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Blender cycles colored glass shader

26

jayanam writes:

Here is a tutorial on how to create a cycles shader for colored glass and I also uploaded the whole blender project for free download to my patreon account.

About the Author

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My name is Matthias from jayanam and we are recording gamedev tutorials for our youtube channel. We are also creating models and games using Blender, Unity, Krita and other applications.

26 Comments

  1. Dont click the video, all you need to know is in the picture
    The video only contains a guy clicking the nodes out in 3 minutes without giving a reason, i.e. a waste of time.

  2. Well, colored glass should be done with absorption, clean glass don't have a diffuse part unless you want to simulate dust, there was problems with other tutorials. that's it for constructiveness

    But the problem is not there I think

  3. The advantage of this shader is how cheap it is to calculate. However, i dont see why you would mix the glass shader with a translucent shader. Just keep it as simple glass.

    A better alternative is, as stated before, to use absorbption rather than the diffuse shader. This can be made cheap to by using homogenous volume. It should give far more realistic results.

    The problem with the diffuse aproach is that it will be lit by reflection, not transmition as glass should be.

    As for the 'tutorial', It is of poor quality in my opinion. Some additional explanation for the choice of nodes would be a great improvement. As it stands, it provides very little more information to a simple screenshot of the shader.

  4. I think I can understand where some of the 'critiques' are coming form, but if you watch the video then you'll know that this is a response to someones question.

    I agree some more explanation could be done, but again it was a very quick demonstration of how he made a material. As far as the shader itself goes, I thought it was useful, although simple. I can see cases where the default glass shader just doesn't look quite right. From some very quick tests I can understand why he would use the shader he did as it gives a bit cleaner look for his case.

    I've seen several of this artists tutorials and overall I like them a lot. He seems to cover a wide variety of topics, so if he's not an expert on every case that's perfectly acceptable. It's free content, no one is forcing you to watch it and these people are usually doing it in their free time. As Bart said above, constructive criticism is helpful to content creators, and it's the least you could give back to them.

    • Rudmer Rotteveel on

      ^
      Now that's how you give constructive criticism +1

      I really like jayanam's tutorials because they provide a great starting point for many topics I want to know something about.
      And, as noted, this tutorial was an answer to a very particular question (how he made this particular shader). Although, I have to admit, it could have been mentioned more clearly in the description here. :)

  5. Hi to everybody and thx for constructive critique. To clarify one thing: Perhaps I made a mistake to add this here as a "tutorial", basically it was a response to a question I got on my UE4 tutorial, somebody wanted to know how the nodesetup looks like for the cycles render of the glass I made - and that's it, not more.

    So sorry for confusion and I will not post this kind of "tutorials" again.

    • I think that there is nothing wrong with adding this tutorial here, and if someone has a problem with it, they don't have to watch it. I personally like these tutorials, especially because they are nice and short. Thanks.

    • Hey JAYANAM,
      I'm aware I'm late to this discussion,
      I can't speak for others, but your tutorials or methods have been helpful for beginners like and I appreciate the efforts you put to reach us. I request you to continue doing what you do, I follow your instagram account too, many times Ive saved your posts because i found them useful. I hope that the hateful and misguided comments don't hurt you emotionally.

  6. While jayanam's tutorials are not normally complex, they are often more useful than all those others that are filled with stupid introductions, background music, flashy over-production, and minutes of boring chat before we even see Blender. Some time ago, there was one about 6 minutes long, but Blender was on the screen for about 90 seconds, the rest being taken up by a smug presenter showing off how clever he was and how he was going to educate you. I prefer jayanam's quiet style any day!

  7. Nobody critics the style of jayanam's tutorials ....
    The problem is that people who will watch those tutorial don't have the knowledge to understand it's crap.... it's not a matter of taste.
    AND I cannot accept a math course where 2+2 is not equal to 4 even if the teacher is badass with unique and pleasing style.

    Wrong tutorial hurts the community, because it spreads like the good ones resulting in crap renders, resulting in bad perception of blender by other software's users.

    I won't comment anymore on this subject.

    I volunteer to cure on cycles tutorials before publishing and if it's not me please Bart, found someone else who will.

    just ignore if you don't agree :)

    • We should ignore if we don't agree? Well, if I don't agree I discuss, right? you wrote before:

      "Well, colored glass should be done with absorption, clean glass don't have a diffuse part unless you want to simulate dust"

      Were did I say that I want to create a clean glass? I created a glass shader and one person wanted to know how I created it. There is not right or wrong in this case, I created a shader that gave me the effect that I was going for.

      Comparing this to a math course in which someones says that 2+2 is not equal to 4 (which can be shown BTW;-)) is something that I can't agree with and I think I am not alone with that opinion.

      And of course are people criticising the style of this tutorial and they are right, I should have added more explanations and I will do next time.

      • I actually thought this was a quick and handy way to get some decent tinted glass. It's computationally cheap, has a very easy-to-setup node tree, and actually looks pretty decent (certainly better than just dropping a glass shader by itself).
        The complaints here are seem to revolve around an expectation that this was supposed to be some sort of universal and accurate PBR shader, which no one said it was in the first place.
        If something is simple and achieves the look you are going for, then use it. Isn't that what we all did before PBR and before cycles? I think some people are forgetting their rendering roots - we're just faking a picture with software, guys. There's more than one way to do it.

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