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Full vid: Why you can't render Pokemon cards in Blender #b3d
32 条评论

nice

To render iridescence in Blender, use the built-in Thin Film inputs inside the Principled BSDF shader (available in modern Blender versions), or create a view-dependent shader using a Layer Weight and Color Ramp node. Using the Built-In Thin Film (Recommended) 1. Select your object and open the Shader Editor. 2. Locate the Principled BSDF node. 3. Find the Thin Film section (or thickness/interference inputs). 4. Set the Thickness value (typically between 100 nm and 1000 nm) to control the color bands of oil or soap bubbles. 5. Adjust the IOR (Index of Refraction) for the thin film layer to refine how light bends and shifts colors across the surface. Using a Procedural Layer Weight Setup 1. Add a Layer Weight node (Shift + A > Input > Layer Weight) and a Color Ramp node (Shift + A > Converter > Color Ramp). 2. Connect the Facing output of the Layer Weight node to the Factor input of the Color Ramp. 3. Build a rainbow color gradient on the Color Ramp (e.g., blue to cyan to pink to yellow). 4. Plug the Color Ramp output directly into the Base Color or a dedicated Emission/Tint input on your material shader. 5. Tweak the Layer Weight Blend value to adjust how sharply the colors shift based on the viewing angle.

Watch the video. I specifically talk about why diffraction grating is not a typical "iridescent" shader.

omg omg omg omg Andrew Price responded to me. (kidding)

Well this is definitely a step up from donut tutorials. I like this.

this was a well put together informative video 👍

Interesting... but one day we'll all be saying 🗣️"there's a machine for that!"

so, let me get this straight. you go through weeks studying this phenomenon, understand it in detail, replicating it in blender and sharing the info to everyone so that it's common knowledge that can be expanded upon...and you STILL support ai? PICK A SIDE MAN. PLEASE.

With html/css here is an implementation -

This is also why Star Citizen will never be what people want it to be. If you can't properly simulate every particle down to the quantum level I'm simply out

Time to make that iridescent donut! 🍩 ✨

this is great

I made a remark on this video yesterday. There are no holes, there are small ridges on this material

CC @ninetofivedude I didnt realise we need these effects

Finally ! Thank you. Been thinking and trying out so many approaches to get this

Even yesterday I spent a few hours with a WebGPU WGSL script trying to mimic iridescence rainbow effect ... obviously without a satisfactory result. But inspired by your clip and the new information, I'll try to experiment with some new math-based and fake approaches with Claude's help. I think there's still room for experimentation in this area. 🍻

Blander alchemist goes deeper in the rabbit hole

When will this be added on the donut

Very nice and clear explanation 👍 I always wondered about that myself.

I like this direction in just general CG outside of tutorials and Blender. Kind of reminded me of Guerrilla CG. Great visuals too.

Talk about some original content x better pay this guy

Much better than Veritasium👍

A Teacher, you are

loved it!

Good to know that rendering limitation before running into it.

how to render mirror reflection light spot on wall, like a disco ball

Loved this video, thanks Andrew.

this was super interesting!

Thanks for the video! It was very fascinating!

As always, explain physics to create the art

Loved it All the bubbles in our animated lives were fake 😭

I watched the whole thing but just had a question from a qt... (Good stuff! Super interesting!)
