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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:07,000 You don't understand this node. Yes, the principal BSDF. The very first node that appears when you open the shader editor. 2 00:00:07,000 --> 00:00:12,000 What really is anisotropy? What is the new subsurface scattering? What the hell is sheen? 3 00:00:12,000 --> 00:00:15,000 And don't get me started on the shit this index of refraction is up to. 4 00:00:15,000 --> 00:00:21,000 Today I answer all these questions in an order that gets increasingly harder to grasp and stick around till the end 5 00:00:21,000 --> 00:00:26,000 because understanding the last concept can literally make or break your renders. So let's get right into it. 6 00:00:26,000 --> 00:00:35,000 BSDF stands for Bidirectional Scattering Distribution Function. It's a complex concept but I can break it down for you. 7 00:00:35,000 --> 00:00:39,000 Essentially, essentially BSDF is a mathematical tool used to... 8 00:00:41,000 --> 00:00:44,000 Whoa, hey, hey. I think I lost you there for a second. Hang on. 9 00:00:46,000 --> 00:00:54,000 The principal BSDF. Yeah, this one node contains not one or two but sometimes three or even four layers. 10 00:00:54,000 --> 00:01:00,000 The topmost layer is called sheen which is followed by coat and then what I like to call the base layer. 11 00:01:00,000 --> 00:01:05,000 The base layer can take up to four modes, metal, diffuse, transmission and emission. 12 00:01:05,000 --> 00:01:10,000 Okay, let's start from the easiest layer to understand and move to the most complex layer. Let's break it down. 13 00:01:10,000 --> 00:01:16,000 Starting from the topmost layer, sheen. Sheen basically simulates very small fibers on the surface it is applied to. 14 00:01:16,000 --> 00:01:20,000 For cloth, this adds a soft velvet like reflection near the edges. 15 00:01:21,000 --> 00:01:24,000 It can also be used to simulate dust on arbitrary materials. 16 00:01:24,000 --> 00:01:29,000 Weight basically controls the intensity of the sheen, zero being off and one being on. 17 00:01:29,000 --> 00:01:33,000 Roughness controls the amount of color that is reflected back to the camera. 18 00:01:33,000 --> 00:01:39,000 Higher values reflect more color and can give a dusty appearance while lower values look fuzzy and darker. 19 00:01:39,000 --> 00:01:46,000 Moving on, we have coat. Coat is added on top of materials to simulate a clear coat or a lacquer or a car paint. 20 00:01:46,000 --> 00:01:49,000 Weight does weighty things, roughness does roughness things. 21 00:01:49,000 --> 00:01:56,000 Next up, we have coat IOR. IOR controls the amount light bends when it enters the coat layer and this is how it affects the surface. 22 00:01:56,000 --> 00:01:59,000 It also controls the falloff of the coat tinting. 23 00:01:59,000 --> 00:02:01,000 Higher the IOR, greater will be the falloff. 24 00:02:01,000 --> 00:02:12,000 Next input is a normal input. After doing blender for four years, I found out if you hook this up to a noise layer and crank up the noise, turn the distortion on a little bit, you can make it look exactly like your ball sack. 25 00:02:12,000 --> 00:02:21,000 Next up, we have base layer. As I said before, base layer can take up to four forms, metal, diffuse, transmission and emission, starting off with the metallic form. 26 00:02:21,000 --> 00:02:24,000 The metallic input basically controls the metalness of your material. 27 00:02:24,000 --> 00:02:35,000 While blender gives you the option to vary between full metal and diffuse, if you want a totally photorealistic result, set the value of metalness either one or zero because there's no half metal in real life. 28 00:02:35,000 --> 00:02:36,000 Next up, we have the transmission layer. 29 00:02:36,000 --> 00:02:45,000 Turning on this layer makes your surface look like glass. Again, set this value between zero and one because there's no half glass or half transmission in real life. 30 00:02:45,000 --> 00:02:49,000 Next up, we have the emission layer. You know this layer. It's pretty self-evident. I don't need to explain this. 31 00:02:49,000 --> 00:02:55,000 Next up, we have diffuse layer. This layer can be further divided into plane diffuse or subsurface and specular. 32 00:02:55,000 --> 00:02:57,000 Starting off with subsurface. 33 00:02:58,000 --> 00:03:04,000 Subsurface is used to simulate that semi-translucent kind of surface of organic matter such as skin and milk. 34 00:03:04,000 --> 00:03:08,000 Light basically scatters below the surface to create a soft, glowing kind of effect. 35 00:03:08,000 --> 00:03:16,000 Blender presents us with three methods to render subsurface, that is Christensen-Burley, Random Walk and Random Walk Skin. 36 00:03:16,000 --> 00:03:25,000 Christensen-Burley method is an approximation to actual volumetric scattering and is a trade-off between render speed and noise for accurate photorealism. 37 00:03:25,000 --> 00:03:30,000 Random Walk, on the other hand, uses true volumetric scattering inside the mesh to get a more photorealistic result. 38 00:03:30,000 --> 00:03:35,000 Overlapping faces and holes in the mesh can cause problems, so be wary of that. 39 00:03:35,000 --> 00:03:43,000 Random Walk Skin is optimized for skin rendering. It makes it so that your human models actually look like humans and not a shitty excuse for a sex doll. 40 00:03:43,000 --> 00:03:47,000 Under subsurf, we have weight, which is there to remind you that you're a land whale. 41 00:03:47,000 --> 00:03:50,000 The scale of subsurface scattering defines the scattering depth. 42 00:03:51,000 --> 00:03:57,000 The larger the scale, the softer the final material will appear to be. 43 00:03:57,000 --> 00:04:01,000 The radius of scattering basically gives the average distance light travels below the surface. 44 00:04:01,000 --> 00:04:06,000 It takes in three inputs, x, y, z, and this corresponds to the RGB channels. 45 00:04:06,000 --> 00:04:13,000 Increasing the value of x will increase the depth by which the red colored light rays will travel into the surface. 46 00:04:13,000 --> 00:04:16,000 The overall effect basically tints the subsurface scattering. 47 00:04:16,000 --> 00:04:20,000 To simplify this, you could just control the entire thing with an RGB node. 48 00:04:20,000 --> 00:04:28,000 Anisotropy basically defines the directionality of the subsurface scattering. 49 00:04:28,000 --> 00:04:31,000 Zero scatters light rays uniformly in all directions. 50 00:04:31,000 --> 00:04:36,000 With increasing values, light rays are more biased to scatter forward in one direction. 51 00:04:36,000 --> 00:04:43,000 The overall effect of this input basically increases that glow effect that occurs when light directly strikes a subsurface material. 52 00:04:43,000 --> 00:04:48,000 To achieve photorealism, it is important to know the anisotropic value of subsurface materials. 53 00:04:48,000 --> 00:04:52,000 For example, skin has an anisotropy of 0.8. 54 00:04:52,000 --> 00:04:54,000 Moving on to the specular layer. 55 00:04:54,000 --> 00:04:58,000 Specularity is basically a means to control reflections on a surface. 56 00:04:58,000 --> 00:05:01,000 Again, Blender presents us with two methods to render specularity. 57 00:05:01,000 --> 00:05:03,000 The first method is ggx. 58 00:05:03,000 --> 00:05:06,000 This method is faster, but it is less physically accurate. 59 00:05:06,000 --> 00:05:08,000 The second method is multi-scatter ggx. 60 00:05:08,000 --> 00:05:11,000 This is more physically accurate, but takes longer to render. 61 00:05:11,000 --> 00:05:20,000 Before we go ahead, I think it is important for us to understand what's the difference between this index of refraction, or what I like to call the global index of refraction, and the other IORs. 62 00:05:20,000 --> 00:05:26,000 Each layer in the principal BSDF is set up in such a way that light interacts with the topmost layer first and then the bottom layer. 63 00:05:26,000 --> 00:05:30,000 That means light will first go through sheen, then coat, then to the base layer. 64 00:05:30,000 --> 00:05:40,000 The existence of these four layers implies the simulated light ray will have to travel between multiple mediums, and hence there exists an index of refraction for each of the layers, except for sheen. 65 00:05:40,000 --> 00:05:42,000 Don't question, I don't know why. 66 00:05:42,000 --> 00:05:47,000 Traditionally, index of refraction is understood as the bending of light when it travels through different mediums. 67 00:05:47,000 --> 00:05:50,000 But in actuality, it has one more important function. 68 00:05:50,000 --> 00:05:56,000 It also controls the falloff of the reflections that happen on the surface between the grazing angles and the head-on angles. 69 00:05:56,000 --> 00:06:01,000 Notice this, as I increase the IOR, more the reflections around the head-on angles intensify. 70 00:06:01,000 --> 00:06:03,000 It is something similar to the Fernel node. 71 00:06:03,000 --> 00:06:04,000 Okay, back to specular. 72 00:06:04,000 --> 00:06:07,000 Specular has an input called IOR level. 73 00:06:07,000 --> 00:06:11,000 It basically controls the intensity of reflections that occur on the head-on angles. 74 00:06:11,000 --> 00:06:14,000 0.5 means it presents the reflections as they are. 75 00:06:14,000 --> 00:06:18,000 0 removes all the reflections, and 1 doubles the intensity of them. 76 00:06:18,000 --> 00:06:19,000 Next up, we have tints. 77 00:06:19,000 --> 00:06:23,000 Specular tint is of two kinds, non-metallic and metallic. 78 00:06:23,000 --> 00:06:27,000 Non-metallic tints are activated when the metallic is turned all the way down. 79 00:06:27,000 --> 00:06:32,000 They provide an artistic control over the color of the specular reflections at head-on angles, 80 00:06:32,000 --> 00:06:35,000 while grazing angle reflections remain white. 81 00:06:35,000 --> 00:06:38,000 Metallic tints only color the grazing angles or the edges. 82 00:06:38,000 --> 00:06:40,000 Next up, we have anisotropy. 83 00:06:40,000 --> 00:06:44,000 Anisotropy for reflections basically decides the shape of the reflections. 84 00:06:44,000 --> 00:06:46,000 Higher values give elongated highlights. 85 00:06:46,000 --> 00:06:51,000 This is meant to replicate microstructures called strands that occur on a surface, 86 00:06:51,000 --> 00:06:54,000 which bias the reflection in a particular direction. 87 00:06:54,000 --> 00:06:57,000 And yeah, that covers all the inputs in the Principle BSDF. 88 00:06:57,000 --> 00:07:00,000 I hope you learned as much as I did making this video. 89 00:07:00,000 --> 00:07:03,000 I made this video because I recently upgraded to the new version of Blender, 90 00:07:03,000 --> 00:07:06,000 and the new Principle BSDF stumped me quite a bit, 91 00:07:06,000 --> 00:07:09,000 and I realized I didn't know how shit went down behind the scenes. 92 00:07:09,000 --> 00:07:10,000 That about wraps the video. 93 00:07:10,000 --> 00:07:11,000 Check me out on Instagram. 94 00:07:11,000 --> 00:07:13,000 Thanks for watching. Bye! 11483

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