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๐Ÿงต Untitled Thread

Anonymous No. 909817

Hey, going into blender for the first time, doing the donut tutorial and i get these white fringes on the icing with Cycles renderer, anyone know what i did wrong?

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Anonymous No. 909818

>>909817
They don't appear with eevee.

Anonymous No. 909822

probably a problem with the subsurface part of your shader.

if you're not setting subsurface to 1 (replacing all diffuse / base color calculations), then your subsurface color should match your base color. this setting is confusingly named because:

the color of the scatter itself is actually controlled by the subsurface radius; those three sliders? r g b respectively.

but it's not as straight forward as that, because those numbers also correspond to the scale of the scattering (something about how far into the object the light travels before returning the color) - depending on the scale that you've modelled at you'll need to divide these numbers by multiples of 10.

t bh this scale multiplier should be a separate field, but it's blender so...

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Anonymous No. 909825

>>909822
Subsurface to 1 seem to have made it better but not how it looks on the tutorial, the dude in the video said i should lower it so thats why i did :/

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Anonymous No. 909826

>>909822
Lowered surface radius and seems to be better, but can't really tell if is there is any scattering going on.

Anonymous No. 909827

>>909826
couple of things and it's you can generalise this:

your subsurface color is too bright and too saturated. this applies to base color if you're doing non-subsurface shading as well.

when you pick a color, change the picker mode to HSV.
V is the brightness - if you want realistic shading, this should basically never be more than 0.8. 0.8 is how bright perfectly white snow is. the number is going to be lower than you think.
the same applies to saturtation - colors irl are not very saturated so you're going to looking for values lower than you think.

as i said about sss radius you need to think of it as color - top number is red, then green then blue. in your shader, the scattered like would just be pure white because it's an equal mix of r/g/b.

use one of the color pickers and set the color you want - then copy the rgb values to the radius r/g/b slider. then divide those down till the scale looks right.

also as a rule of thumb, SSS is either 1 or 0. antyhing else is technically cheat. it's okay to cheat, but just keep that in mind.

for right now set it to 1, follow the advice on color values and good luck.

Anonymous No. 909853

>>909817
why do begs keep falling for the donut trap? The first blender tutorial I searched was Daniel Kreuter on how to make an anime face.

Anonymous No. 910041

Don't learn the donut, learn the basic fundementals.
I started with a chair

Anonymous No. 910081

>>909853
Well? What was your result? I am actually curious.

Anonymous No. 910086

>andrew price meme
Lol

Anonymous No. 910154

>>909853
>Anime
Why are blendlets like this?

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Anonymous No. 910285

>>909817
lol watch the video, your main settings to change this are the specular, roughness, and subsurf related sliders, then the environment colors like the ight, plane, and icing also contribute to the color you'll get off the subsurf scattering. Also listen to the guy, he talks about this

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Anonymous No. 913033

>>909817
Play with subsurface scattering settings. Donut 2.0 is good tutorial, skip 3.0 and come back after other tutorials to trully see how shitty 3.0 is.
picrel is effect of 2.0 tut with some research how to put floral pattern on the plate using gimp and some photo.

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Anonymous No. 913034

>>913033
And this is what NFTs do to your brain.

Anonymous No. 913050

>>909822
>>909827
>>910285
>>913033
I browse this board because I'm going to have to do some 3d modeling for a project, but it still blows me away how helpful you guys are. just browsing the beg threads I've learned a decent amount, probably won't have to post my own like op when I start modeling.

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Anonymous No. 913137