Blender 4. 0: Fundamentals of Outdoor Cosmetic Product Lighting & Rendering | Alaa Eddine ZAIR | Skillshare
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Blender 4. 0: Fundamentals of Outdoor Cosmetic Product Lighting & Rendering

teacher avatar Alaa Eddine ZAIR, CG Artist

Watch this class and thousands more

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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

      1:57

    • 2.

      Intro

      7:39

    • 3.

      01 Modeling

      15:56

    • 4.

      02 Camera And Instancing

      12:50

    • 5.

      03 Lighting Part 01

      13:30

    • 6.

      04 Lighting Part 02

      8:44

    • 7.

      05 Lighting Part 03

      9:10

    • 8.

      06 Texturing

      36:00

    • 9.

      07 Rendering And Compositing

      14:29

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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 been experimenting with cosmetic product lighting in Blender 3D, and I am here to share the fruits of my endeavor with you. In roughly two hours 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:

  • Creating realistic cosmetic product renders
  • Dappled lighting
  • Material editor
  • UV Unwrapping

What you'll learn:

  • Modeling a cosmetic product
  • Creating backgrounds and scenes
  • HDRi lighting and dappled lighting
  • How to achieve realistic shadows and block light from escaping your scene
  • How to use modifiers
  • Creating realistic plastic material
  • UV Unwrapping and texturing
  • Adding a sticker on top of your material
  • Mixing different materials
  • How to mask objects for compositing and color correction
  • 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: Creating next level renders requires good lighting, good texturing, and good setup. And this is what I'm sharing with you in this course. I'll show you exactly how I managed to replicate real life lighting with very simple techniques that took me years to accumulate. First, we will model the product and the scene. You will learn how to create objects, move them, scale them, and a lot more, including how to create instances. Then we will set up the camera for our shot. Not only will you learn about HDRI lighting, but we will be creating our own light. Then we will discover how to block light from escaping the scene, and also how to cast shadows on our product. Then we will wrap and texture our product. We will also learn how to mix shaders together and use multiple materials on the same object. And finally, we render our result and move on to composite. I don't miss out on this course, which is years of accumulated blender knowledge. 2. Intro: Hello, everyone. Welcome to this new cosmetic product course on Blender Treaty. This course is going to be quite beginner friendly. But even the experts among you are going to find it useful in terms of new creative lighting techniques. As you can see on the left side of my screen, this is the result that I have achieved previously on a previous project, which this course is going to be about, and we are going to tackle how to replicate this result from start to finish, basically. This time around, we are going to be using two light sources. The first one is going to be a NHDRI. It's going to be giving the general feel of the scene. But the light that's going to make everything pop for real is going to be the point light. I can demonstrate here. I can turn off the point light. And as you can see, the lighting is quite dull. All I did was put an HDRI. Of course, I selected the HDRI carefully. But besides that, I didn't even do anything to it, because that's not the main light that I wanted. The main light that I wanted is the point light, and it's the one that's giving the overall feel to the product. Additionally, you can see that we have some shadows casting on the product, and they are produced by the point light. So if I turn it off, they will disappear. If I turn it back on, you can see the shadows being projected on the product and the scene around it. And that effect is called D pulled lighting, and we are going to learn how to very simply produce it using a very simple technique, and that dappled lighting is going to take your rendering to the next level. The other thing that you can perhaps notice is that we have some glare happening around the edges of the product that we are missing in the preview render. And that's because both the glare and the color correction are going to take place in the composite of Blender TreD. You can think of it as photoshop. So taking a photo and editing it in photoshop is similar to taking a render from Blender TreD and editing it in the composite of the same software. You will not have to worry about the sticker, as I will provide that for you. All you have to do is download it and integrate it into your note setup. So if we were to take a look at the scene without the rendering turned on. This is what the scene looks like, and we are going to be recreating it piece by piece. In the following lectures, if we turn on the preview render here, we can sort of see how everything plays or fits together. And we are only concerned about this part here. You don't have to worry about the difference in contrast and saturation as that will also be covered in the compositing lecture of this course. And that's why it's very important to learn about the compositor if you have never touched it before. Additionally, we will be learning how to edit or composite the different objects separately. So let's say you want to make the product have its own exposure, brightness, saturation. Maybe you want to make it more saturated, but you don't want to affect the background and the base on which the product is standing. You can do that, and it can quickly demonstrate how I'm doing that. So let's enable the backdrop and fit the render in the window. So as you can see here, we have the rendered image, and we can mask the product from the rest of the render. And then we can do whatever we want with this mask here. So that we can composite it separate from the rest of the render. And that's how we have the product sort of like saturated, but the background is not. And we will explore this in depth when the time arrives. Also, another thing, you will be able to see the shortcuts that I am using throughout this course on the bottom right corner of my screen. So if I grab this product here and I move it with G, you see the shortcuts. Also, if I scale it, if I try to create a new object, you'll see shift A. So if you get confused, don't forget to check the bottom right corner. If you have any questions, please do not hesitate to ask. It depends on where you are watching this course. If you are on Skillshare, for example, you can join the discussion and leave a question, and I will get back to you as soon as possible. If you have purchased the course elsewhere, then please do not hesitate to message me or send me an e mail. Also, I would really appreciate it if you could leave a review by the end of this course. It helps me a lot as a skill share teacher, and it motivates me to make more courses for you. Thank you. Also, if you want to see more courses for me in the future, do not forget to follow me. It's worth mentioning that I will be replicating this render to the last detail. So, for example, I know what size the product is. So please feel free to copy the values that you see on the end panel, such as the location, rotation, scale, dimensions. Um, Also, I have seen some students do their own thing and achieve their own results. If that's something that you are into, then by all means, you can do that. Both ways are encouraged following everything I do or doing your own thing. It's your choice, really. 3. 01 Modeling: So the first thing we are going to do is import an image of the previous render to follow along and easily show you what I'm going to do next or what I'm working on or what I'm trying to achieve next. So I'm going to go to the top left corner here and I'm going to click and drag and open a new window, and I'm going to change this window to image editor, and I'm going to open an image here. You can see the file explorer, And I'm going to browse to the image that I'm going to be using. Actually, I might use another one, the one that's resized. There we go. Then we are going to create a cylinder by pressing Shift A on the keyboard. Let's go to Mesh and then select cylinder. We are replicating the result on the left to the last detail, so we're going to have to input some values. And in order to do that, we need the panel to be open. So if you have it closed, just press N on your keyboard and it will open right up. Then I'm going to go to item, and I'm going to type -0.368. And then I'm going to go to edit mode by pressing tab on your keyboard. And let's change from vertex select mode to face select mode. Let's select the top face, and I'm going to move it down. I can do that by pressing G on the keyboard and constraining the movement to the z axis by pressing Z, and then move it down. To about there. I want the product to be the same size as I have made it before. So I'm going to correct this number a little bit or three. That's enough. Then I'm going to go into edit mode again. Let's select any phase here. We could have left the top phase selected. But for simplicity, and in case you selected another phase or d selected everything, simply select a phase and then press control L on your keyboard to select all linked. You have many options here. I'm going to leave it to C and then I'm going to shift D to duplicate this and then I'm going to move it higher. To about there, I'm going to correct this number here. And then let's select the top face and move it down. And I'm going to correct this number here. So now the product that we have so far is exactly the same as this product, both in sizes and dimensions, but also the location in the treaty world. The next thing I would like to do is add a bevel to the product so that we have smooer edges. So let's select the product. Let's go to the modifier tab and let's click this button here. Let's search for bevel let's click on it. I recommend some settings here. So for the width type, actually for the amount, let's input 0.0 17. And for the segments, I'm going to input three. The other thing that you can do is opening the search window by pressing F two on your keyboard, I believe. That's the default shortcut. But for me, I got it on space, and I can look for Shade Smooth. Or, you can go to object and choose Shade Smooth. You could also shade smooth shade auto smooth. I'm going to leave it at Shade Smooth for now. Also, while we are added, I would like to subdivide the product. So let's click on the product, and let's go to add modifier, and let's search for sub division surface modifier, and let's click on it or we can do it the other way, the much faster way, and let's click control two. And that will add a subdivision modifier with the level of subdivision of two. If you press Control three, You will get the same modifier, but now we have the level of subdivision of three. I would like to keep it at two for the viewport and for the render. I would like to bump it up to three. Then I would like to add a cube to act as a base on which the product will stand. So if you pay attention on the left side of my screen, we have a base here, and the product is standing on top of it. So let's hover on the viewport and click Shift A. Let's go to Mesh and click on Cube. Now, I would like to scale the cube to be larger. However, scaling it with S gives us a symmetrical cube where every phase is exactly the same size as every other phase. And in this case, we don't want that. We want the cube to be thinner in the z axis. And Blender gives you the option to scale an object in every axis, except for the axis of your choice by using an additional shortcut. And that's what we are going to do. So I will cancel the scale operation and then press S again and then top it up with another shortcut. So I'll press Shift combined with Z because that's the axis that I want to eliminate. And let's scale the object or the cube higher. Now, I know exactly what size I want the cube to be in. So I will input the number manually. So I will click on the x axis and drag down to the y axis, and that will allow me to edit both axes at the same time. So I will type 18 point actually, my numb pad was off. So 18.407. And as you can see, the cube is now tenner in the z axis. If you observe here, the z axis did not change in terms of scale. Now, I would like to move the base below the product because it is overlapping with it. So let's press G while clicking on the base, G, and then press Z to move it along the z access, and let's bring it down. Now, I know exactly how much I want to bring it down. So I will add the location of the z access and I will type a number there 374. And now the base is exactly below the product. Then I will move it back, but where is back here. An easy way to find out is by going to the front view. So on your numb pad, you want to turn off the light with the numb lock key, and then let's press or one. And I will bring us to the front view. And here I will drag the camera or the view with the middle mouse button. And now I know which direction is back. So I will press G and I will try the y axis. And that will allow us to move the base towards the back. Now, I know exactly how far I want to push it. So I will addit the number here to 18.1. Let's turn on the num pagan 195. And it is exactly as far back as the base on the render image. Finally, as far as the base is concerned, we will need to extend this phase downward. So let's go to edit mode with tab and let's make sure that we are on the phase select mode. Let's click on this phase and press G, then to move it along the z axis, and I would move it down. Now, I know which number I want here again, 378. Now, for most of these things, you don't need to match the numbers exactly. However, I want to reproduce the exact same result to the point where it is indistinguishable from the render image, hopefully. Okay. We can exit the edit mode by pressing tab again. And there we go. So once the base is finished, we can start working on the background, and the background is going to be a simple plane. However, we are going to modify it a little bit to sort of like help it guide the light around. So let's however on the viewport, and let's click Shift A, go to Mish, and let's select plane. And let's rotate the plane along the x axis. So r x, and then let's type 90. Then let's scale the plane up. So with S, and let's drag with the mouse. Now, I know exactly what the scale is going to be again. So I'm going to click and drag and I'm going to input 42.77 three. Then I'm going to move the background up. So G and then z and then let's move it up. And I'm going to tie here 36.2 33. And then I'm going to move or actually, I'm going to scale it along the x axis or actually the z axis. So and then and then I'm going to scale it a little bit Then I'm going to move it along the B y axis. To about there, maybe. Yeah. You can pay attention to the numbers that are changing and trying to match them. And then I'm going to go into edit mode. Make sure that the background is facing the front view. So I'm going to go into edit mode, and I'm going to grab this edge, make sure that you are on the edge select mode, and then extrude with on your keyboard. And then type or press y to constrain the extrusion or operation along the y axis. And I'm going to move it forward. I'm going to input a number here. There we go. And then I'm going to grab this edge here and I'm going to Bavel it. So the Bavel shortcuts is Control B. And once you beavel you can scroll up with your mouse to add more segments. And I recommend adding as many segments as necessary. That should be enough. And then we can select the background, and if you wish, you can shade it smooth. By the way, if you want to move or stray left and right on the viewpoard, you're going to hold shift and then the middle mouse button and then dragging. That's it for the background. I believe the modeling part is finished. There is another object, but it's not it doesn't belong to the modeling lecture, it belongs to the lighting lecture. So I will leave it for that. 4. 02 Camera And Instancing: Now, is a good time to set up the camera because I want to do everything that we are going to do next from the viewpoint of the camera or at least check how things are looking by checking the camera. Also, we are going to be creating a duplicate of the product. It will not be a real duplicate per se. It will be an instance. So any edits that we do to the original object such as texturing, will also apply to the instance automatically. So we will not have to do the same job twice. Okay. All right, so how exactly do you create a camera in blender. While hovering on the viewport, Shift A as you would, if you were to create an object. But instead, we will select the camera here. And now the camera is created. Now, how exactly do you position the camera or assume the viewpoint of the camera? You can assume the viewpoint of the camera by pressing zero on your numppad with the num lock key turned off. So let's press zero. Or insert. And that will take us to the camera view. If you want to exit the camera view, I believe you can press insert again, or you can drag with your middle mouse buttern. So there is an easy way to move the camera and position it pretty quickly. And that way is by deciding what you want the camera viewpoint to be will look like. So let's say I want the camera viewpoint. To be this, and we can use the shortcut Control Zero, I believe you need to turn off the numb lock again. I'll try with the num lock turned on. Okay, you don't have to turn it off. So on or off, it doesn't matter. So control zero on your numb pad, and that will automatically move the camera. To assume the viewpoint of the viewpoint camera. Now, I exactly know what values I need to input on the end panel for the camera to be exactly the same as in the render photo on the left side on my screen. And I'm going to input them right now. Once the values have been input, I need to change this to zero. Once the values are written on the designated text boxes. We can press zero on the num pad with the num lock key turned off or press insert. And that will take us to the camera view. Now, there is one thing that is missing, which is the render frame resolution or the format. So let's go to the output, and let's go to the format, and we will need to change the resolution here. So the resolution is going to be 759 38. And if you want to render a let's say four k image, you can bump up the resolution scale. So now it's 100%. You can, for example, type 400%, and the render image will be four times the resolution that you have written here. I'm going to leave it at 100% for now. I have no lights in the scene here, so I don't have an HDRI nor a lamp. So if I go to the rendered viewport view, it's not going to show anything because there's no light source. But that will be worked on in a little bit. For now, I would like to create the duplicate instance of the product so that we can get that out of the way. So let's select the product. And instead of using the typical duplication shortcut, which is Shift D, we are going to incur a special kind of duplication, which is the instance kind. So how to do that, you can press the old D shortcut. And that will create a duplicate for you that is Basically, a copy of the main object, and anything you do to the main object. It's going to appear on the instance. From here, we can move it up with G, and let's use z axis. Let's rotate the product along any axis that you want. Well, not any, I will use the x axis and type 90 degrees. To focus on the object that is selected, you can press the delete on the numb pad. Actually not delete, but the number block needs to be on, so it's not delete. It's point. I can try to manually show you how to rotate this object here so you can rotate with r. I'm constraining the rotation to the z axis. If I need to move the product along any axis except for the z axis, I can press shift, and that will allow me to move the product anywhere I want but the z axis. If I go to the camera view by pressing insert on the numb pad. I can see what the product looks like. Let's press G shift. Shift Z, and let's see how that looks like. Now, I know exactly what values I need to input here, and I'm going to input them. Actually, I always forget to turn on the num pad on again, Now, the product is facing the exact same direction as the product on the rendered image. You can try to copy these numbers here. I forgot to click the product, but these are the values that you need to have if you want to obtain the exact same result. Also, since our project is starting to fill up, it's a good time to do some organization. So I'm going to start by the product. I could, for example, click on the first part, and then whole shift and click on the second instance, and then press M on the keyboard. And a menu is going to pop up, and I'm going to choose new collection. And I will call this product. And that will create a new collection and move the selected objects to it. I'm going to rename this object here to product one and the second one. I'm going to name it to product two for the base and the background. I'm going to move them to a collection called setup. Now, this is the base here, and I'm going to click on it and press F two, I believe. This will allow me to rename it. So the default shortcut for the search menu is not F two. I believe maybe it could be F three. You could look that up pretty quickly if you want to use the search menu. So I'm going to call this base. And the background, I'm going to rename it to B G. I'm going to move the camera to another collection. So I'm clicking on the camera and I'm going to press new collection. Another tip, as far as the organization is concerned is collapsing the open collections. So if you want to collapse these expanded collections, you can simply press minus on your numpad, and that will collapse them for you. And with that, I believe theme and the instancing lecture is over, and we can move on to something else. 5. 03 Lighting Part 01: All right, welcome to the lighting lecture. The first thing we are going to do in this lecture is get our hands on an HDRI that we can use to obtain the general lighting or feel for the scene. So open your browser. And in the search bar, you're going to copypaste the term that appears in the assets folder in the text document, or you can simply open the link that I will be putting there. If you want to search for it manually, you can copypaste, press enter, and then open Pohan. This is the HDRI that we are going to be using. And I recommend that you use the four K resolution. You can go below, but for such a simple scene, I believe that your computer will have the memory necessary to render the scene with an HDRI at four resolution. I also recommend that you leave it at EXR and simply click the download button. Once you have the HDRI downloaded and ready for use, you can use the bottom window. If you don't have it open, you can simply drag from the middle right corner and pull up. Now, I already have a window open, so I will click on the corner again and click Join areas and choose below. You may have to change this from object to world depending on your default blender settings and then click. Now we can add our HDRI. However, to speed up your workflow, I recommend that you have node regular add on enabled, and to do that, you can go to the edit menu and then preferences, go to the add ons tab and type node regular. If you have it disabled, you can enable it and then save your settings and then exit. Once the node regular add on is enabled, you can simply click on the background node and use the shortcut Control T, and that will add the environment texture node for you and connect it to the mapping and texture coordinate nodes as well. And from here, you can click Open. You can go to wherever you downloaded your HDRI in, and I'm going to find my HDRI here, and I'll open it. You may have also noticed that the HDRI I'm using is not using EXR file extension. Hopefully, that's the same thing. It shouldn't look different, but I honestly prefer EXR since the last time I worked with HDRI files. I will leave all the settings as default. I will not touch any of the settings here, and I'm going to preview what the render looks like. Quite expected for everything we have done. However, there is more to do, and let's get to it. If you pay attention to the preview render, you'll notice that it is kind of blown out, meaning there are some very bright areas like the background, you can barely tell that there is a background there. It looks almost completely white. But also the side of the product, and that's because we have not corrected the color management settings. So the first thing I would like to change here is the view transform. I want to change it from standard to AGX. If you are using blender four point and forward, you'll have AGX. If you are on an older version, then you can change it to filmic, but A GX is far superior. I will change the look to very high contrast and the gamma to 0.6 38. And that will match the settings that I had on the render on the left side of my screen. Please do not forget that the difference between the preview render and the render on the left side of my screen will be corrected in the compositing lecture of this course. After all the lighting is done, the preview render will still look different from the render on the left side of my screen. And that's because it has not been composited yet. I'm going to rename the World Note setup to HDRI, and then I'm going to create a new collection. So I'm going to make sure that I am on the scene collection, and I'll hit the new collection button here, and I will name it lighting. Now, with the lighting collection created, I am ready to create a point light. So shift a while hovering on the viewport. Let's go to light and select point. Now, the light is inside the cube or rather the product. And that's because that's where the cursor is, and I need to move it out of there with the button g, and then I will constrain the movement to the z axis. Then I can move it back with the y axis, and then I will move it left with the x axis. For the position of the light, I know exactly what values I need to input here. So I'm going to input them real quick. So for the x axis, I'm going to input -17.0 46. I always forget to turn on the numpad again. So let's try again -17 0406. And for the y axis, I'm going to input actually -24.4. And for the x axis, I'm going to input 21.49 four. And now the point light is exactly where it is located on the render on the left side on my screen. But we are not done yet. We can go to the render preview mode and turn off the light. And then turn it back on. And as you can see, it has almost no effect on the lighting of the scene. And that's because with the default settings, the light is very weak. So we can go to the data tab here for the light, and we can bump up the power to something like 9788 and As you can see, the scene is quite illuminated, and that's because the point light is much more powerful now. We can go to the camera preview mode to sort of see what's happening now. And the light is having quite a strong effect right now. The other settings that we can change is the radius of the point light. If you pay attention on the left side of my screen, I have shadows casting on the product, the background, and the base. These shadows are by default, very harsh. You can see clearly the edges of the shadows. However, with the radius, I can incur some sort of blur to those harsh edges. And it will give this result here where the shadows being cast are not as harsh. And we will demonstrate that when we get to the shadow creation part. However, for now, I would like to bump up the value to 0.1 D pad light again. 0.187. And that's about it. As far as the light is concerned, there is one more thing we can do, which is configuring the light to have a color temperature. And how exactly do we do that? Well, we can change the bottom window from world to object and tick the box that says Use nodes. And now we see how the point light is made up. We have the emission node and the light output. So what we need to do here is press shift A and search for black body and connect it to the color input of the emission node. And that will give the light a different color temperature. The color temperature I want here is 4,000. And that will give it a sort of brownish color temperature to make the light look like sunlight, and that's what's the point. Expanding on the black body node, you must be wondering what it does. Well, in physics, a black body is an object that both absorbs and emits light like a sun. In blender the black body node converts a black body temperature to RGB values. I can show you examples here. So this is an example of different black body temperatures. So the sun is a black body, although it's not a perfect one because most of the light that it emits is not visible to us. However, it is still a black body, and to simulate different times of the day depending where the sun is, you can input different black body temperatures You can, for example, see that we use the value 4,000, which can appear in the morning or the afternoon. And if you look at our scene, it looks more akin to this image here. There is another image. So you have here a candle, a light bulb and different lighting conditions. A light bulb and a candle are also black bodies, and they have different black body temperatures. So if you want to model a scene and light it with a candle, this is the value that you want to use or somewhere around that. That's it for this lecture. We are going to continue the lighting process in the next one. 6. 04 Lighting Part 02: Continuing on the lighting process. The next thing I would like to work on is this shadow caster here that is blocking the light and creating this shadow streak behind the product. Before we create any objects on the scene, I would like to click on the appropriate collection and highlight it. Then hover on the viewport, Shift A, go to Mesh and then create a plane. I will rename this plane to light blocker. Remember that the rename shortcut is F two, or you can double click here. Once the object is renamed, I will zoom onto it with the button point on the numpad or dot. From here, I will go to the edit mode with tab, and then I will make sure that I am on the edge select mode. I will select this edge here. And then I will extrude it with and constrain the extrusion operation to the z axis with z. And then I will correct the amount of extrusion to about 1.5 076 Once the edge has been extruded, I will leave the edit mode with tab again, and then I will scale the object along the z axis. So S and then z and drag down. And I'll correct this number here, to 9.721. And then I will scale the same object along the x axis by pressing S and then x on the keyboard. And I will correct this number 236.379. Looking good so far. What's left is rotating this object, so it is diagonal to obtain this diagonal shadow streak. We can rotate by pressing r, and then we need to press y to rotate the object along the y axis, and I will type on my keyboard -27.663. If typing doesn't work for you because there is a trick that I have found to work. So if I were to press R and then y, and then I try to type minus It doesn't work. So we have to tie plus on the keyboard, not on the nap pad. So we have to type plus or equal, and then minus will work. So if typing doesn't work for you, you can simply rotate a little bit and then correct the value here. And I will do it now -27.663. The previous method is faster. But if it doesn't work, you can always do it here on the end panel. By the way, in case you missed it, you can see what you're typing by looking at the top left corner of your current viewport window. So if I try to rotate with r and then y again, and then type 20, you can see on the top left I typed 20. If I try to type 30, you can see that I typed 30. If I type minus, it doesn't work, so I have to type equal again or plus, and then minus will work. And that's how you see what you're typing on blender. From here, I will move the object to the place where it belongs to obtain the same shadow streak in the exact same location. So I'll move it with g and move it up along the z axis and then move it back along the y axis. And then I'll turn or activate the camera view by pressing insert and then turn on the rendered viewport mode. To obtain the exact same shadow. I'll have to manually edit the location values. So for the axis, I'll put 6.277. Remember to turn on the numpad light again. 6.277. For the y axis, I will put 5.1 677. And for the z axis, I will put 24.929. And now the shadow streak is exactly where it is in the render on the left side of my screen. So I have investigated and I have found that the lack of shadow here does exist in the previous result without the compositing and the rest of the lighting process. But there is one more thing that we have missed doing, which is scaling the objects along the y axis to about 2.720 and that will mitigate it for now. But to completely get rid of it, we will have to wait for the compositing phase of this course, but also the rest of the or the missing pieces, as far as the lighting is concerned. The next lighting component that I would like to work on is the light container. When you model and lit things in a blender, the light hitting the objects and the things around is escaping into the void. If I zoom out here. You can see that the light is hitting the objects, but all that light that's bouncing off is most likely going into the void without returning. And the light container is going to make sure that all the light that's going in from both the point lamp and the HDRI is going to stay inside. And that's how you will get a realistic lighting. This is a very good lighting technique, and everybody should learn about it. The light container can be a simple cube. So let's go to the solid mode, and let's shift a go to mesh, and let's create a cube. Now, let's hit F two here and name this light container. I would like to move this to lighting and the light blocker to lighting as well. Now, the cube needs to be a lot bigger than this. So we are going to scale it up with S. I'm going to put 28. It needs to be bigger on the x axis. So about 32. And now I'm going to go into edit mode and go into phase select mode. Let's select the top phase and move it up with G, and then z. I put 2.7, and exit edit mode with tab. 7. 05 Lighting Part 03: With the light container created, there are a few problems that we need to talk about, namely the HDRI light. So if we go into the camera view, Luckily, this time, the camera is inside the light blocker, so it's not blocking the camera from seeing the product. Let's go to the rendered viewport mode. Now, if I turn off the point light, the scene is going to be completely black. And that's because all the light that's coming from the HDRI is being blocked by the light container. Luckily, for us, Blender allows you to fix that. And we are going to do just that. So the first thing I would like to do to the cube is first, make it wireframe only. So let's go to the object tab. Let's go to the viewport display and change the display as to bound. You can change it to wire, can change it to solid, which is what we used to have or texture. I'm going to leave it at bound. Unfortunately, this doesn't fix light from the HDRI being blocked. It only facilitates the viewer for to see exactly what's happening in the viewport. So it doesn't affect the rendering. If we go to shading, Or, excuse me. If you go to visibility, we can turn off the options here for the cycles rendering engine. So first of all, I would like to disable it from the camera. And that's we'll hide it from the camera, but it's still blocking the light. So inside the light blocker, it's still pitch black. What we can additionally do is disable the shadows. And now the light blocker is not blocking any light, but it's containing any light going inside and keeping it bouncing around. So if we disable the light blocker or light container, we can see differences in lighting. Let's go to the camera view, and let's play around, see what's happening. You can see that we got rid of the abnormal shadows here. So, the scene now doesn't look like it is or it was shot in the dark side of the moon, but on planet Earth. So let me re enable the point light again. The sat is going to be looking quite blown out, but that's okay because the next component that will contribute to the lighting is going to tone the intensity down. Before we proceed, let's make sure that you have one add on enabled. So let's go to edit and then go to preferences and then add ons and type in the search bar image. This is the add on in question, and it is called import export import images as planes. Make sure that it is ticked to enable it and then save preferences and then exit. And what does this allow you to do is import any image of your choice as a plane instead of traditionally adding a plane and then texturing it with a image. Let's go to the solid mode, and I will shift a go to image. And if you have successfully enabled the add on, you'll see a new option here called images as planes. I'll click that, and that will open the file browser that will allow me to browse to the image that I want to import. This is the image that I would like to import, and it is a silhouette of a tree. So I'll click it and click the button that will import it. Now, the plane is created, and I need to scale it up first. So I will type a number here. I'll click and drag down and then type 49.464. I have to be really precise here because I want to replicate the exact same lighting conditions on the left side of my screen. For now, I will manually move the plane around to about the position where I want it to be. But later on, I will manually edit the position myself. Let's go to the camera view with Insert, and let's turn on the rendered viewport mode. The shadows are showing up. However, I'll need to edit the positioning precisely for them to match the left side of my screen. So -17 on the x axis 0.0 46. And on the y axis -7.5 365. And on the z axis, I'll put -5.4 877. But now we have a problem. The plane is standing in front of the camera and it's blocking the view. So what we can do is go to the object tab and disable camera. And now we get the shadow cast from the silhouette without it obstructing the view. With the outliner hovered by the mouse, I will click and move the plane that we just created to the lighting collection. But you would have to have it selected. I would also go to the object tab and scroll down and change the display as two bounds so that it doesn't interfere with the view in the solid mode. This is the location of the silhouette in the treaty space, if you have successfully and correctly input these values. This is how the node setup for the plane looks like. So the image has RGB, but it also has Alpha, which is transparency, and they are both plugged into the principal BSDF. That's it for this lecture. The next lecture is going to be about the texturing process of the product. So please stay tuned for that. But before I forget, I would like to demonstrate the effect that the light radius has on the shadows. So I will click on the point light and go to the data tab of the light, and I'll turn down the radius all the way to zero. And as you can see in the render, the shadows have distinct edges, and it doesn't look appealing to be honest. If I bump it up to let's say one. Now the shadows have completely disappeared. If we use the value 0.1, we get the blur effect back. So the more you increase it, the more blur you will incur on the shadows. And I would like to leave it at the value that it used to be on. 8. 06 Texturing: We are going to work on the texturing process, and it's going to include UV unwrapping the product, but also creating two different materials. Well, different in names, but the only difference is going to be the sticker texture. Because as you can see, we have a different texture for the cover than the one for the body. I would also like to warn you that the UV wrapping process is going to be a little bit complex. So please if something doesn't work, the way I show it, or if you get confused, please rewatch the lecture, or you can ask me directly. I would like to start with the U V unwrapping before I add materials, but keep in mind that the first UV unwrapping is going to be provisional. However, the real one will happen after we add the images, and you will see why in a second. So let's click on the main object and please remember that the second object is an instance. So anything that we do to the first one will automatically sync up with the second, which is an instance. So I'll start by going to edit mode and make sure that I am on the edge select mode. And what UV unwrapping will do is it will make sure that the product lies perfectly on a two plane. So if I open a window here, and go to UV editor. You can see that the cover is lying perfectly on a two D plane if I select all the object by pressing A and then selecting select all. By the way, if you see missing options here, it's because you don't have the Pi menu add on enabled. So you can enable it and you will get more options. So I'll select everything. And as you can see, the body is lying perfectly on a two plane, but also the cover the face or the cover, and maybe the bottom part as well. I believe some of these are overlapping. So we'll go to the face select mode. I'll move this one with G, and sure enough, some of them are overlapping. But I want to do it manually to make sure it is done right. So I'll start by selecting edges from the back of the product from both the cover and the main body, but also the edge rings. So Blender knows how to unwrap this product and where the seams happen. So I will select this edge ring here to separate these faces from the face below the product. So shift A or shift old ther and click an edge here, and it will select all the edge ring there. And I will make sure that I zoom in it to here and you can zoom in precisely by pressing control in the middle mouse button and then dragging back and forth. So I will shift old on this edge ring here. And on the one on top of it for the cover, and then I will select the edge ring on the topmost face. And I believe that they have got all the edges necessary selected. And from here, I'll press you and choose Mark Sam Then I can select all the object by pressing A, and let's select Toggle. Let's do that again. And it will select all the object. Let's press you. And this time, I'll select Unwrap. Now the product has been perfectly UV unwrapped. If you remember we had the edges or faces from the cover and the product, the same size, and they were out of proportions, they were around here. But now after we have manually UV unwrapped, They look proportional to the product. So the cover is thinner than the body, and all the other faces circle or faces are the same size. Remember that the first UV unwrapping, namely pressing and then choosing unwrap is provisional. We will have to do it again, for reasons we will discover later on. However, the sam creation is a process that is done, and we will not have to touch that again. The next thing that I want to do is add materials to the product. So let's exit the edit mode, and let's click new to add a new material. And we'll rename this to product as opposed to cover. Also to preview what we are doing as far as the material is concerned, I'm going to cover on the viewport and press Z, and then select material preview. Or you can click on this icon, which is called viewport shading. I'm also going to make the window a little bit bigger to have more space to work with. And I'm going to hide the end panel and face the front of the product. From here, we can start adding the nodes comprising the material that you see on the left side of my screen. So the first material or node that I'm going to add is a mix shader node. So Shift A. Be careful. There are multiple mixed nodes. You need the mix shader here. And you can drag it between them. From here, I'm going to duplicate the principled BSDF node by pressing Shift B. And why we need to do that is because we are combining two materials into one, one material for the sticker, and one material for the plastic. And that's why we need two principled B as the Fs. So I'm going to connect the top one to the top shader and the bottom one to the bottom shader input. Now, how does Blender know where to display the first shader or material and where to display the second one? So let's demonstrate here by changing the base color, I'll change one to yellow, and the other to red. Now, these two are mixed by a ratio of 50 50. If I bump the factor to 100%, the second one is going to be displayed, 100%. If I drop it to zero, the first one is going to go through. And that's why we need something connected to the factor to guide blender to know where each material belongs. And in our case, where the sticker material belongs and where the plastic material belongs, So let's first click and drag from the base color and then release your left mouse button, and a search menu will pop up and I will search for image, texture and I will click on color. And from here, we need to open the sticker texture. Now, the sticker comes in two varieties, one that is black and one that is white. One is the base color or the color texture, and the white one is going to be the mask. And you can see that in the names. So I have sticker and I have sticker mask. So I'm going to open the sticker PNG file. Now, keep the image texture selected and press control T. You need no regular add on for this to work, so make sure it is enabled. Now, I need your full attention because we are going to redo the UV unwrapping here, and it's really important that you understand this part. So the sticker is already displaying on the product. However, it is both facing the wrong direction, but also it is stretched out. The letters are not that long. So I'm going to go to edit mode with the product selected and I'm going to make sure that the sticker image is selected because when blender UV unwraps an object, it uses a perfect square. However, the sticker image is not a perfect square. And that's why you can see that the UV islands are squeezed. Like, for example, this is an oval shape. It's not a circle. So the only thing that we need to worry about right now is the site. However, I'm going to UV unwrap the whole product once more. So make sure that it is all selected. I'll go to Phase edit mode, I'll select a phase, and I will click Control L. And I'll go to normal and then make sure that the cover is also selected. One phase of it only Control L. You could do both at the same time. Control L, make sure that you are on normal, and I'm going to hit you and click Unwrap. Now, the aspect ratio is corrected, and the circles are perfect. But also the sides, they're not stretched out. What we can do here, we can select one phase from the side of the product and control L and make sure that you are this time on the seam so that we don't select the cover as well. So let's go to SM and that we select everything. But the side, make sure that the UVC selection is disabled to avoid confusion. And then hover on the UV editor. Let's click A to select everything, and let's press R and then type 90. We need to position this one. So I'm going to move it with G, and then press S to scale it up. Now, there is a problem appearing on the product. It's sort of like melting. And that's because we don't have enough edge loops to support the geometry of the product. So I'm going to hover on the product and click Control R, and that will allow you to create an edge, and I'm going to scroll up. How many times you need. And I'm going to make as many as I see fifth because it's a simple product, so it doesn't hurt to go overboard, and I'm going to left click. And here, I can move them up and down. But I don't want to do that, so I will press escape. And that will create the edge loops for me. Now, let's go back to the phase select mode. Let's select one phase, Control L. Let's make sure that we are on the seam. And from here, I'm going to rotate this one 80 degrees. So R one 80, and the sticker is now displaying perfectly on the product. Now, if you pay attention here, we got a problem. And that's because the sticker is appearing on the top of the body part of the product. And we don't want that. So let's go to edit mode again. Let's click on the product. Let's click tab. Make sure that you are on the face select mode, select any face. Control L. Go to SM. And from here, I'm going to press while hovering on the viewport, control, and that will invert the selection. So every thing that is not the sides now is selected. And I can go to the UV editor. I'm going to press A to select all and I'm going to move them outside of the image space. So G, and I'm going to press y or maybe x, and move them out. But that doesn't fix the problem because we have to do one more step, and that is changing the image texture from repeat to clip. And now, anything that is outside the image space is not going to be affected by the image texture. However, we still have the problem of the Mk shader node, not knowing where to display the sticker and where to display the plastic. If we bump up the factor, we can see that the sticker is not being displayed correctly because the sticker is completely black. But on the result we have so far, Only the outlines are working, and they're not black. And that's because we need to create a mask texture. So let's click on the sticker image texture, and let's click or press Shift B to duplicate it I'm going to reuse the mapping and texture coordinate nodes. So I'm going to drag from the vector and drop it on the image texture. But we need to change the image of the mask image texture, and we are going to reuse or use the sticker. But this time, we will select the mask variant and I will open it. If I connect the color output to the factor of the mix shader, It is sort of working. However, it is backward. The plastic shader or material is being displayed inside the sticker. We want it the other way. So let's hover on the shader editor. Let's click Shift A. Let's go to search, and let's type invert. And let's select the invert color. Let's drag it and drop it on the node connecting the output color to the factor. And now, Blender knows exactly where to display the sticker and where to display the plastic. So how exactly is the factor and the mask image texture are working. Well, whereever it is black, the sticker is being displayed, and wherever it is not black, the plastic material is going to be displayed. The invert color serves to switch white to black. You may ask why I didn't reuse the sticker image texture? Well, I tried it, but for some reason, it doesn't work? It has to be white and then inverted. Now, I would like to make sure that the sticker is pointing towards the right direction. So I will press insert on the numphad to go to the camera view. And from here, I'll go to the solid viewport shading mode, and click on the product, go to edit mode, I'll select a face here. Control L. Make sure that the Sam is selected. And now I can go to the rendered viewport mode. And I can move the UV island left or right. I will use the x button to constrain the movement to the x axis, and I will sort of use this portion as a guideline. I'll also scale it up a little bit bigger to make the sticker smaller. That looks perfect to me, so I'll leave it as it is. I'm going to exit the edit mode with tab, and then we can proceed to something else. We also need to make sure that the duplicate instance is pointing toward the right direction. So I will press R after having selected it, and I will type or press X. That's not the right axis, y, that's not the right axis, that's not the right axis either. So what's the right axis here? Well, there are two types of aces in Blender the local and the global one. Right now, after having pressed Z once, I am using the global axis. If I press R and then press Z twice, it's going to use the local z axis of the product. And now I can rotate it along the local one because we have already rotated the product. However, Blender remembers the local z axis of the product. Be it knows the original orientation of it, That looks good to me, so I'll leave it at that. Next, I would like to work on the plastic part of the material. So I will go to the second principle BS DF shader, and I will change the base color to this hex value. Make sure that you are on the tab and input this exact value to obtain the same yellow color. Then I'm going to change the IR to 1.6, which corresponds to plastic. Now, I will make sure that the product container has microscopic bumps because as you know, nothing in real life is perfectly flat. And I will do that with the principled BSDF using the normal input. So I will click on the normal input drag and drop, and I will type bump and I will select bump normal. And from the height input of the bump node, I will drag and drop, and I will type noise. And I will select noise texture with the factor input or output rather, and that will connect it to the height input of the bump node. But by default, the noise texture is a lot bigger than it should be. So for the scale, I'm going to change it to something like 800 and for the detail, I'm going to bump it up to 16. But now that the noise texture is a lot smaller, it's hard to see what's happening. So what I will do is zoom onto the product, and I will use the shortcut Control B and a rectangle. And that will crop the rendering area. I will also go to the rendering tab and change the viewport denise options to a better deniser and better settings overall. So for the deniser, I'm going to change it to open image de noise. And for the passes, I'm going to change it to albedo and normal, and for the pre filter, I'm going to change it to accurate. I'm also going to change the start sample count two 300. And as you can see, the surface of the product container is no longer perfectly flat. But it's a little bit too bumpy to be realistic. So I will tone down the strength and distance. I will click and drag or rather type, 0.1. And for the distance, I'll change it to 0.1 as well. And I will wait for it to finish rendering. Okay, it has finished rendering or rather de noising. So I will zoom even farther onto the product and use the shortcut Control B again, and I will draw a rectangle. It is a little bit hard to see, but the bumps are there, and they are not overwhelmingly present. Since the bump creation process is done, I would like to undo the cropping by pressing control alt and then B, and that will undo it. And then I will type or rather press home on the keyboard too. And if I like, I can zoom back in a little. I will also change the start sample back to one and leave the other options as they are. They will be a little bit slower, but they will look good. Now, let's work on the final part of the plastic material, namely the roughness. But first, I will move the noise texture and bump node. Down to make some space, and I will click and drag on the roughness input and drop and type overlay, and I will click on it. And this node is going to allow us to overlay input A on input B and output a result which will serve as a roughness map. The first input is going to be a value. So I will drag and drop and type value, and I will select value value. I would like to leave it at the default value, which is 0.5. And if you want to see how that looks, you can control shift and then click on the node, and that will connect it to the material output. You need node regular add on for this to work, so make sure that it is enabled. The second input is going to be a noise texture. So I will type noise, and I will select noise texture with the factor output connected. And I will drop it here. I'll move these further down, and I will move the new noise texture to the left, and that's because I don't want to use it as it is. I want a color ramp node in the middle. So Shift A, I'll search for color ramp, and I will click on it and drop it in the middle. Now, let's see how the noise texture looks like on its own. So control shift, click. And that's how it looks like. Now, let's check how it looks like with the color ramp selected. Control Shift click. And it looks the same. However, I don't want it to be at the default settings. I'll move the slider to the right, and that will introduce more contrast onto the noise texture. If you want to see how the noise texture looks like, combined with the value, control shift and click on the overlay, and that's how it looks like, combined with it. Now, before we put things back as they were before, I would like to change some settings, namely the scale of the noise texture to something like 40 and the detail to 16. And I will introduce a little bit more contrast here. And I will tone down the facture to 0.2, And then I can go back to the mix shader and control shift and click on it. And now the roughness part of the plastic material is complete. Then we can make sure that the cover of the product has a distinctive material because it has a different image texture. So let's o out on the material window and let's select all the nodes. And let's click on Control C and then select the product. Go to the material tab and let's click on the Add button and then click on, and let's rename it to cover. And let's delete the default nodes here, and then press control V while hovering on the material window to paste. The only difference is going to be the mask and the base color image texture. But first, we need to assign the cover material to the cover portion of the product. So let's go back to the solid viewport mode. And let's go to edit mode. Let's select a face on the cover. Let's press control L and make sure that you are on the normal the limit, and then select the cover material and hit assign. Now it is assigned to it, and now we can exit the edit mode and go back to the rendered viewport mode. The only things that are going to be different in this material are the image texture node for the mask and the image texture node for the base color. So I will remove both, and I'll make sure that the base color image texture is selected for the UV unwrapping process to correct the aspect ratio, and I'm going to open a new image. And this time, I'm going to choose cover sticker PNG. For the mask, I'm going to open cover sticker mask. And with the product selected, I'm going to go into edit mode again. We have already selected the cover portion of the container. And with the or with one of the image tixtures selected, we are going to hover on the viewport, and I'm going to press, and I'm going to select unwrap. Now the cover is unwrapped to fit the proportions or the size or the aspect ratio of the image texture for the sticker perfectly. As you can see here, the circles are perfect, and the sides of the cover are the right proportions. I will move the side UV island to the left. Make sure that you have clip selected so that the image texture does not repeat outside the image bounds. This face is for the bottom of the cover, so we don't need it. And this one is going to be responsible for what's being displayed on the top of the product container. So I'm going to select it and scale it with x or S rider, and I'm going to move it to the right, and I'm going to scale it farther and I'm going to move it a little bit to the right again. Make sure that you use the x axis as you move it to move it perfectly in the middle. I'm going to scale it a little bit farther and rotate it with our I'll scale it a little bit higher again. And that looks good to me. I'll leave it at that. Now we can move on to the last lecture, which is going to be about rendering and compositing. So don't miss that. 9. 07 Rendering And Compositing: Now we are ready to start working on the rendering and compositing process of this course. If you remember me saying, I spoke about compositing the product separately or separate from the background and the base. However, the blender compositor does not know where each object starts and ends on a two D image by default, that is. And that's why we need to do something else, first, to feed the composite that information so we can work with it. Feeding the composite that information is quite straightforward. All you have to do is click the objects on the scene one by one and define their unique indexes. So I'll start with the base. I'll click on it and then go to the object data tab, and under relations, I'll go to the pass index, and I will give it the index of one. I'll click on the main product, and I will give it the index of two. And on the instance, I'll give it the index of three. And for the background, I'll give it the index of four Now, if you go and render the scene as is, the indexing information would not be preserved. So the compositor will not have it. And that's why it is important to do something else, first. So let's go to the view layer tab and under passes, go to Da and then take the object index. And now, if you render the scene, the indexing information will be saved with the render result. So the compositor can work with it. But before I go ahead and render, I would make sure that I have the correct settings to do so. So let's go to the render tab and make sure that you have the sample count to a number that is high enough, but not too high. The default value is good for the scene, so I'll leave it as it is. Also, I'll make sure that the denise option is turned on and that it is set to the best settings possible for your setup. For my setup, these are the best settings. The other thing that you want to check is the resolution under the output tab. Right now, I have the resolution scale set to 100%, and that's what I want. However, if you want a larger image without having to reconfigure the resolution, you can bump it up to something like 200% or 400%. Once you're ready to render, you can go to the render menu at the top left and select render image. So once the rendering process is over, I'll go ahead and save the render result and work with that because I don't want to risk losing the render in case blender crashes or if I have to restart. So I'll go to image, and I'll select Save and I'll create a new folder, and I'll call it render I'll change the file format to open EXR multi layer, and I will leave the other options as they are. And I will rename the render image to render zero one, and I will hit save. Now I can close the render window, and I will go to the window menu and I will select new window, and I will change or make sure that this new window is set to the composite. And here, I will shift A and search for image. And it will open an image. And if you guess right, it's going to be the image that we just saved. So let's open that. So there are a few things to change here to expose the index object. So let's change the layer to view layer. And now, The image that we have just opened has the same outputs as the render layers node. Now, we don't need this render layers node, so I'll delete it, and it will connect combined to image, and it will press the backdrop button to display the render. It's not working because the view layer is not here. So control shift and click with the mouse button, and that will create the viewer node. And now the backdrop is going to work. From here, we will need to add some nodes. So I will start with the color balance node, and I will press Shift A, and I will search for color balance, and I will choose this one. And I will drag it and drop it on the node. Once it is white, I will click, and that will drop it. Do not forget that you will need to connect it to the viewer as well. The viewer is important if you want to preview what you're doing with the backdrop. The next node that I'm going to add will be the Gama node. So I will search for Gamma. And then I will add the exposure node. I will control shift and click on the exposure to connect it to the viewer as well. The next node is going to be the RGB curve or RGB curves. So I will shift A and I will search for curves. And I will add the RGB curves, and I will connect it to the composite as well. I. And I will control shift and click on it to connect it to the viewer as well. I don't want to forget about one node in particular, and that's going to be the glare node. So I will press Shift A and I will search for glare, and I'll drop it in the middle of the RGB curves and the exposure node. I'll change the type to fog glow and the quality to high and the threshold to 1.8 and the size to nine. But for the glare node to have an effect as it stands, we need to change some settings before it. So for the color balance, I will drop the lift down a little. And for the gamma, I'm going to increase it a little bit. I'm going to increase the gamma node to something like 1.2, and the exposure, I'm going to change it to 0.8. And now the gl node is having quite a strong effect. As far as the rgb curves is concerned, we can go to the blue tab and move the curve from the top right corner to about the middle. I will also tone down the factor of the algeb curves to something like that. But there is one thing. I don't want the RGB curves node to affect the whole image. And that was the whole point of creating pass indexes so that we can mask the effect of the Rgb curves using them. Making use of the pass indexes is quite straightforward. We have it exposed at the render image using the index or on the index object, and we can drag from this output and type ID mask. And I will select ID mask ID value. I need two of these because I will mask the background and the base together. If you want to see how the ID mask looks like, you can shift control and click on it and change the values here. If I change it to one, the base mask is going to appear, two, three, four, you get the idea. I will need another ID mask, so I will press Shift D to duplicate it, and I will connect the index object output to it. And I will change the value to one. We could have chosen to give the base and the background the same pass index, and that would have given us the opportunity to use one ID mask only. However, for flexibility of reasons, it is best to give different different passes. Now, I need a way to mix these both together. So what I will do is drag from the alpha output and type mix, and I will choose mix ad. And that will give us the mix node with the ad option selected. And I will select the bottom one to the bottom image and the top one to the top image, and I will control shift and click on it to preview what it is doing. It has created a perfect mask for the product and its instance. Then we are ready to make some magic happen by making use of the mask that we have just created. But before, I would like to isolate the RGB curved node. So I will detach it and move it down, and I will create a new nodes, so I will press Shift A and look for Alpha over and I'll select color mix Alpha over. I'll connect the glare to the first image and the algeb curves to the second image. I'll connect the exposure node to the image of the algeb curves. And then I'll connect the alpha over to both the composite and the viewer. The Alpha over is not quite working yet because we need something to feed it information using the facture input. And that will be the mix node that contains the mask. So I will connect the output to the factor. And now, the RGB curves is affecting nothing but the background and the base. And to demonstrate, I could go to the first step here, and I will turn down this curve all the way down. And as you can see, it has affected nothing but the background and the base. I'll move it back up. So now what the RGB curves is doing, it's increasing the level of blue on the background and the base, hence, making the scene look cooler. This is how the note set up looks like. So in case you have difficulty following up, I'll clean it up a little bit. And this is how it is set up. And that brings us to the end of this class. Please do not hesitate to ask any questions if you have any. Also, please do not hesitate to share your project with me, especially if you are on skill share, you can share your project with me and with everybody else, and I can personally rate it. Also, please do not hesitate to leave a positive review. It helps me a lot as a skill share teacher. And if you have any feedback, please let me know. Also, if you want to see more cases for me in the future, do not forget to hit the follow button. You will get notifications as soon as I post about them.