Blender 4. 0: Cosmetic Product Modeling, Texturing, Lighting & Rendering | Alaa Eddine ZAIR | Skillshare
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Blender 4. 0: Cosmetic Product Modeling, Texturing, Lighting & Rendering

teacher avatar Alaa Eddine ZAIR, CG Artist

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Trailer

      1:25

    • 2.

      Intro

      6:36

    • 3.

      Modeling Part 01

      14:22

    • 4.

      Modeling Part 02

      13:49

    • 5.

      Modeling Part 03

      6:46

    • 6.

      Grid Geometry Nodes

      12:13

    • 7.

      Camera and Lighting

      16:28

    • 8.

      Materials

      28:06

    • 9.

      Rendering

      3:17

    • 10.

      Make It Pop

      14:24

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About This Class

Having desire to create, light & render a cosmetic product in Blender 3D?

Tired of long courses? Want something dead to the point?

Then this course is for you!

I have recently learned how to create and light cosmetic products, and I am here to share that knowledge with you. In roughly an hour of your time, you'll learn some of the most impactful pieces of information that took me years to accumulate. I look forward to seeing your final result! Do not quit.

What this course is about:

  • Modeling a cosmetic product
  • Lighting a cosmetic product scene with one light source
  • Geometry nodes
  • Shader editor

What you'll learn:

  • Modeling a cosmetic product
  • How to use modifiers
  • Creating realistic glass, metal & other materials
  • Adding a sticker on top of your glass materials and making it pop
  • How to achieve realistic lighting with one lamp only
  • How to create an array using geometry nodes
  • How to setup the camera
  • A lot of daily shortcuts
  • How to stay organized

Requirements:

  • You need to be familiar with the interface
  • Willing to turn on some built-in addons

Meet Your Teacher

Teacher Profile Image

Alaa Eddine ZAIR

CG Artist

Teacher
Level: Beginner

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Transcripts

1. Trailer: Do you want to learn how to model and render cosmetic products like I do? Then this course is for you. I will show you exactly how I managed to model and render a cosmetic product with only one single light source. We will cover all aspects of the process from A to Z and all the shortcuts I will be using and the tips necessary to get the job done. First I'll show you how to model the cosmetic bottle and all of the elements involved. We will dive into geometry, nodes and create a layout. We will also discover how to create the lighting for this particular set up with one single light source and then create the camera. Once lighting is done, we will create some materials together. You will be walked through the exact steps to take and also what each note set up does. You will learn how to add a sticker to a cosmetic bottle and much more. Finally, we will discuss how to prepare for a render. 2. Intro: Hello everyone. Welcome to the introduction of my course where I teach you how to make this particular cosmetic product and render it as you can see on the left side of my screen. This was a previous project of mine that I worked on somewhere in the middle of 2023. And I have taught to myself, why don't I make a course about it and teach everybody how to achieve this result? I was inspired by a photograph that I saw online on the website, a cosmetic photographer. I thought to myself that I must try to replicate the results that I saw in that photo. It was quite challenging to get the lighting right after some trial and error, and thinking I got it right, I'm quite proud of the result that I have achieved. Here on the right side of my screen, you can see the viewport. We can disable X ray exactly how it is laid out and we can go to the rendered preview mode. It is worth mentioning that we are using Blender 4.0 Blender 4.0 new color profiles. Actually, it comes with one on film. Was left there for comparability reasons. As you can see here, it looks a tad bit different. Like the saturation is not quite the same. If we go to film, it is exactly the same render. Perhaps I might stick to filmic throughout this course to minimize any amount of discrepancies between the previous result and the result that we are going to achieve by the end of this course. Now, believe it or not, this particular scene is lit with a single light source. If I go to lights, I have a soft box turned on. If I turn that off, the scene will go completely dark As you can see. If I turn it back on, it looks exactly as it does in the render. The other thing that I have got going on about the lighting is light blockers or reflectors. They basically reflect the light back. You don't have shadows that are way too dark because the real world does not work like that. Shadows are not completely black. To mimic that effect without using any additional lights, I have light blockers reflecting the singular light source back into the scene. We have these nice shadows as you can observe in the render. We will explore that as well throughout the course. The other thing that we will be exploring is how to achieve this particular layout of the cosmetic bottles. We will not be using the array modifier, which we are probably familiar with when we want to create a pattern of treat objects. The modifier is not equipped to create pattern or layout. Instead, we will be exploring geometry notes and I will teach you exactly the nodes setup that you need to achieve this particular layout here. Additionally, we will work on the materials for this particular scene. It will be quite straightforward. However, we will need to work on the sticker here, which will be interesting. We will have the plastic material, glass material. Also, I will teach you how to have blender render different bottles as different colors. It's straightforward, it's going to be fun, and it looks amazing. I believe that sums up everything we are going to be doing during this course modeling and then we have texturing. After that, we will get into creating this layout using the geometry nodes. I can show you the geometry set up here. I got the geometry set up there, which results in this, in my opinion, beautiful layout. After the layout, we will work on the lighting. We will also set up the camera. After that, we will get into some of the blender setting rendering settings and how to basically obtain the resolution that you are after. As far as add ons and shortcuts I'll be mentioning which adds you are going to be enabling. If I'm using shortcuts, I'll be making you know which shortcut I am using. With all of that out of the way, we are ready to start. Let's hop into first part which is modeling. I hope that you enjoy this course and if you have enjoyed it, please consider buying it. I'm not sure where you are watching this, but if you haven't bought it, please do. If it has benefited you by the end of last lecture, please consider leaving a positive review. Thank you. 3. Modeling Part 01: Okay, so let's start a new project, shall we? We are in a fresh project here. The first thing I want to do is make sure that anything that we don't need is removed from the start up file. Because I have got the HDRI set up sun lamp and I save them as default start up file. So I want to to remove any confusion. So I'm going to remove the fake user and delete it. Let's delete the sun as well. Okay, now I would like to import a reference photo. I have already worked on this project before. As I have mentioned, I think it would be better if I was to import an image of my design and try to follow it during the course to minimize any sort of thinking or unnecessary time spent trying to figure out to figure things out. Okay, to import a reference photo, you will need an add on. It comes pre installed with blender and to make sure that it is on press shift A, and you will see an entry here called Reference. If you don't find that, that means it is off and you need to enable it. Let's go to Preferences. Let's go to Add Ons, and let's look for image. There you have import images as planes. Make sure that that is on and save your preferences. Okay, let's press Shift a image and the reference, I'll be including the reference photo as a download. Double file for you to follow along once I have the image imported. Actually I did the mistake. We need to go to the front view by pressing one on your numpad. Make sure that the lights of your numpad are turned off so that you don't type numbers. Instead you type the auxiliary keys of the numpad front. Let's do that again, shift a image reference, that's really important because it will follow or face whatever direction you're looking at. And you want it to face up front. Once I have the reference photo imported, I want to scale it down to match the dimensions of the project I worked on before. As I have said, I want to minimize any figuring out the first step of doing that is making sure that the reference photo is or the bot in the reference photo is as tall as the bottle in the project I worked on before. I'm going to scale it, go to items, I think that's what it's called. I will type 0.565 There we go. If you want to follow along, obtain the exact results that I will be getting. You might want to scale it down as well. I'm also going to create a new window here, hover over the corner, and pull to the right. I'm going to be adding the render that I achieved working on this project a few months back. Just because it's easier to model the bottle if we can see how it looks in the render. And also for me to be able to explain why I'm doing certain things the way I'm doing them. I'm going to open the render. It's going to be all the way over here. I'm not sure why it's all the way here. Yeah. Now let's model the bottle by first creating a cylinder, Shift A on your keyboard and create a cylinder. Let's scale it down. I'll make sure that it is a tick as the bottle in the reference photo. I'm going to move it with J, actually G on your keyboard. And constraining the movement with the z axis by pressing Z on your keyboard. Now we can scale with and press Z to scale it along the Z axis. Let's move it again. I'm bringing this Pi menu by pressing Z on my keyboard. If you don't have that enabled, you need to enable it in the add ons, look for Pi. And. You can find it there. Enable it. Now if you press Z, you can easily switch between wire frame rendered solid material, whatever. Maybe we can bring the bottom a little bit lower. Go to Edit mode with the tab on your keyboard. Make sure you are in the vertex select mode. Let's select these vertices by clicking and dragging and Z. To move them down, we will have to bevel this side here. Let's go to the solid mode and bevel with control B. That's good enough. Let's shade this. I'm going to bring up the search menu. I believe the default shortcut for this is F three. If it doesn't work, then you can try F two. Actually, F two is for renaming. I believe I have it bound to space bar. I'm going to search for smooth and I'm going to select shade smooth. We can also go to data normals and auto smooth, and that will fix the shading issues until we subdivide our model with the subdivision modifier. If you pay attention in the render here, you can see that there is some elevation happening at the bottom of the bottle. We have the bottom edge, but the inside of the bottom is higher, is lifted from the ground. We can do that by going to Edit Mode with the tab on your keyboard. Let's switch to face select mode. Let's select the bottom face. We need to inst this face by pressing on the keyboard. We can inset this a few times, maybe three times will be enough. After we have insert it for the third time, we need to merge these at the center. Make sure that your pivot point is set to median. Let's press to scale and type zero on your keyboard. Once you have done this operation, you have multiple vertices stacked up on each other and you need to fix that. How we fix that is by pressing M on the keyboard to merge. And let's select by distance, we have removed 31 vertices. Now let's switch to vertex select. Let's select the middle one on your keyboard. Press control to increment the selection and move it upwards with and Z. Maybe we can go to the front view with one on your numpad, except you need to turn off the Numpad light. Let's go and enable x ray. Get the elevation right there. Perfect. Let's turn off the x ray. Remove the reference photo. That looks good enough now. Now let's subdivide the model. Let's go to the modifier tab and add a subdivision modifier. Let's look for subdivision surface and I'm going to add the subdivision to four, looking good enough for now, but at the top we have all shading issues happening, but that will not be forever. We are going to fix that. Let's go to the front view. Let's go to edit mode with tab on your keyboard. Let's create some edge loops by hovering on these. Cylinder and pressing control R with your mouse scroll wheel, scroll up. I would say this amount is enough. Now with the top face, as you can see in the reference photo, we have this inside effect going on. We need to recreate that with the top face selected. We don't need to delete it, we can simply extrude with and bring it downward. Let's go to the front view. Let's disable subdivision modifier. Let's enable x ray, and let's enable the reference photo. And let's bring it down to about there and scale it. If you pay attention here we have some ness on the model in order for me to know which edge to follow. Is it the inside or the outside, I'm going to quickly add a solidify modifier, configuring it to minus one. Let's enable the subdivision, which edge is it? It's creating the inside edge. Let's enable the reference photo. Let's disable the subdivision, and let's configure it so that it is matching the outer edge of the reference photo. If you know what I mean, I'm following this edge here, not the inside, with the face selected. We need to subdivide it to get this nice effect here. This nice curvetI'm with control B. I would say that that's good enough. Let's disable the X ray, and that's the inside of the bottle. 4. Modeling Part 02: Just as we created edge loops on the outside, we will need to create edge loops on the inside as well while we are still in the edit mode. Control R while hovering on the inside and scroll up with your mouse a few times. That's enough. Now let's enable the solidify modifier, subdivision modifier. Now we have some stretching or shading issues happening here. That's because we did not int the faces inside the bottle. Let's select the face there. And inst with, let's inst a few times, make sure that you are on the median point. Let's scale. Let's scale that to zero to merge by distance and we remove the duplicates. Let's go to the front view and see where we are heading as far as the reference photo is concerned. Let's enable the x ray. Let's go to solid mode by pressing Tab. Let's enable these modifiers here, I would say we are pretty close to the reference photo. The only thing that we need to work on now is maybe the height or the height of the bottle. As you can see, the subdivision modifier is affecting its height. That's due to multiple factors. The most important one is that when we extrude it the top face down to create the inside, we didn't create a edge there. We can easily fix that by creating an edge loop in the inside. Move it up with and constraining the movement to the Z axis, and then scaling a little bit. Now if we enable both modifiers, go to the front view reference photo, we can see that we are pretty close to what we are supposed to be getting. I would also like to fix something that I have done that goes contrary to what I have initially done when I first made the surrender. If you pay attention on the solidified modifier, it is -0.01 and initially I had it on 0.01 and I want to fix that. The mistake was that instead of following the initial thickness of the bottle on the reference photo, I followed the thickness added by the solidified modifier. I was supposed to follow the inner thickness, and that was the mistake. Let's fix it together. Let's scale the bottom the bottle by every axis except for the z axis. Shift z and scale it down. Now let's go to edit mode. Let's go to the vertex select mode. Let's select the bottom vertices and move them up a little. The inner of the bottle is also not matching reference photo. I can fix that by control plus and select these. And then control and press H. Now we have hidden every vertex that does not belong to the inside of the bottle, and we can easily work on the inside. Let's select these rings here. Press C on your keyboard and select rings. Let's press delete and dissolve these rings. That doesn't work. Let's go to Edge, Select mode instead. Let's select. The middle ones because we don't want to mess with those. I'm using the middle mouse button and dissolve these edges. Now let's go to vertex select mode. I thought that this would be good to address since it will benefit you in other projects as well. Now we have the inside matching, the reference photo. Now let's press Alt H to Unhide. And there we go. Now we need to apply the scaling of the model. If we go to the panel by pressing on your keyboard, you will notice that the scale is not one and that will cause the solidify modifier to behave strangely. Let's enable x ray again, let's disable the reference photo. If you pay attention to this thickness here, it's not the same as this thickness. That's because we have applied the scale. You can do that by pressing control A. The thickness is even all over the model. Let's disable the x ray modifier. Let's go to edit mode. We have an issue here. I'm not sure what happened for this edge to disappear. Let's press for the knife tool. Let's select that vertex, then the middle vertex at the bottom, click and then press Enter. Now we can fix, if you want to slide a vertex along the edge, just press twice. There we go. We have an issue here happening after we apply the scale. If we go to edit mode, if you remember we deleted edge loops here, we need to recreate them with control R And scroll up. Let's enable the subdivision modifier. The subdivision modifier needs to be at the bottom of the solidified modifier. Now we can create a lip here. Let's actually, let's hover on the inside and create an edge loop. Let's bring it up and then scale it to the inside. Let's do the same for outside. Actually we don't need that. Let's dissolve that edge enabled subdivision modifier. Again, let's select the middle vertex here and control Alt to select this ring and press and move it up a little bit. We need an edge loop here to tighten the lip. I would say that looks good. Maybe I brought this a little bit too much to the top and Z and move it down. Perfect. Something else I would like to address is this little curvature. If you may see it here, it might be better to show you on the reference photo, we have a curvature here. I want to recreate that. So Y bottle is a lot smaller than the reference photo. After we apply the scale, let's apply the scale again. Bring this bit higher. Actually I'm gonna bring this, all of this higher. Actually, we don't need that edge loop there. And then let's work on the top. Let's scale it a little bit down. Let's also scale the inside. We have the bottle having that nice curvature. Once we enable the subdivision modifier, let's tone it a little bit down. Four is a little bit too much. Let's disable auto smoothing. We don't need that anymore. The bottle is looking quite nice, perhaps just at, at the shift halt and click an edge or a vertex scale down and maybe a little bit higher. These little details have a great impact on how the bottle looks in the under. Good enough. 5. Modeling Part 03: Now let's work on the content of the bottle and that will be quite straightforward. Let's disable the modifiers. Let's go to the front view Edit mode with tab. Let's go to wire frame enable x ray. Let's select the bottom vertices like so with control plus, let's select all of these vertices and press Shift to Duplicate Enter and then pee and select separate by selection. Now we have the bottle and the content. Let's rename these bottle Content Reference Photo. Now let's go to Solid mode. Let's hide the bottle for a little while. We need to select the top vertices. Shift old and click and then press to fill that. Then we need to insert this face a few times. Let's scale the last one by zero. Press M, merge by distance. Now this one will not have a solid defied modifier turning it completely off. One thing we need to do is go to the front view, enable x ray. And let's turn on the modifiers for the bottle and for the content. We need to scale it ever so slightly so that it does not touch the bottle itself. We might have to tweak it up a little bit while rendering, but I believe that I scale it down just enough. Now let's make the cup or the cover. We only need one edge for this edge select mode. Let's select the outer edge. By pressing Shift and clicking an edge, you will have an edge loop here. Shift to duplicate it. To separate it, let's go to the edge that we just created and extrude it upwards. Let's go to the front view, Enable the reference photo and move it just like so we will fill that face with. Let's insert it using the key I. Let's disable subdivision modifier and solidify. See what we are doing. Scale by zero and merge by distance. Let's create some edge loops here. Let's go to isolated mode by pressing forward slash on your keyboard. Let's search for shade smooth, probably three on your keyboard, and we have the cap shaded smooth. Let's exit the isolated mode by pressing forward again. We might have to bevel this edge here. Let's hide the reference photo. Maybe not bevel, maybe a normal edge. I see some pinching here. Let's select all of these edges. Let's that vertex there. We had some discrepancies happening as far as the positioning on the z axis and scaling by zero. Fix that for us. We can make sure that the A Yeah, worked. You can see that a change happened there. That's how we make the cup or the cover. If you might. Let's enable the solidified modifier. Let's go to the front view. Let's enable the reference photo. Let's enable x ray. I would say we nailed it. 6. Grid Geometry Nodes: Now let's work on the array that we can observe in the render image. In order to do that, let's create a plane and go to the top view. As you remember, I'm trying to recreate this render exactly as it is. So I'm going to scale the plane the way I had it a few months ago when I worked on this project. Let's bring up the panel with N on your keyboard and I'm going to scale this to 30.118 That will make it exactly the same size as in the render image. We don't need the reference photo, so let's hide it. We might as well move it to its own collection while hovering on Outliner, press M and select New Collection. I'm going to type reference, I'm going to toggle this off the bottle as I'm going to rename the cup or the cover to cover. I'm going to move the bottle to its on collection. Let's hide that as well. The plan. Let's move it to a collection called Set up. Okay, if you have a window open here, you can change to geometry notes. And with the plane selected, let's create a new geometry note set up. Let's rename that to perhaps. Let's go to the top view and expand this a little bit so that you can see the first node that I'm going to create is instance on point shift A. I will search for instance on points, then I'm going to create a geometry node, shift A, join geometry. This node, if you recall, is created by default. It's actually what's displaying the plane right now. If I disconnected from the output, the plane disappears. If you pay attention on the render image, we have the array of the product but also the plane. We need this node here to output the plane as well. We need the node join geometry to combine our arrays with the plane. I'm going to connect these just like so. Now let's watch the render image and make a point here. If you look closely, one row that is parallel to the second row, not this one but the second one. If you pay attention to this product here, it's parallel to the other. That's because we have two arrays, or grids, if you might call them. Because in the geometry nodes, we are going to create a grid node to achieve this array, there are two grids here. I'm going to be clicking shift A and looking for grid. I'm going to be needing two of these With one created, Let's shift and duplicate it. But with two grids created, we need a way to join them. We are going to need another joint geometry node. We are going to duplicate that as well. Let's connect this just like the geometry two points, the geometry node set up is almost there. However, we have to add a couple of things now that we have two grids we need. The software, What we want to make grades of. That will bring us to the next node, which is Collection Info. We can select the product from here and connect the instances to instance. As you can see, the product is starting to appear in the viewport. Now we don't want the product appearing as big as it does. To fix that, we can go to the collection info node and changing the setting from original to dative that will allow us to display the product in its original size. We also don't want the product to appear vertical. We want it to appear horizontal and align with the plane. To achieve that, we can enable the product collection again and rotate the product by the x axis. To do that, let's press, let's press X to constrain the rotation to the X axis. And typing 90. Now the product is appearing below the plane. Let's move it above it. By pressing and using the Z button to constrain the movement to the Z axis. Let's disable show overlays. I'm pressing shift now to make fine adjustments. Now we can disable the product collection again, the grid node is quite simple. To demonstrate what it does, I'm going to disable one of them by pressing on it and pressing M on my keyboard to mute it. Now that it is muted, I will manipulate the first one. As you can see, I can change the size of the grid, the number of the vertices. That will allow me to create a grid. If I combine it with the second one, I can create interesting grids. However, these two grids are missing something, and that is the node which allows us to manipulate their position on the plane. I'm going to press Shift A and search for transformed geometry. Let's give each, each grid a transform geometry node, just like so. And I can further customize my grid with this node. Now, achieving the grid that I have achieved in the render was quite tricky because manipulating two grids and they're corresponding transform geometry nodes is quite a nightmare to get it right, what I'm going to do is basically copy the settings, which took me about an hour or so of tinkering to achieve this grid here. To save time, I'm just going to input the settings and you can copy them as well, or you can also come up with your own grid if you want to. I'm going to start with the grid, node 1.1 and then 1.1 then 16, and then 13. Here. Here I'm going to have 1.11 0.2 16.14 You might start noticing that your viewport is starting to lag, but that would not be for long. Once we set up the camera and zoom in, it will be snappy again, or you can temporarily disable the subdivision modifier on the product to speed things up. Then I'm going to change this to 00.40 50.0 22. And the other one will have, I believe, 122 or 122, if you might actually, sorry. Here we are going to put 0.1 22.0 0.1 22. And that will give us the grid. You can already see that it looks exactly as in the render image. Let's inspect it from the top view. Quite neat, don't you think? Here is the note set up in case you want to take a look at it. 7. Camera and Lighting: Now it is a good time to start working on the lighting setup and the camera also, because if you remember, we have absolutely no light source in the scene, no HDRI, no sun lamp. In order to work on the materials and preview how the materials look in cycles, we need at least one light source. Let's get on to it. First, I would like to create a camera. The positioning of the camera that I want is roughly where the original bottle was created or left before we created the geometry nodes set up that is creating all these couple of grids. If we toggle the collection back on, you'll see that the original bottle is somewhere. Here we can position our viewport camera, are ready to press shift A and create a camera. Now it's time to find where the camera is. It's all the way here under the plane. Let's turn on the Shadow overlays option. Let's move the camera above the plane. Let's press, and twice I'm pressing twice because I want to move the camera along the local axis of the camera, not the global one. Now let's press zero on your Numpad with the light of just like. So now I would like to change the frame size of the camera or the render resolution to match the resolution or the frame size of the render. On the left side of my screen, I'm going to go to the output tab and I'm going to type 750. Below it, I'm going to type 938. That is exactly the frame size that I used while creating the render on the left side of my screen. If you want to render in a higher resolution, you can simply increase the resolution scale. If you want to double it, you can type two 100% Then I will work on the positioning of the camera so that I get roughly the same result as the render that you see on the left side of my screen. I will disable the product for now and select the camera and move it. If you want to zoom out press and Z twice. That is if you are selecting the global transform orientation. If I switch it to local, I can zoom out with one key press, but I prefer to keep it on global. You can rotate the camera or you can find the angle that you want by using your middle mouse pattern. And then once you have a good view, you can press control hold zero on your numpad with the light turned off. I'm also going to switch to orthographic view that might help us find a better view. Actually, it is what I'm using in this result. On the left side, using the orthographic view, it does not matter where you take the camera. In the Z axis, there is no change as far as the zoom is concerned, you can only In and out with the orthographic scale, I would say that that's good enough. I'll leave it as it is right now. Now, I would like to add a light to the scene. Let's shift a and find the light entry. And add an area lamp. I believe it is below the plane. So let's move it up. We will need to change the size. I will use the size of 88 and maybe the power. I'll change it to this number right here, 5,243.9 E two. I will move the light. I will rotate it. I'll make it point directly at the product. Actually, let me see. The product is not in the camera. We'll have it to point at the cursor. Let's go to the Camera view by pressing on your numpad. Let's change the selection mode, cursor. Let's click there. Now it will be easier for us to make the area lamp point at the cursor good enough. Now let's go to the Camera view. Let's bring up a new window by hovering on the corner and pulling up. Let's change this to three D viewport. Let's hide the end panel. Let's press on the non pad to go to the camera. Let's rendered Viewport, the scene looks blown out. That's because we need to tweak the render settings. The first thing I want to do is change the view transform from standard to film. By the time perhaps if you're watching this video, film does not exist. You can use AGx or any subsequent color profile. Let's reduce exposure, the gamma. Let's go to the top view and perhaps see how rotating the light looks like. You want the shadows to go to the left. We can change the transform pivot point to treedcursorrot. The light that could be enough for now. Also, I would like to change the light color to something else, such as this color value here, 79. That will give us a brownish color light. If you remember me talking about the shadows, I mentioned that with one light source, you will have shadows too dark that they do not quite mimic the real world. That we will need some light reflectors or light blockers. We can create them now to get brighter shadows that we are after. Let's create a plane. And let's rotate the plane horizontally by 90 degrees. Let's scale the plane by something like 30. Let's go to the top view. Let's turn rotate the plane to resemble something like this. Let me just turn down the subdivision modifier or turn it off completely because my viewpoint is quite laggy. Now I can work without the leg. I'll move it to the camera. Then let's create an instance by pressing shift D. And let's rotate this and bring it that way we can isolate an area here for rendering preview by pre shift. Actually not shift B, but control B. That will give us this crop area which will render faster and it will allow us to see the effect of these light blockers on the brightness of the shadows. Let's turn them off. You can see that they do make a difference. We will leave them as is right now. Maybe rename them light reflector. One being organized can have a tremendous effect on your workflow. And also if you are working professionally and sharing blend files, it will make your clients see you as a professional designer. Let's move these to perhaps set up, we can rename this floor. If you want to remove this here, you can press control. Actually no, you can press control if you want to crop the camera and leave everything outside the frame to not be rendered outside. You don't need to get it exact outside of the camera. And we'll get this nice if you're having trouble setting up the light. Meaning rotating, Moving you can have an empty in the scene and configure the light to point at the empty so that you can easily move the empty around and have the light point at it. We can easily set that up by pressing shift A. Let's create an empty on. Let's press on the light and go to the Constraints tab and add a track. Let's search for our empty. Now the light is pointing at the empty as you can see. Now that will make it a lot easier to set up our lighting. We can also rename the empty to track. Let's move the light and the empty. We just created their own collection. Let's press M. Let's create a new collection. Let's call it lights. Also, I would like to some rendering settings. I want to change to look to very high contrast. The exposure to this value and the gamma to this value. That will help us get much closer to the render result we see on the left. 8. Materials: Now we are ready to start working on the materials. We will be creating about four materials, one for the glass, one for the content, one for the cover of the bottle, one for the floor. The first material I would like to work on is the glass material. I can do that by clicking on the bottle and perhaps bringing up this window here. And I will change it from Geometry Node Editor to the shader editor. And I'm going to change from to object, and I'm going to create a new material and name it Glass on the window on the right side of my screen. I'm going to press zero with my cursor hovering on it. Make sure that the light of your num pad is turned off. And then I will press home to zoom in into the camera. I'll go to the rendered Viewport mode and disable show overlays. Perhaps we need a little bit more space for the shader editor. I'm going to press home again. If you don't see any note set up in the shader editor, you need to press home on your keyboard. And that will take you straight to it. Because creating any material will always create a default note set up for you. The first thing I want to do is disconnect the principled BSDFill, drag from surface input and release and search for mix shader. We want to another shader with the principled SDF. I'm going to drag from the second input and search for transparent SDF. And I'm going to connect the principled BSDF to the first shader input. I will change the transmission, 0-1 Now we can mix these two with a factor, will also decrease the roughness. Maybe something like 04. Since we can mix both with a factor, I would like blender to do it automatically. For that, we will create a light path, node shift, and search for light, light. I'm going to create another node shift, a math. I'm going to change it from a to greater than connecting the output to the factor. I'll connect the ray depth to the first value and changing the threshold to two. That is the first branch for this material. We will be creating a second branch for the sticker to create the sticker effect on the glass. We will need to mix this branch here with another branch. And for that, we will need to duplicate the mixed shader. And bringing it up, perhaps bring the output to the right. Let's connect this to the mix shader. And then connecting the mix shader to the surface. I will be bringing a principled BSDF. Then I will be bringing a image texture. If you have node Angular add on enabled, you can press control to bring up the mapping nodes. Click on the textured. First on this image, I'm going to be loading my artwork. I have two artworks here, One is Black, and the other one is white, inverted, and you will see why in a second. My sticker does not appear on the bottle because we need first a factor, something to help us or help blender decide how to mix these two. But for demonstration, only I will bring it to one. That means actually we don't want it brought to one. We want it in the middle. Somewhere in the middle, I will open a new window here. I'll hide the end panel. I'll change this window to UV editor. I'll go to bottle. Let's solid viewport. Let's press forward on the keyboard. Let's go to the top view. Let's go to edit mode, make sure that you show overlays. Let's go to edit mode. I'm going to go to the face select mode, and I'm going to drag and select all these faces. And then I will press on the keyboard and select unwrap. We need to unwrap because in order for the sticker to appear correctly on the bottle and make it easier for us to work with it, unwrapping is necessary. I'm going to go to the material preview here. Z on your keyboard for the Pi and attempting to position the sticker correctly. One thing you might want to change is change the image texture from repeat to clip. That will stop it from repeating itself. Now however, on the viewport and click control that will select everything else. Now go to the UV editor A to select all and move it outside of the UV space. With that done, we don't need the UV editor for now. Let's exit the edit mode with tab on your keyboard. Let's press forward to remove the isolation mode. Let's hide the show overlays and go back to the rendered Viewport mode. We have the sticker now we need a way to mask the sticker and have these blend together anywhere where there is no text, no graphic. We will have the main glass shader displayed for that. Let's drag from the factor and creating an image texture. Let's load our mask, the white sticker mask, PNG. Since we have a mapping node here, I'm going to connect the vector to vector. We see no difference because we need to in the mask shift a invert color and connect it in the middle. It looks messed up because we need to change the repeat mode to clip mode on the mask image texture. Now we can make adjustments to the positioning of the sticker on the bottle. We'll bring up the UV editor again, selecting the bottle enabling show overlays. Go to edit mode, Press control. Now we can disable the show overlays. Let's scale the UV island. Let's bring it up. You can also constrain the movement in the UV editor using the Z, Y, and X, Xs. That looks great. Exit the edit mode with tab and we are done. Before we proceed, I would like to make some adjustments to the lighting in the scene because as you can see, we are missing this glow or reflection effect on the bottle. We needed the material to be set up in order to further improve our lighting. I will go to the front view and look for the lamp. Bring it down, it's a little bit too high. Let's go to the To view. I would like to change the positioning of the tracking empty to about there. Work on the positioning of the light to make it easier to see what we are doing. I'm going to quickly create the content material complete right now. However, it will make it easier for us to decide how we want the reflections to look like and for the cover as well. Let's name it. Let's give it a darker color. Now, it will be easier for us to position the light. I'll keep moving it. I might have to bring it even lower. We are starting to see the reflections we were seeking. I would like to change the color of the floor. So I'm going to create yet another material and call it for the color of the floor will be this particular hex color 70cc Express center. And that's our floor. It is quite tricky to have it exactly the same as the render. I recommend that you spend enough time with it. You can also move the light reflectors. I have settled for this result here. This is where I have the lamp roughly positioned from the top view. There's my tracking empty. If you want it to be a little bit blown out, you can always play with the Gamma and the exposure of your scene. For now, I will leave them as they were before. Also, I want to make a little bit of adjustments to the sticker and how it appears on the bottle because I believe that it is looking a little bit different then render maybe making it bigger is all it takes to be satisfied. I'll leave it there if I need to. I'll make more adjustments to it. Once we have the reflections that we were looking for, I'm going to press control and isolate a bottle Here I want to show you something that masking and creating a principled BSDF, because we could always stick the image texture directly to the mix shader, but we opted for principle BSDF instead. That's because we can make the text glossy and have its own material as you can observe in this render image. Let's make sure that it is actually working. Yes, it is, I'll change it to roughly 180. If we want more reflections on the text or sticker, we can go back and adjust the light, can see that it is starting to look glossy. If we go back to the bottle and manipulate the roughness, you'll see that the sheen has disappeared. Can you see here? That's, that's a really nice effect. We'll have it on 0.1 86. Let's make sure that we didn't mess anything up because we moved the light. Let's make sure that the lighting is good. It actually is good. If you remember, we have disabled the subdivision modifier on the bottle, on the content. Make sure that you do not forget to sink these two because if you disable the render toggle, it will not be rendered. Since we enabled those, the viewport is I'm going to disable the viewport, and that's the shader set up for the glass material. Then I would like to work on the content material. We have already created a provisionary material for it. However, I want a specialized material so that we get a variety of shades and colors. I will pull from base color and search for color ramp. I'm going to change it from linear to constant. From here I will create probably two additional sliders. The first slider is going to have this hex color 777. The second slider will be completely white with this hex color here. The third one is going to have this hex color Cc30. The last slider is going to have this hex color D four. Now, how exactly do we tell blender to pick a random color? We can easily do that by sliding from the factor and looking for object object info. And we have multiple options to choose from. I'm going to select the random. As you can see in the viewport, we already have a similar effect to what we achieved in the render on the left side of my screen. I'm also going to change the roughness of the content to something like 0.0 91 if you want a different result. As far as the random color selection is concerned, you can play with the sliders, or you could add a noise texture or a Voronoi texture. In my experience, a Voronoi texture works better. I'm going to search for a Voronoi texture and place it in the middle. I'm going to play with the scale or input a good value. This is the random color selection I am going to keep with the glass and the content materials being done, all that they have left is the cover material. All I'm going to do for it is changing the roughness to this value and the hex color to this number. All that's left for us to do is to get into rendering, and we will discover some of the settings that we can change depending on how we want to render and for how long. But before we render, let's do a quick comparison of the result that we have obtained and the result of the render on the left side of my screen. On first inspection, I can see that we have a little bit of lack of shadows, like this bottle here. We almost have nonexistent shadows. We can easily fix that by tweaking the positioning of the area lamp. If we go to the viewport, we can select the area lamp and tweak the positioning of that. If you find that the render is less blown out or less bright than the render on the left side, we can always tweak the exposure. Also, once we render with a lot of samples, it will actually look a lot closer to the render and a little bit brighter as well, perhaps a little bit to the right. I can demonstrate the change of exposure by playing with the settings. Now as you can see, the scene is starting to look bright, as bright as the render on the left side of my screen, I need to look at even better once we render with a high sample count. 9. Rendering: Now it's time to make a render. But before we press 12 or click Render Image, we want to double check some settings. Namely the resolution. If you want to render exactly the resolution numbers you typed here, then you can leave the resolution scale to 100% However, if you want to double it, for example, you can type 200% The other settings include the sample count. The more samples, the longer it's going to take to render the image. However, it's a simple scene, so I'm going to leave it as default. Also, you want to make sure that you have the denoiser on and that you have chosen the best possible noise options available. The other thing that you want to check is the modifiers. We have multiple toggles and you want to sync the Viewpoart and the render or simply double check what you want to render. If you have subdivision modifier and you want to render that, make sure that it is turned on. Also, you can change the subdivision level for the render separate from the viewport. The other thing that you want to absolutely make sure of is that whatever is turned on or off in the viewport, it is also turned on or off in the render settings. If you don't see that icon, you can toggle it here. Now you can toggle things on and off for rendering. Once you're ready, simply render the image, let's wait for it to finish. The rendering is done and this is the result. I would say we have successfully replicated the render that you see on the left side of my screen that I accomplished a few months back. We have reached the end of this course. I would like to thank you for watching this far. I would like to request that if you feel that this course helped you learn something, then please leave a positive review as it helps me get my courses in front of more learners and also it motivates me to make more courses. Thank you. 10. Make It Pop: This is being recorded after the fact, and it's going to be about making this particular render pop the way it does on the left side of my screen. This is mostly exclusive to Blender 4.0 If you are on Blender 3.0 or 3.5 you don't probably need this. The reason that is, is because Blender 4.0 brings a lot of changes, namely, or principally, as far as this course is concerned. The new principled BSDF shader cycles rendering engine was rewritten from scratch, and the principled BSDF has gone through a lot of changes. That is, what's making this render on the right side of my screen not pop with the same settings as it does on the left side of my screen. The first thing I'm going to do is select the bottle so that we can work on its shader. We can do that by clicking on the bottle, on the Outliner. If you don't have the product collection enabled, it appears grade out. You can enable it using this icon here. Let's click the bottle. I would like to expand this window. I'm going to drag the divider. The first thing we can observe on the right side of my screen is that bottles are a lot clearer than they appear on the left side of my screen. We are going to fix that by adding a volume absorption node. We can do that by finding the material output and clicking shift A. And I will search for volume, we can find the volume absorption here. I'm going to click on it, and I'm going to connect it to the volume input of the material output node. Now on Blender 3.5 0.1 I have this set to two. But as you can see, two is not enough for Blender 4.0 That's because the cycles rendering engine was rewritten from scratch to be more akin to real life. It looks more realistic. However, it broke the settings that I had for Blender 3.5 0.1 I'm going to fix that by pumping the volume absorption all the way to 32. If you're on Blender 4.0 that's what you are going to do. If you are on blender three or perhaps lower, keep it at two. But now that we have the volume absorption added and bumped all the way to 32, the glass material looks a little bit too glassy than it did before. Or on the left side of my screen, you can see the reflections here are a bit too overwhelming. We can easily fix that by increasing the roughness on the principled BSDF, the one that controls the bottle material. Not the sticker that we added up here, but the bottle. I'm going to increase the roughness all the way to 500 and that will take care of the overwhelming roughness that was added by the volume absorption. This node does not add roughness per se, but we perceived more or less roughness on the bottle after we added the volume absorption node. The next thing I would like to address is the missing bright reflections that we can observe underneath the bottle. If you pay attention to my cursor here, we have some bright reflections that we seem to be missing on Blender 4.0 Upon experimentation, I have found that the sheen option in the new principle BSDF, is responsible for that effect. In Blender 3.5 0.1 I didn't have to turn on the sheen in order to achieve this effect, it simply appeared. But in Blender 4.0 I'm going to turn the weight of the sheen all the way to one to turn it on. The result, by default, is overwhelming, so I'm going to reduce the roughness to 0.1 82. That will give us the shiny bright reflections underneath the bottle. Perhaps I could demonstrate with another bottle, maybe this one. If you pay attention on the left side of my screen, the arc is not completely present in the render, unlike the result we have on the right side of my screen. This can be quite overwhelming when you are looking at the picture zoomed out because your eye will keep getting pulled by this shiny part here. We don't want that. What we can do is adjust the topology or the model of the bottle so that the result is akin to what we have on the left side of my screen. We can do that by bringing up a Tre D viewport window. In my case, I had it open. I'm going to select the bottle and I'm going to select or press on my keyboard forward to isolate the bottle. I'm going to go to edit mode and find the bottom of the bottle. I'm going to go to the vertex select mode, select the middle vertex. Then with control plus I can select the next edge loop until I select the outermost circle. And then I press control minus To go back one step, now we need to pull this part to the top. Toward the top, I'm going to press on my keyboard and press Y to constrain the movement to the y axis. And I'm going to move a little. You can press Shift as you move to make fine adjustments. As you can see, we have the bright reflections appearing and they are not overwhelmingly present. We can perhaps move it a little bit more. We can also increase the roughness. Ideally, you don't want the roughness to interfere with the rest of the bottle. You can increase it as much as you want until you see it interfering with the rest of the bottle. I'll leave it there. Okay. I'll leave the added mode using Tab again. And then let's zoom out using the home key on your keyboard while hovering on the rendered viewport. And that will give us the ability to center the camera frame on the viewport. And I'm going to remove the cropping by pressing control B, selecting outside the camera frame, that will select the camera frame for us. Let's press home again and inspect the results so far. Now there is one more thing to go. And if we zoom out of the rendered image on the left side of my screen using home, while hovering on it, we can inspect it from a far. The first thing that catches my eye is that the bottles seem to have some rim light like effect on every bottle. Basically, if you pay attention on this bottle, for example, you can see that we have some bright reflections here. This, this part as well. However, in Blender 4.0 we are missing most of those reflections. Even when they are present, they are not as prominent, they don't pop as much. I have experimented a lot with the Blender 4.0 and the principal BSDF. And all the shader set up that I have here. And the only thing that gets it is by instead of having the math node to the math node that is connected to the light pad, if we bring it down to 1.9 we get most of those, if not all, reflections back. However, this is a very powerful effect. I wouldn't use it lightly with that a factor on, you can perhaps experiment with absorption or less, for that matter, can also play with the roughness here. Let's, let's zoom in on this part here and see what we got going on. I would say we have it pretty close to what we have on the left side of my screen, but we can only make sure of that if we actually render the image. And that's what we are going to do again. Let's leave the rendered Viewport mode and render the image again and wait for it to finish rendering, and then inspect our result. Once the render is finished, we can clearly see the impact of the changes that we have made, namely the rim light like effect, but also the sheen and the darkening towards the bottom of the bottles. The current render with the current settings in Blender 4.0 surely pops a lot more than it used to do in the previous lecture. Please do not hesitate to share your own result as a project and earn your certificate for having completed this class. While you're at it, please do not hesitate to leave a positive feedback. It surely will help me and motivate me to create even more classes for you. Thank you for watching this class and see you soon, bye.