I’m following a video Tutorial for modeling a diamond, but once I get to the Materials I’m lost. The first part of materials is using an HDR (I downloaded the pack) to add to Environment, but while examining the screen in the video, I find it says ad to Surface under environment menu, I can’t find Surface, I don’t know how to make Surface an option to edit.
Video: Materials starts just after 5 mminute mark.(I hope this video code works after post, it’s linking in preview)
[video]https://youtu.be/4sk6RFcORd0[/video]
Go to the node editor, click the World Icon, click “Use Nodes” in the tool bar. That will enable you to add an HDRI map, via the “Environment Texture” Node.
Ok I have Completed the Tutorial up to Rendering, but I’m not sure if I did something wrong or if the issue lies within my own Hardware[this isn’t my first choice computer, but it’s all that is available that will run Blender]
Linked are the Blend File, a screenshot of my Nodes Panel and a Screenshot of what is Rendered in my Program.
[Edit: Added the Environment Pane screenshot, since environment was my original purpose for this thread]
Could someone Look over and Tell me what I have Done wrong… I expect that if it was just the HArdware it would simply take a long time to Render correctly, but would still do so, OR would crash trying.
[Edit: I was having the Pixeled look from the initial Render View after adding the original Glass Node, i expected it would clean itself up…]
The Glass Shader Color[Pink] is intended to be adjusted to find what works best for both her tastes and my plans[which for a few will include an additional Object embedded into the Diamond, Such as Bitcoin or Other CrpytoCurrency Logo for a Payment Button.[I may have to fake that in GIMP though, I do not know yet.]
*Note on the Nodes: I couldn’t find the Properties Table to Edit the Value Names, so as in the video, the IoR is the Top Value and the Dispersion is the Bottom Value.
This Diamond is Only one step to the Final Piece that i am presently focused on, After this I need to make a Chain with Onyx Links to Wrap around/hang off the Diamond, and I can Vector her Name on to it after the the Chain is Properly in place.
The tint of your glass shader is much too strong - currently all dispersion effects “drown” in pink - and the power of the HDR is set too high.
You will also need many more bounces (Render > Light Paths), especially for glossy and transmission. What makes a diamond sparkle is the light bouncing back and forth between the facets of the cut. If you stop that too early (by using too few bounces), you will end up with black areas in the gem, because the rays get “caught” within it. This is e. g. a render with 64 bounces:
In addition to that you’re currently working with a very low sample count: IIRC it’s set to 10. My render above was made with 1500 samples - just for comparison.
BTW, a “screenshot” doesn’t mean that you actually make a photograph of your screen. It means hitting the “Prt Scr” button of your keyboard and using the resulting image file…
BTW, a “screenshot” doesn’t mean that you actually make a photograph of your screen. It means hitting the “Prt Scr” button of your keyboard and using the resulting image file…
print screen is not working on that device, I tried that first… I’ve been doing coding off and on since windows '98 and Geocities…
I know how to use it, but I have access to this computer only bc my grandmother gave it to my mother after my uncle through it across a room… something is bound to be broken (if the Ubuntu Computer would load Blender beyond the Logo, I would be able to screenshot without trying because the shortcut key is too sensitive)
The tint of your glass shader is much too strong - currently all dispersion effects “drown” in pink - and the power of the HDR is set too high.
You will also need many more bounces (Render > Light Paths), especially for glossy and transmission. What makes a diamond sparkle is the light bouncing back and forth between the facets of the cut. If you stop that too early (by using too few bounces), you will end up with black areas in the gem, because the rays get “caught” within it. This is e. g. a render with 64 bounces:.
This wasn’t in the tutorial so I didn’t know it was required, and I’m not fully aware of how to make the adjustment.
In addition to that you’re currently working with a very low sample count: IIRC it’s set to 10. My render above was made with 1500 samples - just for comparison.
For the tint of the glass decrease the saturation of the glass color. Even slight deviations from the central white color in the color picker will have massive effects on the glass color - and you went full scale pink…
The Tutorial had it set to 5, but it also has a Plane object to act as a floor or Table, and that might be removing the glare with teh use of shadows cast against it with the multiple objects
I am doing another Render Preview, the new time[with the strength set to 2] is over 1 hour, and the top[that is fine in the above image] is already looking black but the bottom is not looking perfect.
How can I adjust the Image to Canvas for the Final Render, the over all size of the image is over 1000 x 1000, but the work takes up less than 1/4 of the canvas
Not sure if I understand your question. You want the gem to fill a larger area of the rendered image?
Well, you have an object and a camera. The rest is just like in photography: Either zoom in (= increase the focal length of the camera) or move the camera closer to the object. Third alternative (albeit mostly not preferable): Scale the object up.