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With special guest Nathan Vegdahl!

Here's a link to the shimmering harbor assets I was using.

Also related: Refractions and Heat Shimmers

And the OSL series from CG Matter! It was absolutely fantastic (even if it turns out OSL isn't exactly what I thought it was)

ALSO ALSO- I was wrong in the video, it's not a special build of blender (I thought I had to use one at first)- it's just Blender 4.0 alpha version, which includes the viewport compositing! 

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Transparent Shaders and Experiments

With special guest Nathan Vegdahl! Here's a link to the shimmering harbor assets I was using. https://www.patreon.com/posts/asset-night-35647509 Also related: Refractions and Heat Shimmers https://www.patreon.com/posts/refraction-tut-57007748

Comments

Anonymous

In Unity's Shader Graph it has a OneMinus node for this very use. :D I've been battling with this same issue in Unity for the past three years. My creative director wanted me to basically recreate Photoshop blend modes in Unity but with live webcams and multiple layers of video. I achieved it (finally!) this year. I created a single (massive) shader that would take the output from a camera and apply a blend mode to it then pass that image onto the next layer.

Anonymous

For thin glass change the IOR to 1.0 for more realistic diffraction. It also reduces your render time.

Anonymous

Yeah that was perfectly entertaining and informative! See, no reason to go short on the run time I'd watch for much longer, through it all in :)

Robin Ruud

Super handy trick! I never thought to use transparent shaders like this, but it really works! I love the ways you bring traditionally comp-level stuff to the 3D workspace.

Robin Ruud

By the way, Ian. When you showed the darkening bit to blend your video projection into the environment, it got me thinking about the ambient occlusion node. Could you multiply that over the video texture to automatically get some darkening against other 3D geometry?

Cole Smith

Only just watching this now. You can use vectors into color inputs to set negative-valued colors on shader nodes. A vector Add with (-1,-1,-1) + (0,0,0) going into a Transparent, which is then being Add Shadered with a white Emission will invert the color of what is behind it. Edit: this does not solve the screen problem in the shader since you can't multiply shader outputs, but it is possible to make linear combinations of shaded information!

Stephan

see, the process was good. Thanks Ian for extending the video. it is actually quite helpful to see people work through problems. and the way you caught it with commentary and your discussion with Nathan helps to bring everyone along and feel like they're in the learning process, which is far more enjoyable when it has a social/human element. it makes me want to go mess around and tell peers about the weird tests and results we make.