Hey all!
It finally made the upload - it's free! I wanted to leave it as a challenge for the BNPR group, but I noticed many people trying and needing a bit more help. So finally, here is the full project file to check it for yourself!! :D
How it works:
Some things to keep in mind: - Refraction seems to ignore other Alpha blend objects - Alpha Blend is ignored by cryptomatte - Outlines have to be done using something in-shader, with the LineArt modifier or with Freestyle - No caustics - Not colored light sensitive
Very useful for props in daylight sequences, but can be VERY cool if adjusted for night sequences.
Have a great one!!
Will definitely check out what he has on offer!
I'm so glad!! I have a more sophisticated option available on my CGT that is also colored light sensitive: https://www.cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-glassware-shaders
I do use map range a lot, but never for the same effect as colorramps. I typically use Map Range to compress values, either as a visual clamp or to add harshness to an element - stuff that map range really isn't ideal for, imo. I'm glad if it proves much more efficient for your uses though! That's fantastic!! :D
Thanks! I'll definitely check that out! And I've found that you can use Map Range for very similar effects as grayscale color ramps. There's an explanatory video on it here that's totally changed how I do toon shader setups: https://youtu.be/3ilYr-_UkJQ
Thanks again!
Glad to see what you can do with my app. Keep up the good work!
This looks fantastic! I've been using a simpler toon glass shader setup from phfdeflicted on YouTube (https://youtu.be/5RQLWFxAN2Y for the curious) but this looks more sophisticated and like it's going to give me better results for a lot of things. Thanks so much!
Out of curiosity, have you experimented with using "map range" instead of color ramps? I've been trying to use it more in my toon shaders for performance reasons.