Mastering Nested Dielectrics in Blender 4.0: Achieving Realistic Renders

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In the realm of Blender 4.0, a revolution was underway with Cycle's material system, focusing on the principled bsdf and energy conservation. But hold onto your seats, ladies and gentlemen, because we are about to dive into a topic that's been left in the shadows - nested dielectrics. Picture a glass with water inside, a tantalizing challenge that Blender is yet to conquer. The team is aware of this gap and is already tinkering with a proper nested dialectric system. This is the missing piece of the puzzle for those seeking ultra-realistic renders.
As we venture deeper into the world of physically based rendering, we encounter the intricate dance of setting up geometry and materials for nested refractive objects. The conventional methods may suffice on the surface, but they fall short of perfection. Enter the concept of relative index of refraction, a game-changer in the quest for accurate nested refractions. This metric holds the key to unlocking the secrets of realistic light behavior within transparent mediums. It's a crucial element that separates the amateurs from the pros in the world of 3D rendering.
But alas, all is not sunshine and rainbows in the land of nested dielectrics. The current manual adjustments and workarounds in Blender can only take us so far. Reflections, refractions, and overlapping geometry pose challenges that demand a more sophisticated solution. The call for a dedicated nested dialectric system within Cycles grows louder with each passing moment. Imagine a world where liquids, lenses, and layered transparent objects are rendered with pinpoint accuracy, without the need for constant tweaking and compromises. It's a vision that promises a quantum leap in the realm of digital artistry.

Image copyright Youtube

Image copyright Youtube

Image copyright Youtube

Image copyright Youtube
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User asks if it's possible to change the relative ior based on the ray direction for correct water to glass interaction
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User hopes for path guiding to be available for GPU rendering
User suggests using a texture setup that combines shaders with different ior values based on the normal direction of faces
User proposes using the speed of light instead of IOR for easier calculations
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