF (Dispersion) Update

Post by Mario Tran Phuc » Mon Jul 31, 2017 9:13 pm

The attachment Custom Glass_Dispersion.jpg is no longer available
Custom Glass_Dispersion.jpg
Custom Glass_Dispersion.jpg (600.11 KiB) Viewed 1799 times
I´ve now added a Dispersion slider to the Custom Glass BSDF based on this Cycles method: https://cgcookie.com/lesson/dispersion/

When you increase the Dispersion value above 0 the shader will switch to a three Glass BSDF setup shifting their IOR and RGB values at once.

Cheers,

Mario
Last edited by Mario Tran Phuc on Tue Aug 01, 2017 7:12 am, edited 1 time in total.

andreackermann
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Re: Glass BSDF (Dispersion) Update

Post by andreackermann » Tue Aug 01, 2017 7:09 am

Daaaamn, thanks a lot Mario. You're a true legend!

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Mario Tran Phuc
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Re: Glass BSDF (Dispersion) Update

Post by Mario Tran Phuc » Tue Aug 01, 2017 1:28 pm

andreackermann wrote:
Tue Aug 01, 2017 7:09 am
Daaaamn, thanks a lot Mario. You're a true legend!
Thanks André! Much appreciated!
Refraction.jpg
Refraction.jpg (188.37 KiB) Viewed 1770 times
Another quick update on the Glass. Increasing Roughness and Dispersion caused clipping. I replaced the the Glass BSDFs with Refraction nodes and added the Gloss separately to have a better energy consumption.
Last edited by Mario Tran Phuc on Tue Aug 01, 2017 4:57 pm, edited 2 times in total.

Ariusfx
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Re: Glass BSDF (Dispersion II) Update

Post by Ariusfx » Tue Aug 01, 2017 1:38 pm

These are absolutely brilliant! Definitely should become it's own in-built node ;)
~Creative Intent

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Mario Tran Phuc
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Re: Glass BSDF (Dispersion II) Update

Post by Mario Tran Phuc » Tue Aug 01, 2017 2:19 pm

DispersionII.jpg
DispersionII.jpg (367.78 KiB) Viewed 1762 times
Quick Test with the latest Version IOR 1.72 / Disp 0.32
Ariusfx wrote:
Tue Aug 01, 2017 1:38 pm
These are absolutely brilliant! Definitely should become it's own in-built node ;)
Thank you kindly! Yeah i guess thats possible.

Cheers,

Mario
Last edited by Mario Tran Phuc on Tue Aug 01, 2017 4:56 pm, edited 1 time in total.

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Mario Tran Phuc
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Re: Glass BSDF (Dispersion II) Update

Post by Mario Tran Phuc » Tue Aug 01, 2017 4:15 pm

dspIII.jpg
dspIII.jpg (181.79 KiB) Viewed 1745 times
Alright! Changed the Dispersion method to be visible in refraction and caustics by default which can cause the glass to be darker in some cases but if you want to get the super clean glass back set the "CC" above 0 to switch to the camera ray method. Tests are looking very good now ^^. Here the BSDF:
Glass BSDF (Dispersion III).cyg
(73.65 KiB) Downloaded 32 times
Cheers,

Mario

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Martin
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Re: Glass BSDF (Dispersion II) Update

Post by Martin » Tue Aug 01, 2017 4:56 pm

Maybe you can add range mapper node to correct "Reduce Main Shadow" slider
because shadow disappears quickly at high intensity?
Attachments
Glass.PNG
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Last edited by Martin on Tue Aug 01, 2017 5:09 pm, edited 1 time in total.

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Martin
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Re: Glass BSDF (Dispersion II) Update

Post by Martin » Tue Aug 01, 2017 5:03 pm

Something like this?
Disappear at 1.00 at Intensity 1.00.
Attachments
Glass BSDF (Dispersion III) Suggestion.cyg
(82.59 KiB) Downloaded 22 times

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Mario Tran Phuc
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Re: Glass BSDF (Dispersion II) Update

Post by Mario Tran Phuc » Tue Aug 01, 2017 5:15 pm

Martin Wall wrote:
Tue Aug 01, 2017 5:03 pm
Something like this?
Disappear at 1.00 at Intensity 1.00.
Thanks sounds good, will check tomorrow.

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Mario Tran Phuc
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Re: Glass BSDF (Dispersion II) Update

Post by Mario Tran Phuc » Wed Aug 02, 2017 10:37 am

Custom Glass_Dispersion_IV.jpg
Custom Glass_Dispersion_IV.jpg (751.03 KiB) Viewed 1707 times
Alright build No.4 now with better slider ranges and naming. Please note that "Clear Dispersion" only triggers at 1.

Hope you like it:
Glass BSDF (Dispersion IV).cyg
(83.23 KiB) Downloaded 48 times
Cheers,

Mario

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Mario Tran Phuc
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Re: Glass BSDF (Dispersion IV) Update

Post by Mario Tran Phuc » Wed Aug 30, 2017 1:23 pm

It might have appearerd to you that objects inside a Glass Material (the default as well) are getting darker when you clamp the rendering:
Clamping_Path Tracing.jpg
Clamping_Path Tracing.jpg (126.26 KiB) Viewed 1522 times
We just figured out that the solution for this is switching to "Branched Path Tracing".
Clamping_Branched Tracing.jpg
Clamping_Branched Tracing.jpg (104.36 KiB) Viewed 1522 times
Branched-Tracing_Clear-Darkness.c4d
(481.37 KiB) Downloaded 29 times
Could be helpful in one or the other occasion.

Cheers,

Mario

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Mohamed Sakr
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Re: Glass BSDF (Dispersion IV) Update

Post by Mohamed Sakr » Wed Aug 30, 2017 2:30 pm

Mario Tran Phuc wrote:
Wed Aug 30, 2017 1:23 pm
It might have appearerd to you that objects inside a Glass Material (the default as well) are getting darker when you clamp the rendering:

Clamping_Path Tracing.jpg

We just figured out that the solution for this is switching to "Branched Path Tracing".

Clamping_Branched Tracing.jpg
Branched-Tracing_Clear-Darkness.c4d

Could be helpful in one or the other occasion.

Cheers,

Mario
this is due to clamping, turn off clamping (0 for direct and indirect), and use PT, this will be faster in rendering and more accurate.

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Mario Tran Phuc
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Re: Glass BSDF (Dispersion IV) Update

Post by Mario Tran Phuc » Wed Aug 30, 2017 3:27 pm

Mohamed Sakr wrote:
Wed Aug 30, 2017 2:30 pm
this is due to clamping, turn off clamping (0 for direct and indirect), and use PT, this will be faster in rendering and more accurate.
Hi Mohamed,

I know it is due to Clamping as written in the description. Sometimes you need to clamp brightness. Therefore the workaround.

dp1979dk
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Re: Glass BSDF (Dispersion IV) Update

Post by dp1979dk » Thu Aug 31, 2017 4:53 pm

Where do you put the downloaded cycles file???

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