Transcripts
1. Introduction - Blender Lighting & Compositing for Beginners: Are you a budding artist or a hobbyist who's been
dabbling in blender? Find yourself lost amidst the mirad of lighting
and compositing options. You have the creative vision, but the technical
aspects of achieving realistic or stylized
lighting feel overwhelming. You might have stumbled upon
numerous tutorials online, or they either
scratch the surface are too complex to follow. Your projects deserve to
shine in the best light, but the lack of
structured guidance has left your renders looking
flat and lifeless. You may see other artists work where the lighting
makes the scene pop and the compositing
adds a professional finish. You wonder how they achieved such realism or stylized
beauty in their renders. Welcome to our boot camp
style crafted course, blend the lighting and
compositing for beginners. This course is designed to be a comprehensive guide taking you from the
foundational concepts of lighting to the
advanced techniques of compositing With engaging
step by step tutorials, you'll unravel the
mysteries of lighting, explore the wonders of HDRI, sky textures, and delve into
the heart of compositing, whether it's mastering
that tune style, achieving the Erie
aura in dark scenes, or unveiling the secrets of cycles Compositing this course is your gateway to unlocking
a new realm of creativity. The instructions are
clear, the process is fun, and the transformation
in your skills will be nothing
short of dramatic. This isn't just a
course but a go to reference for lighting
your future projects. Making rendering less
daunting and more exciting. And don't think we'll just be using cycles to
achieve all this. As you'll see, we'll be
using both render engines showing you their strengths
and weaknesses along the way. So stay till the end
of the introduction, and let me show you why
Every project you create from now on will have that
professional look and feel. First up, is lighting basic? Starting at the very beginning, we'll be going through the
very basics of lighting. This is the best place to start
if you're new to blender. As here we go through all
the different light sources, how they are used within scenes, as well as in depth
demonstrations. Next up is HDRI lighting. First chance to jump in and follow along with a
pre set up scene. He'll be tasked with bringing
your own lighting source, how to integrate them
into your scene, and what to watch out for
when finding your own HDRIs. Let me have sky Texture, this is where you'll be
learning that blender has some awesome tools built
right into the software, one of which is the sky texture. Learn how to light your scene in either a pixel style light
or realistic sunset, without the need to download
anything outside of blender. What about if you want to
render in a tune style? Well, we've got that covered
in the course as well. You'll learn how to take
any scene and create that classic comic book look and feel with just a few clicks. We couldn't have
a lighting course without covering dark
and horror scenes. This part is where we really
start to take it up notch. You'll be introduced
to how to use emission and volume metrics. And how to really create
night and dark scenes. If you're a fan of the
Resident Evil franchise and want to emulate that dark, yet amazing style, then this is perhaps the
section for you, you've opped onto Youtube
in the past few years. You're bound to cross
those amazing, isometric, stylized yet simple models that someone creates in an hour, yet still look mindblownly good. Well, this is mostly down to three point lighting and we'll be laying out the
full foundation of getting this spot on. Regardless of the model, you'll be able to render
out a beautiful scene. And now we really
start getting to the nitty gritty of the course
with basic compositing. This will be your
first introduction to the blender compositor. Quite simply, it is a game
changer and it actually took me years before even looking into this
part of blender. And my work suffered
because of it. No scene will ever
look as good as it can do without the
help of composite. The compositor also brings
a wealth of complexity and this is why this section will be just the lightest
touch for beginners. We couldn't have a
lighting and rendering course without covering
interiors and god rays. I mean, really these are a
staple of three D modeling. And I see so many rendered
scenes of bedrooms or living spaces that just look flat, sterile, and uninspiring. Well, that won't happen anymore, as this part will really change the way you approach
these scenes. What's more we cover
sunshafts and how to set your own interior rooms ablaze
with realistic lighting. The next part of the course
dives into studio lighting. A crucial aspect of
rendering in blender. Especially using the EV
render engine known for quick and impressive
results if you're looking to render products
or cars for clients, or just aiming for
a realistic look to showcase your assets. This section is
designed for you. We'll start with the basics and gradually move to more
advanced techniques. All the while keeping it
engaging and easy to follow. The EV engine is
a great tool for achieving good quality
renders quickly. And this section will guide you on how to make the
most out of it. This module aims to take
you beyond the basics, helping you to add a professional
touch to your renders. By the end of the
section, you'll have a better grasp of
studio lighting, equipping you with
the knowledge to enhance your rendering
projects in blender. Finally, moving on to
the last part of V, compositing this
part of the course is the pinnacle of
our journey with EV aiming to bring together
all what you've learned into a professional and
eye catching resort. That will be the gem in your portfolio resembling the
work of a skilled artist. He will take everything
we've gathered so far and merge it into
a complete hole. We'll explore lighting,
rendering, compositing, and more importantly,
laying down the foundation for some
truly excellent renders. This section is crafted
to provide you with the tools to excel in
the V render engine, demonstrating how to blend those various
elements seamlessly. The objective is to set the
stage for impressive renders and to finish you
with necessary skills to master the EV engine, making this section a vital junction in our
learning pathway. By the end of this module, the aim is to have a well
rounded understanding, enabling you to handle
different projects with that professional touch. The final part of
the course will be covering cycles compositing. This will set the stage
for future projects. Teaching you in the right hands how any project can
become a masterpiece. Covering, layering
like ambient occlusion as well as other
channels like diffuse. This part of the
course really lays the groundwork of just
what's possible in blender as we bring all of those note trees together
with sky Chet nodes, layers and compositing
to finish with a night and day difference between amateur to
professional renders. Looking back on my
early days of blender, which was over ten
years ago now, I wish this course
was available, It would have saved
me a lot of time speeding up my progress
in a significant way. This course is designed to
help you move from creating plan scenes to rendering
eye catching projects. It's a chance to light
up your blender journey, turning your creative
dreams into reality. By enrolling in this course. You're taking a step towards becoming a better
blender artist. Don't let this
course pass you by. Save yourself years of trial
and error with this course, you'll look back and be glad you made that
decision to join us. So take that leap, become over
a blender artist and start rendering your dreams into reality. Thanks a
lot of everyone.
2. Blender Lighting Essentials Area, Point, Spot, and Sun Sources: Welcome everyone to Blender Lightning and Compositing
for beginners. And this will be your
one stop guide for lighting scenes within
Blender Concreted course. Which I would have
wanted back in the day, not even just when I
first started out, but even years down
the line when I still hadn't got to grips with how
to light a scene properly. I must admit back then it was pretty basic lighting and it really showed within my scenes. We not anymore as you'll
see throughout this course. So a few things before
getting started. We'll be using Blender
3.6 But honestly, whether it's any blender from three years ago or you're taking this course
in the future, it'll still come down
to the same set ups and same techniques as these
have been used for decades, not years, lit the course out into progressively
harder sections. Although harder isn't
the right word, it's basically taking what
you've learned and laying more depth on top to give
you a better result. When you first open blender, you'll see there's
a point light and most people who are new to lighting will just
swap this out for a sun, which is good for
a very basic scene to check out how
things are looking, but not good for
anything else really. But all that, the boat to change in these few short hours. And quite honestly, by
the end of this course, your own scenes will
never be the same again. You'll also be sure that your renders will
look a lot more professional and stand out wherever you put
your own artwork. Now, before jumping right in, I have supplied an
amazing download pack. And don't worry if this looks a little bit different
to what you have, because things may be
added on top of this. I'm hoping to also get some studio lighting
in there as well. So the final version
will have that in there. Now, this download
pack is pretty big in terms of file size, but oh boy, it's packed with some amazing stuff
that you can use. In each part,
there'll be a pack. And within that pack there
will be an example file. As I click on, let's
say this one here, but click on this, you'll
see there's an example file. There's also a project file
and there's resources. Now the example file will be what we're actually
trying to aim for, so in this case, it'll
be a freestyle render. The project file will
actually give you the complete project minus or the lighting rendering
and compositing. Now our job is actually to get the project file up
to the example file, thereby you'll have real hands on experience once
you get a model, or your own model
of how to set it up and light it in various ways. Now, within the resources there will only be a few resources, and most of the
time the resources will be a HDRI for instance. So real time lighting texture. Now you'll notice the download
pack is actually numbered. And this is because, rather
than throw you in at the pen, I've broken the course up with the first sections
covering basics, two more complex lighting, and the latter sections covering rendering, laying
and compositing. You see To truly understand
how to make a great render, you need to understand that
it isn't just lighting, it's actually three
things really that come together to make
an amazing resort. This is how all movie
studios and games work stone to more
or less a degree. If we take movies,
we have a main shot, which is then rendered
out frame by frame, allowing for the
use of lighting, going over the top
of it, compositing and then finally lying. Whereas in games normally have some level of lighting
and laring and a little less compositing as they're being rendered
in real time. Beyond the no illusion though, lighting in all these mediums is a line and would not be
lit this way in real life. And once you start
to understand this, you'll really see your own
renders and games improve. So one quick example
before moving on would be, in a game you created, you'd have a Su,
then perhaps a HDRI, which is actually
two light sources. Then you perhaps have
some compositing on the level of contrast or
brightness within the game. Finally, you'd have
some normal maps and ambient occlusion
on your textures, or perhaps some baking, direct lighting on your models. All of this comes together to form a visual of
your own making. This is the power of lighting, far from a simple point light. Okay, so finally, after
that introduction, which I hope you learn
something and if nothing else hypes you
up to start the course, let's jump right in
on the first one. I'm going to click
on Lighting Basics. And you'll notice that in this one there's only a project. Now if we click on the
project and double click the blend file,
let's get that open. I'll drag it over, and this is what we're
actually met with. So first of all, let's come
over and just hide these out. Now as you can see, this
is just a basic scene. We've got a plane that's
been pulled out and then just lifted up
on each of the sides. Now at the moment, as
you can see over here, this is on the EV render engine. So we can just actually click
this onto Render Options and you'll end up
with something like this where there's
no light source. Now let's come over
and the first one we'll look at is the Sun. So this is the most time. The sun is what
everyone will be using. Now, the moment you can see that over here, here's my sun. And no matter where I move this, so if I press, you will see that the lighting
doesn't change. The only way that the lighting actually changes if a press R Z, And you can see now that
actually starts to change. Now this is because the sun is actually an infinite
light source. Which means no matter
where I put it, like in real life, you're going to end up with
sunshine everywhere. So in other words,
even though the sun is not actually shining
into your room, where you are, and it's daytime, there will still be light there. And this is because
the sun's power is bouncing off of
everything, basically. So this is why everything
is lit up in the daytime. And you actually
have a hard job of blocking out that sunshine. Now contrast this to
something like a candle, which is not an
infinite light source. It has a range of how far
the actual light goes. Then you talk about something like something like a spotlight. And the more powerful spotlight is, the further it will go. But none of them are
actually like the Sun, which is, as I said, an infinite light source. So this is the
basics of lighting. This is the first light that
most people actually use. And you can see, even though
I put it behind this wall, it actually does nothing
to actually dampen how bright it is or
how it's actually lit. You'll also see as well that it does actually come
with some problems. All lightning comes
with some problems. And until you actually
know how to actually, you know, fix these things, which you're going to find
that a little bit more in depth as we move
through the course. Now before carrying on, let's actually come to the sun then. And over the right hand side, what you're going to
find is the option normally under a light bulb. So as soon as you've clicked
on your light sauce, you'll have a light bulb
over the right hand side. Now this is where all your
options are going to be. So you're going to
have all the options of basically what the
light source gives you. So on the sun, for example, we can change the color, so we can mess around
with the color. We can also make it
darker, as you can see. Now generally on light sauces, when you make something darker, it doesn't really
darken the color. What it does is it just dampens how bright the
light actually is. But we've also got on
there also the strength, so we can really turn
the strength up. I'm going to explain
these just for the sun, as pretty much all of the light sources have
this kind of set up. So when we look at diffuse, now what the diffuse does, it actually affects
the reflection of light from a surface, such that an incident ray
is reflected at many angles rather than just one angle as in the case of
specular reflection. In other words, this is
actually coming down and it's balanced in many ways to form the shadows
and the material. So let's say this was
a metal material, you'd see it bounce off
it in a realistic way. Now we can actually
alter the way that the lighting
works over here. So what this will do is it'll
affect the whole scene. Now generally we don't
really want to do this. What we want to do is we want to affect a material on
a material basis. Unless you've got a
game where you want it actually to work
in a certain way. In other words, if
I turn this down, the lower turn it down, you can see the less actual reflective the
material becomes. Now the specular, this one here, this actually is water. If I bring over my light source, you can see if I point this a little bit
more down like so, you can see that this
is actually water. Now at the moment, water is actually pretty difficult
actually to do. If I actually bring this over, you can see it makes
no difference. If I bring this down, it still really doesn't
look like water. And actually water needs a lot more than just a single light
source to actually work. You can also see that in
something like blender, things don't work the same
way as they do in real life. In other words, this is light
in this supposed water. But you've got no caustics, you've got no light rays
passing through there. And the reason is because it isn't actually a solid object. It's just a plane.
It's a plane with another plane going around the
side and plane underneath. Now the speculate is what actually you
need if you want to control how your actual water looks within the scene
rather than in a, you know, one on
one material basis. In other words, if you want to change the material of
the whole scene there, this is where you
will actually mess around with the
actual speculate. I don't recommend using any of these actually,
unless you really, really want to go in depth, actually lighting a scene
and being as this is for beginners and we won't
actually be doing that. The volume is for
when you set things like fog and this is how the light would
travel for those. Now, we haven't got a volume
set up in this scene, but that is what you
would use if you want to have control over the whole
scene when it comes to, you know, volume or clouds. Now, what the angle is for this is for if you
want an actual softer, actual shadow on here, you can see if I bring this up, we end up with much,
much softer shadows. And actually this is the
one that's probably the most handy within an
overall scene basis. Sometimes you might
not want really, really hard shadows like this. And sometimes you might just want to soften them out a little bit so you can play
around with this and see the actual difference. Now in the next lesson,
what we'll do is we'll just talk quickly about
the shadow bias. And then what we'll do
is we'll move on and discuss these other lighting
points. All right, everyone. So I hope you enjoyed
the first lesson. I hope you're ready to learn a lot and I'll see
you on the next one. Thanks a lot. Bye bye.
3. Lighting Properties in Blender Techniques and Applications: Welcome back everyone. To blend the lighting and
compositing four beginners. And this is where we left off. Now let's move down
and look at shadows. So basically shadows, we can click them on or click them off. So if you don't want your actual light source to create shadows, but still have the light, you
can actually turn this off. The shadow bias is
an interesting one and should be used sparingly
all of these options. Now, they're not actually used really that much
unless you really, really want to refine tiny, tiny little things within your scene or within your
game, or something like that. And basically the
bias is basically how far this actual
shadow comes out. So we have a certain level of control of how far
this shadow comes out. So let's say I put this on 50. You can see that
it actually pulls it out further along here. Let's say if I put it on 100, like so, you can see it's
got a tiny, tiny line. Completely unrealistic, but you may want this in
some certain cases, so let's put this back on one. Now let's look at the
cascading shadow map. Again, probably not something
that you're going to use, but I will explain what it is. So the cascading shadow maps, it's a technique used to render shadows more efficiently in large outdoor scenes
or scenes in where there's significant
variation in depth. So this could be a mountain, for instance, going all the
way down to the bottom. And what it does is
divides the portion of the scene visible to the
camera into several cascades. So if I actually come
and put this on, a simple way to see this
in action is if you come to the distribution and you drop this down all the way down. You can see now that
as it comes down, it actually brings this shadow closer to this edge
of the actual wall. Again, we're not going
to be using that, It's just explaining
what these features are. Now, contact shadows, they're actually could be important. So for instance, if you really want some realistic shadows, for instance, it is
performance heady. If we put contact shadows on, you will see now that
we're actually getting some shadows off
the actual water. So you can see on the back of
here these actual shadows. And again, we've got
pretty much some of the same options as
what we've got before. Again, we're not actually
going to be using that. So these are pretty
much, as you'll see, the actual options of all
of the light sources. Now let's move on and
what we'll do is we'll hide this sun out the way and we'll come to our
next light source, which we'll discuss
the point light now. Now, point lights, these are actually important
because we can actually use these to
create things like candles, or we can also very easily
have these flickering along. So you can see, again,
we've got shadows, we've got contact shadows
which we can turn on. Again, they're not
going to be as powerful as the actual sun, which is an infinite
light source. And again, we've got pretty
much the same options. We can also turn up
the power on these, and we've got the radius here. Now the radius, once we turn
that up, as you can see, what it does is it actually affects the radius
of the light source. And it also brightens
it up again. Actually, if we turn this off, these two interlock
in balls here, you will see that this is what the light source would
actually look like. Now, you can't see a light
there on the point light, but what you can see is the reflections and
the actual light. So it's not like it's
a candle flickering where you actually
see a light source. These actual point
lights are used more for illusion rather than
an actual lit object, if you can understand that. So in other words, in
a candle you'd have a light source which would probably be some
type of emission. And then around that
light source you would actually have something
like a point light. And then you would turn
up the radius depending. So let's say this is a candle. Let's turn this to
orange like so. And now you can see that that is what it would
actually look like. Now of course, this
material as well, it's got a lot of, if we go
to material on this part, you can also see that
if you mess around with the actual
reflection on this, you can see the roughness is
turned up pretty high and that is actually having this
effect on the actual walls. For the moment I turn it up, you can see it looks
a lot more realistic. Now the other thing you'll
see if we click this back on, go back to our light source, is that when we actually
turn this up or down, you will see that we actually
get flicker on here. Now with these actual
light sources, we can actually go in
and give it some noise. In other words,
what it will do is it'll turn the power up
and down, up and down, up and down, making it actually flickers like an actual candle. So that's what mainly we use
these light sources for. The other way we use these light sources is in places where we want to give
it a little bit more light. So for instance, if we
bring back our sun. So if it bring back my son. Now I want a little bit more. Let's say it's a really dark place in this corner somewhere, and I want to light
it up a little bit more then I can simply
turn this up and give a little bit more
light on that certain area rather than using the contrast or the brightness of
the overall scene. So it might be an alleyway somewhere where you've
got a light source, but it just isn't
bright enough and you don't want to brighten
up the scene anymore, then bringing in point lights is probably a good idea for
something like that. All right, so let's move on now. We'll turn off our sun, we'll
turn off our point light, and then we'll come
to our spot light. Now our spotlight is, as you've probably seen
on the Pixar movie, where there is the
actual spotlight, Exactly what you'd expect. So it's really, really
nice if you want to You put some really
nice lighting into a scene where it's
focusing on something, let's say like our
Indiana Jones scene where it was the pillar and on top of that was the actual idol. Then this is the
lighting they will use, they'll focus the light
down onto that actual idol. And they'll probably use
some volume metrics around here to give some
actual God rays or even some dust
particles that are glinting in the light
from the spot light. So this is where
they're used actually. This is probably the
least used light because it is a very
specialized light. It's not something that
you're going to use in a lot of places and normally,
at least for me, I'm going to turn
to a point light or an area light rather than
this sort of lighting. Okay. So moving on, we've
actually got our area light. This is actually my
favorite light source because just what
you can do with it, you can see it's not an
infinite light source. So when I move it down, it
works in real time with EV. And you can also see this is the main thing that you'll
use, three point lighting, so this is like your isommetric
scenes and buildings, you will be using this also. I like this light
because we have a lot of control over the actual
how the light looks. In other words, you can see
at the moment it's on square. But I can actually simply come
and change that to a disc. And then if I bring it down, as you can see, this
is the kind of effect. If I change that back
then to ellipse, ellipse, let's change it to
square and move this across so we can grab it. There we go. We can see that if then I turn
down the power of this, or let's put it down
to let's say 2020. That seems a bit low,
say 100. Let's try that. And there we go. That's the
sort of effect we can get, which is really,
really soft lighting. The other good thing about
these is you can actually have a much more powerful way of controlling how soft
the actual lighting is. So in other words, if I make this square
smaller, as you can see, this now becomes
bring this down much, much harder of an edge. And if I bring this up
and make this bigger, you can see now that the light becomes much, much
softer shadows. And this is why it's
the perfect light actually for three
point lighting, because you've got
so much control over the actual shadows. So now let's just bring it down. So let's pull it back. So let's make it much brighter. Let's put onto maybe 5,000
Let's make it really bright. So, and let's move
the cube over here. So you can see that the
cube has got this lighting coming off of here
in these directions. And now we can see that if
I was to bring it closer, G, bring it closer. And then if I was to
make it smaller like, so now you can see
we have control over that shadow and bring it out a little bit
and make it much, much softer if we want to. And that is the power of actual area lights
and that's why they're so important
within stems. Now on the next lesson, we're going to
actually be moving on to our first scene where we're actually be putting
all of these things we've just learned
into practice. So I really hope you enjoyed this lesson and I'll see
you in the next one. I hope you're really
looking forward again. Start within an actual scene. Alright everyone, So I
hope you enjoyed that. See on the next one.
Thanks a lot. Bye bye.
4. HDRI Skybox Lighting Mastery in Blender: Welcome back everyone to blend the lighting and
compositing four beginners. Now let's move on
and go to lighting. And we're going to look at the first actual main
part of the course, which is HDR lighting. So let's open this up. We have a project, and
we have an example. The project, what I'll be doing is I will be
working on the project. And at the side of me
on my other screen I'll actually the actual
main example. But you can open up the example and see where it's
going to take you. So let's actually
open up both of these just so you have
an idea before we start. So let's open up the project. I'm going to bring this over and this is the actual scene
you're going to get. And of course you can
see when we put it onto render, there's
enough in there. And that's basically
what you're going to get with most of the scenes that
you're going to come across. And your job is to actually
fix the lighting in these. This is great, not only in case you have your own scenes which
you've actually created, but also in case you're
actually working for a studio or you
may be working on a game and you want to
bring in your own lighting. It's great because
you'll have lots and lots of options available to you to really show off
your own models or games. Now let's open up
the actual example. If open up the example,
this is the example. So this is what we're going to achieve if I bring this over, if I put on lighting, and let's go to modeling, this is what we're actually going to achieve with this one. You can see we've
got some really, really nice lighting coming down over here shining
through these steps. And it actually looks like an early morning desert
style themed steam, which is what we actually
went for in here. Nothing too complex or
anything like that. The main point here
is to show you how H lighting actually works. All right, so let's put that
on my other screen now. What we'll do is we'll
not make a start yet, because I want to
show you something else inside this one as well. You'll also have
a resource pack. And in the resource
pack there's going to be the actual HD's. There's also going
to be a HDRI set up. Now this one is
really important. So this is the one I want
you to open up first. So if I open this up, you will see nothing. And that's good. That's what
you're supposed to see. Now if you go over to shading
and in the shading panel, you're going to
have your objects where you do all your materials. Hopefully you're
aware of all that. And if you come over
to where it says Wild, so if we click on Wild and
zoom out a little bit, you will see that in
here we actually have a HDRI set up which is going to be free
with the actual course. Now what this
enables you to do is it enables you to
control your HDRI, so the rotation of it, it enables you to
bring in your HDRI. And then we've got a few
options which we're going to go through as we work
on our desert scene. Now at the moment, you
won't be able to just grab this and press C and then just put it into
your other scene. That's not actually
how it works, So what we're going to do is I'm going to close that down. You're going to make
sure that you've got this on your
computer somewhere. So let's close that down. So don't say. And then
what I'm going to do is I'm just going to put this down and go to my desert scene. And now what I'm going to
do is I'm going to come to file and 'n go over to append. And now I just want to
find that HDRI project. So you can see in
here resources, we have HDRI set up blend. And then in here you're
going to have one that says world
now in the world, that is this one here. So world as you can see. And if I click on
world, you can see that at the moment this is
what's in the scene. But if I come in, I can
actually take the world from that project that I've just showed you. So double click it. And now within this scene, if I come over to the right hand side click down the world. I've actually got HDRI set up. And if I bring that
in now you'll see a complete change in
our actual scene. Now, what have we actually done that we've actually bought that HDRI set up into our project, so you can do this within
all of your own projects. Now you've got the power
to actually come in, go to world, and then you'll
have this set up in here. Which this set up, by the way, is pretty amazing really. I mean, it's so easy and handy. And I'll show you now
why that is the case. So if we come over to the right hand side and put
this on our rendered view, you can see at the moment that we've got a view like this. And you can see that if I come in and turn the strength up. So if I turn the strength up, you can see that the strength
actually get turns up. Now at the moment you can't
actually see any sky. And the reason for
that is because this actually comes in
with a gradient, a color, and a HDRI. So let's come to the color first and plug that
into the surface. So what happens, this actually
then is this BG color. So what I can do is for
your own scenes and models, you can actually come in and
change the backdrop behind your actual model or scene while keeping the
real time HDR lighting. So I've turned
this up even more. You can see that we've
got HDR lighting in here, but we've also got a color
gradient behind it as well. Now let's put a
color or gradient. Let's put it on gradient now. And let's come in and turn
this up to a reddish color. You can see now we've also got a actual gradient now
let's come over as well. And what I want to do is
I want to turn this over. Turn this around as you can see. What it's doing is it's a altering how our actual
lighting is set up. Now let me just turn
this down a little bit because I think
it's a little bit too high at the moment.
So something like that. In fact, let's turn it up just we'll put it on
too. And there we go. Now you will notice that it basically lights
the whole thing. And this is the thing
with HDRI lighting. We haven't really got any
shadows or anything like that, so we actually have to
fake those on top as well. So what we're going to do now
is I'm going to show you, let's put it onto HD
Surface lighting. Let it load up, and this
is what you're going to get Now let's look at the sky. So if I come round, I can see that my son is right over here. Now generally, wherever
your sun is going to be, that is where you want to put your actual rotation of
the sun, of the HDRI. So in other words, we rotate this round to get it to
where we want the Sun to be. And then we also
put a sun in place. So if I come round here
and just rotate it, so if I bring it this way and if you want to
rotate it slowly, just press the shift button. And that will rotate
it much slower. So I'm going to bring it this
way till my sun appears. So I'm holding the shift
burn and there's my sun. And now you can see that
beautiful lighting. We actually get on there. And now what you want
to do is you can see the light rays coming down. Now actually you want
to bring in the sun. So what I'm going to
do is I'm just going to press shift day. Let's come down to light source and let's bring
in an actual sun. And let's put our sun in line. So in line with this actual
light source over here. So what I'm going to do
is I'm going to press G, so seven to go over the top. Press G then, and
I'm going to put my light source
in here, like so. Now I want to do is I
want to lift it up. So all I'm going to do is
press shift space part. Bring the move tool. I'm
going to bring it up like so. And then what I'm
going to do is I'm actually going to
rotate this now. So if I come in and rotate this, so X, let's rotate it round. Just making sure that's
on the wrong way. So controls A. Oh y. Let's rotate it round like so. And then Art. And let's rotate
it a little bit like so. And now let's have a look
at what we've got there. So now you can see we've got some beautiful shadows
coming down here. And you can see that this
scene is lit up pretty nicely. Now thing is, most people will rely on a HDRI to do
all the work for them. Never do that, it's not going
to do all the work for you. You're still going to
have to come in and actually mess around
with the lighting. I'm just going to rotate
this around a little bit, just so it's coming
straight down those steps, near enough. And then I'm just
going to look and see. You can see here my lighting of my HDRI doesn't
quite line up. So I'm going to do is I'm just going to press Shift and move it over slightly, so Okay. I'm happy with that. I can
see it's lined up now. Now what I need to do is
just go over now to my son. So my son is here. Come over to where
the little bulb here. Let's put this first of all on two. So we'll put it on two. Let me, let's put it on two so you can see it
lights up a lot more. Let's also make it a little
bit warmer in other ways, a little bit more yellow. And as you see as
we bring that down, it starts to make it a
little bit more yellow. And that is what we're
actually looking for as well. We can come in and actually turn these shadows down
just a tad as you can see. So it can make them less sharp or more sharp,
whichever you want. And that's the way you
have control of how sharp these actual
shadows are going to be. It's very refined when
you do that, by the way. But you can see now this is
what we've got and already it's looking like
pretty nice scene. Now, the other thing is
that in that pack you will notice that I also put
two more scenes in, two more HDRIs in. And the reason for this is
because I want you to be careful when you're
getting your own HDRIs. First of all, all HDRIs are very high quality
and second of all, the lighting is not
always HDRI lit. In other words, it's
just fake lighting put in there and
they're not true. Now this one here this day, EXR is the true HDRI. It was actually taken
out somewhere in the open where all of the
lighting was actually mapped. Now some of them like
this night scene. So let's bring in the night
scene so I can show you. So what I'm going to do is I'm just going to move
that to the side. I'm going to come
in to where my day EXR is. Close that down. And then I'm going
to open it up. Oh. Before we do
that, by the way, just in case if your model's ever pink or
anything like that, what it means is generally that the HDRI has not
been brought in. So you need to just make
sure you bring it in. So what I'm going to do is
I'm going to click open. I'm going to go now
to my resources. I'm going to bring
in the night scene. Now once I brought
in the night scene, you'll see we actually
have a little bit of difference if I actually
come to this light now. So come over to the
right and side, press the little dot button, and then what you'll be able to do is go to where the sun is. The dot button on the number pad next to the zero,
close down the light. And you can see from
this night scene, there's really no light
source coming from there. The worst thing is as well, is that you can see that
this behind is really, really low resolution, really, really low quality and
simply isn't worth using. So just make sure if you
get in a scene HDRI, you know, to light the scene, make sure it is of high quality, and make sure it's actually
got proper light sources. Now let's go to the final
one, which will be Wicher. So let's open it up. Let's go back resources, which let's bring it in. Now you can see that this does have actually some light source, but if we turn this down, you can see it's
not very realistic. In other words, it
looks great behind. It really does look
a nice light source. But of course, you already
know that this is not a real HDRI because it's
actually made in Photoshop. It's one that
actually we made in Photoshop and it's just
there to look nice. It's not really there
to light the seams, so we can bring it in as a HDRI, which is,
in other words, we're using it for
the actual sky, so we're using it
as a sky texture rather than getting real
world lighting from it. So they're actually
the few types of HDRI that you
might come across and just be aware that you want to actually
get realistic ones. So let's close that down. Let's open up the final one, which will be, again, our day. So let's bring that in. And now you can see the
actual difference. All right, now if you want to save out everything
in a pack as well, we'll just quickly
go through that. So in other words, if
you want to save this out so everything goes together. In other words, if
I send this file, so if I got to file and save now and then send this
through to someone else, they are not going to get
this day X R in there. They're going to end
up with a pink scene. And the reason is, before
sending it to anyone, what you want to do is you
want to go to external data and automatically pack the
resources in your scene. And the reason you want to
do that then is because what it'll do is it'll pack not
only all of the textures, it will also pack all
the lighting data as well. So you save it out. So once you've done,
click this on, click this on, and then
come to file, save it out. And then you'll be
able to send that through to wherever you
like. All right everyone. So I hope you enjoyed the
first actual project. An example, I hope you
learned something from it. And I'll see on the next one. Thanks a lot. Bye bye.
5. Ambient Occlusion and Bloom Effects in Blender's Eevee Renderer: Welcome back everyone to blend the lighting and
compositing four beginners. And this where left off,
now we've done that one. Let's actually close
that one down. And what we're going
to do is we're going to open up our next scene. So let's come in and
open up our next scene, which is going to be here. So let me pull this over like, so it's going to be simple background to sky
texture. So let's open up that. What I want you to do is just
if you open up the example, you can put that then
over the right hand side of your second
monitor or something. Or you can open up,
have a quick look and then open up the project. But the one way we're
going to open up, we're going to open
up the example. First, I'm going
to put that over the right hand side
just so I can keep track of what I'm actually
doing within this scene. Because everything has
been set up, you know, beforehand to make
sure that we keep on track and there's no
fluff around this course. Now let's open up the project. So I'm going to open
up the project. I'm then going to put this down. I'm going to bring
the project in now on this actual part
of the course, what I'm going to be
doing it as well as doing something with the
lighting within this part, I'm also going to
be going through the EV and the cycles
render engines. And there are different types of options because I feel like it's pretty important
to go through those. If we want to, you know, get to grips with
lighting, compositing, and rendering, we really need to know what choices
we've actually got. So let's first of all come in and what we'll do on the
right hand side here, you'll see at the moment
this is on cycles. Let's put this to EV, and then let's turn on the
render option up here, which means that this now
will be rendered within V and in a minute
everything will light up. Or I'm hoping it will light up. It might be a little
bit slow. There we go. Now at the moment, this is real time rendering.
That's what V is. Real time rendering
as I move around, the scene is just staying
the same, basically, if I move this some, so if I press Art and Z and
move it around, you'll see that it has real time shadows, real time lighting. And it's pretty nice, although it will
never look as good, you know, straight off the
bat as blender cycles. Now you can actually get ev, up to when you render it
out into being really, really good and looking a
lot like blender cycles. And it will be one hell of a lot faster than
cycles as well. Cycles is much slower than V, so before we carry on, let's
actually put this on cycles. And you will see now
it takes a while to actually render over
the left hand side. Now it's rendering
all these samples. If I move it around, these
samples will start again. And the reason is that this
is not real time rendering. It has to take a while before it's actually going to
get you some details. As you can see there,
the longer I give it, the more details will come
in up to a certain point. It won't go all
the way to 500 and we'll talk about that
in just a minute. So why is this happening? Well, this is using a V ray
is what cycles is using, which is the type
used in things like substance painter and it needs to have time to
render things out. In other words, basically
all of this that we see at the moment is made
up of little squares. And each of those squares
has lighting information. And as the lights bouncing off, those cycles has to calculate how the light is bouncing off what it's
interacting with. It's mainly down
to the lighting. And sometimes if you
have large textures, a lot of that will be
taken up with textures. But in most scenes it's
mainly down to lighting. That's taking most
of the time because that is the thing that's going
to give it actual depth. Now the other thing on
the right hand side, you'll notice now pointing on cycles is something
called denoising. And this has been in blender now probably for a year or more, but it isn't in some of the
older versions of blender. What this does is it
uses a certain trick where it gets you up to a certain sample and then
you just guess as the rest. And it basically, it stops
it from looking really, really grainy like this. So if we were to leave this now, it would take a lot of samples before this starts
to look less grainy. But clicking this on speeds
up that process no end. And we can actually use this as well when we're
actually rendering, rendering things out in cycles. And it saves us a ton of time. Now let's quickly,
before we carry on, so I'll just show you
the difference between cycles and V. Now the reason is as well that V is
using real time lighting, which means that when you're
rendering something out, it's going to be
much, much quicker. So I'm just going to give you a quick show of that just while we've
got these options on. So if I press Shift date, let's bring in a camera. So we're going to
bring in a camera. And then what I'm going
to do is we're going to press control Alt and zero, just to put the camera
where I want it. And then what I'm going
to do is I'm just going to press zero just to
go into camera view. And then I'm going to come over here to where it sees view. Want to click camera to view on. This means that wherever now I move my mouse, the
camera is going to move. So I'm just going to
press shift middle mouse just to get us into a shot. Now what you'll see is
we've got our shot. Let's put this onto cycles
without touching anything. At the moment, we're not
going to touch anything. This is based of what
it comes in with, Sorry, not cycles onto
Eve. There we go. And then what I'm going
to do now is I'm going to turn off the
ambient occlusion and the bloom and screen
space reflection because we're going to talk
about those in a minute. Now, before you render this out, the first thing you
always want to do is you just want to make sure
that you're on wire frame. So just put that on wire
frame and then we're just going to go to
render Render image. And there you go. It's
already rendered out. That's how fast it
is, but you can see it's not very good. It doesn't look
very good at all. And this is the problem I see on a lot of Facebook
and things like that, where people have rendered
things out without no clue about the lighting
or the rendering options. Now let's close that down. And then what we're going to
do is we're going to come to cycles and we're going to go to render and
do the same thing. Now you can see that
it's rendering out. You can see that it's
got all the way, don't worry, we're
not going to render this out to 4,000 either. You can see that it's got
all of these samples to go to 4,096 But what you can see already is that it's
looking a lot better than what Eve was doing
straight off the bat. All right, so let's close that down before it
finishes rendering. Now let's come to the EV option. So we're going to put
this back on V over here. And then what we're
going to do is, first of all, we're going to turn up the number of samples. This basically this is the viewport samples and this
is the rendering samples. The higher this is, what
it's doing is it's allowing more time per actual pixel to work out where
the lighting is. So that the higher this is, the better it's
actually going to look up to a certain point. If this is set really low, you're going to get a
really greeny image because the lender won't have had time to work out all of the texture details, all of the lighting details, and anything else in the scene. So saying this low, we'll give
you a really fast render, but not a very good job. Now, let's set this to 250. I feel like 250 is a level where you're going to
get enough detail. Use this for
animation, basically. It's going to be really
quick to animate things. It's not going to take all day. They're not going to look
nowhere near as good as cycles, but you're going to get a
quick animation out of it. So it might be good for something like this scene,
which has some really, really kind of nice
basic stylized textures, but something that's
looking realistic. We've got a lot
of light sources, it's not going to look too good. Now the next thing
I want to do is I just want to turn off
my camera to view, because I don't
want that on there. I just want to zoom
in now to here. And what I want to talk about is first of all, ambient inclusion. If I turn ambient inclusion on, you can see that we get a big difference
between these leaves. This is why I've used
this scene because it's really easy to see down on here. You'll see there is a
little bit of difference, but we can't really see much. Now what we can do though
if we turn this up, is we can have a lot more
darkness down there. We can turn down this factor and control exactly how
dark something is. So what is this doing?
Well, ambient occlusion is used within texture maps
and within render engines. And what it's doing is it's faking shadows is
what it's doing. A lot of the time you'll have
baiting ambient occlusion, so you might bring in
the texture map where all the ambient occlusion
is done anyway. And then you'll also add in
your own ambient occlusion, making things really
pop out to you. Or controlling how dark
certain areas are. Or especially controlling how dark contact shadows
are like this. If you see, if I bring this
down, I'll bring it up. You can see the contact
shadows down here as well are actually
going up and down, depending on how
actually I want it. So you can see contact
shadows off up here are going up and down. That's basically what we want
to control now in cycles, we can't actually do that. We don't have this option
of ambient occlusion. We have to do a lot more
things to actually get the ambient occlusion
out because it's not real time rendering. That's something to
take into account. Now, the next one we're
going to discuss is Bloom. When I click on Bloom, you can see click this
off, go onto Bloom. And turn this down. There we go. Now, why
is it going Lava? It just looks like
it's a gray fog. Well, the reason is
mainly is because we're using an
actual light source, which is a sun, which is
an infinite light source. So when it's bringing
in the bloom, what it's doing is,
as you can see, if I just turn this to red, it's making bloom over the
whole scene as you can see, because this light
source is everywhere. Now, if we just get
rid of this sun, so get rid of the sun. Let's bring in
another light source. So we'll bring, let's
bring in a point light. That's probably the
easiest to work with. Let's put the point
light down here. Let's put it into this
hole here like so. Now if we mess around
with the bloom, you'll see if I bring
this up or bring it down. Let's bring it up a little bit. We actually have control now, how much bloom we have now. You can see if I zoom out, we haven't got any of
that red there now. But if I bring up the
radius of it now, you can see we can bring
it down or bring it back. What this is doing is
it's actually controlling how much bloom we actually
have in the actual scene. Now if I bring this back in, like so you can see now I've only bloom around
this area here. Let's actually bring this down. Yours a little bit more,
something like that. Bring up the keel a bit
and let's bring down, we'll keep the
intensity pacture, we'll just bring that
down a little bit, so let's put this on
0.1 and there we go. We've only got that redness
just very sly round here. Now this is really
important to bloom, especially when you're
using volume metrics and they say volumetrics, what they're going to
do is they're going to add depth to the air. So in other words,
when you're out at night and there's a lot
of moisture in the air. The reason why, when you
look up at a lamp and you see this kind of
foggy glow around it, is because of bloom. And this is what we're
trying to replicate. Now of course in the
scene like this, we haven't got any
volumetrics or anything, but you can see that we still have a fair amount of control over and to actually bring
Bloom into our actual scene. Now what we're going
to do on the next lesson is we're
going to carry on talking about these
different options and why they're important. And basically what
we need to do to get the most out of
both EV or cycles, depending on which
one you want to use. All right everyone.
So I hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye.
6. Enhancing Blender Renders with Real Time Rendering Options: Welcome back everyone to blend the lighting and
compositing four beginners. And this is where
we left it off. All right, so now
we've done that scene. Let's close that down. And then what we're
going to do is we're going to go now to our next one. I'll go and come over here. And the one that I want to go to now is the third one down, simple background
to sky texture. Let's double click that. I'm not going to actually
open up the example. You can open that up
if you want to see it. Put it on your other screen. I'm going to open
up the projects. So I'm going to
open up this one. I'm going to pull
this over like so. And you'll end up with
something like this. Now on this actual
lesson, or lessons, what I'm hoping
to do is actually change this what's
in it at the moment. So you might get a scene with just some basic
background lightning with the diffused color. And we want to change it
into something much better, but really easily without
the use of a HDRI. This is something called sky texturing and we're
going to go through that as well as in these
probably a couple of lessons. We're also going
to go over all of the cycles and Navy
rendering options because they are very
numerous and you need to know something about that
if you're going to get the most out
of your renders. So let's move on.
So let's come over, first of all and put this onto, let's put it on V because
the moment it's on cycles. And then what we'll do is
we'll just come over and click on our rendering. Now let's discuss, first of
all, what the difference is. So at the moment we're on V, V is a real time render engine, a little bit like
a Games engine, like on real or Unity. It's basically rendering
lighting in real time. In other words, wherever
I move this lights or if I move it round
as you can see our Z, you can see it's instantaneous. There's nothing, you know, you're not waiting on lighting
or anything like that. Now in the past, blend the
cycles so if we put this on, cycles used to be take a long
time within the viewport, but as we've actually got
better and faster and more powerful graphics
cards and actual CPUs, it's taking a lot less time. So we'll reach a point where
it's actual instantaneous. So it's like real time
rendering but with ray tracing, because the actual
cycles uses raytracing, whereas V doesn't use that, uses real time lighting. So that's the difference
between them. You'll notice that
when I turn round, that the number of samples
within cycles actually starts to go to a certain
point and then it will stop. And the reason for
that is you can see over here in the viewport
it says maximum samples. And then it says
minimum samples. And then we've got
this noise clicked on. If we click off this noise, you'll see it looks really, really grainy until it actually starts to
add up the samples. Now what this is,
it's a little bit of a cheat within blender where it basically starts to denoise your actual scene in real time. This is pretty much
where it's doing. It's not calculating
all of the lighting, it's basically calculating up to a point and then
guessing the rest of it. And that is how the denoising
works and it gets rid of all the fireflies and all the noise that
you'll see in the scene. So it's really handy to make sure that this is clicked on. Now, the noise threshold
is basically how much, how less of a noise
it wants to get to before it actually
finishes with the sample. So you'll notice over here, it'll only count up to so much. And then it'll say
rendering done. It doesn't actually
get to the 500. It gets to a place
where you should be happy with actually the
view in the Viewport. Now, before moving on, let's
actually go back to V, because V is a lot different
from the render engine. You can render it in either V or you can
render in cycles. The EV is going to be much, much quicker no matter what. You might have a low spec computer and you
mightn't want to be rendering an EV because even the animations are going
to be much, much quicker. So you also have some
other options as well in V which you
don't have in cycles. So for instance,
let's just turn off this Bloom and this
screen space reflection. And then let's go through these. So the first one we have
is ambient occlusion. Now I'm going to explain the
cycles part of it after, but I will just explain the amment inclusion at the moment. You can see when I turn this on how all this darkness
actually comes in. So this is real time
ambient occlusion. That's something you don't
actually get in cycles. You actually have to
go in and fix that. Now we can also see
as we turn this up, you can see those darker parts
become more defined now. And we can mess around
with these and really control how dark somewhere is or how the contact shadows are actually interacting
with the actual scene. Now a lot of the time, if you're actually painting this in something like
substance painter, substance painter will add in a lot of contact
shadows for you. So this ambient
occlusion is like ambient occlusion on top
of ambient occlusion. Now if you've using
seamless textures, I'll put the difference actually down to the bottom
right hand side. The difference between
seamless textures and UV map. Texture map. What the differences and
why they're important. For instance, the Ambien
inclusion is really important if you're using seamless textures which
were not in this case, but if you were, then
you would be able to actually fake a lot of
the lighting within here. In other words, the contact
shadow as you can see, if I turn that off,
it looks really, really flat as you can see. And that's not
something we want. So let's turn that back on. The next one is Bloom, and at the moment
we can't see a lot. And the reason is because
maybe I need to turn this up. Let's just turn that up or down. And there we go. Now you can see at the moment
that with the bloom, it just makes the whole
of the scene look really, really gray. So why is that? The reason is that V has a built in processing to actually
deal with Bloom. But it doesn't work very well
for something like a sun, which is an infinite
light source. So what it's basically trying
to do is it's trying to add Bloom to an
infinite light source, which is the whole
scene basically. And that's not what we want, so let's actually
get rid of the sun. Let's actually bring in
another light source. So let's bring in something
like a point light. Let's put the point
light over here. So now let's come
in and actually turn off or actual
seen lighting. So if we come over to the
world and we put this on zero, we'll end up then with
something lit like that. And you can see, why
does that happen? Why is it so blurry? That is because we're
actually using bloom. If I come in and
turn off my bloom now you'll see
exactly what happens. Now We have control over now over how much Bloom this
is actually going to have. So you can see that. Which one is it? Mess
around with these? I think I'll have to turn
up the lighting first. So I'm going to come over
to my actual lighting. I want to turn this
up to, let's say 200. And then what I'm going
to do is go back to my bloom now, which
is over here. Then if I come in and I
turn up the threshold, and then I think, which one is it, one of
these that I need to turn up and mess around
with? Yeah, there we go. Let's put it down to
something like that. Let's then turn up this. Let's turn up the radius, and let's turn down
the intensity. I'm just going to turn the
intensity up actually, and bring this down now we can see the bloom is
coming off of here. Let's just see if I can actually accelerate that a little bit. Then what I'll also
do is I'll just turn the threshold up tiny bit. I'll come over to my light and I'll put it onto yellow light, or let's put it on a
red light instead. And then we might actually be able to see this a lot there. Let's turn down now
the strength of this, just to get an idea
of what this Bloom is going to do, let's
come back then. I'm going to turn up this, I think going a
little bit too low. So I'm just going to turn
this up to let's say 100. And let's put it
down here more here, so then we'll go back. Now if we turn down
this threshold, now we can see that we've got something where it
goes all the way out. Basically it's leaving
us no threshold, so I'll just go out infinitely. But we can't actually control
now the radius of that. And we can start turning
this down now and getting some proper bloom out of it. Like you can see, it's slightly by look slightly different
from the rest of it. You can see the rest of it
up here, it's pretty sharp. Down here is a little bit blury as we look at this actual bloom. So this is really good for foggy environments
to really light your seen and have that kind
of glow coming off of light, you know, when you're
looking up and the actual moisture
in the air is, you know, relatively thick. It'll make the actual light
look as though it's actually larger than what it is blooming out. That's what this is for. But the actual scene now, we actually want to change this. So at the moment as you can see, we've got in a background surface texture
which is diffused. So if I just close
this down a minute, just close this light here, come back then to the strength of this one, put it back to one. This is what we'll end up with. You can see it's pretty
flat at the moment. And that's why we're
going to actually change this into another
actual light source. So basically what
we're relying on here is just the world. So just the world lighting. And this is something
you really don't want to rely on much because you don't have a lot of control over it. All right. Going back then
to the EV options now, let's actually turn
off that Bloom, because I don't actually
want Bloom in there. So I'm going to turn this off and then what
I'm going to do is I'm actually going to get
rid of this point light. And then what you'll have
left is without the sun, this is just the
basic light in which the seam went, came in with. So what I'm going
to do is I'm just going to bring a sun
in just for now, just so I can show you the
different styles of lighting. So I'm just going
to bring a sun in. I'm going to point it back at the tree and just get
in some lighting light. So just some basic lighting. Now let's go through the
other things that we've got. We've got something called
screen space reflections here. This is very important for any kind of metal that
you actually got. I'm just wondering if
I can actually see it on there. Yes, we can. Now, you can see just
on this little bit, if I turn this on,
I'll turn it off. You can see that
we're now actually getting some actual
reflections off of the ground. In other words, this
is bouncing up onto this metal work and
creating shadows. As you can see, this
actually is better when you've got like armor in the
scene or you've got water, for instance, if you don't
have this with water. Let's actually do that
now. So what we'll do is we'll bring in a plane, just a quick plane.
Where's the plane? Peer it, Let's just bring it in. Bring it up so we can say that this was
a water sauce in here. Let's come over and actually
give it a new material. So just give it a new material. Let's actually bring down the roughness or
up the roughness, let's bring up the
metallic like so. And let's come back
now to our options.
7. Accelerating Render Times in Blender: Now let's come in and turn
this down a little bit. So I've turned
down my roughness. So we'll see that
we've actually started to get some reflections.
Let's have a look at this. Melts, let's keep it
maybe down a little bit. All right, looking a little
bit more light water. Let's go over them.
Back to the EV options. And let's turn off
screen space reflection. And you can see that's
the difference. And what is this used for then? It's used for things
like armor in scenes, it's used for things like water, it's used for anything
that's basically reflective. So we really, really
want to have this ticked on because even though
you won't be able to, it'll be tiny, tiny
little differences like in this over here
that I showed you. It actually really adds up to bringing your scene to life. So you really actually
want this on. The other thing I tend to do
as well is I turn off half res trace and turn it on, sorry. And turn off refraction. And the reason I do that
is normally refraction. We're not going to be using
it in a scene unless we're dealing with water and we're actually looking in the water. In other words, when you see
a straw and you put it in a glass and it moves
slightly to the side, That is what refraction is. In other words, it's
refracting light. And I don't really use this unless I've actually got a
scene with a lot of water. All right, so moving down, if you are using
anything like animation, you'll probably want to put or mess around with motion blur. We're not actually
going to be dealing with that in this course. Volumetrics, We will be dealing with some
volumetrics in this course, but we're going to be
using cycles with it. But there is that
option there in case you want to use V. Now, performance is now
the next two options you're not really going
to be using much, especially if you're a beginner. So we'll leave those for now. The next one is shadows. Now, shadows actually
is important if we can put this
on, let's say 64. And what it'll do is it
will really turn down the actual quality
of the shadows. In other words, how
do the shadows look? Are they going to look bleary? Are they going to
look really sharp? So I tend to put this
on a minimum of 1024, but if I am I seeing to look
at that a little bit better, Again, it's going to be
really, really slight. The notice that you'll actually get out of this again with the screen space reflections and again adding on the ambient
occlusion and the bloom. It's all of these
things that come in together to make it a really, really nice looking scene. Now moving on down, we've got something called
indirect lighting. This is where you will
bake out lighting. In other words, it will
already be baked out, which will save you a ton of time when you're bringing
in more lighting. So in other words, it
will bake out all of the ambient occlusion
and things like that. So it's already
baked out for you. And then it'll be actually baked onto these actual models. So we're going to discuss
that a little bit later on. The next one we're going
to look at is film. And inside here, there
is something that's actually really im point.
Let me just double tap the. And the one that's really in
point is the transparency. This is how you
get a transparent background, a new image. Now this is really, really great when you want
to take, you know, a shot of a model and then you want to put something
behind the background, whether it's a gradient coming out to really shot
off that model. Or if you're putting that
plan on putting that model, you know, into a real
scene or something, you just basically have to
get the lighting right, do it with a
transparent background, render it out, and then you
can put it within that scene. So this is really, you can do things really
in depth with this. Now I'm just going
to turn that off, but now I'm going to close
up a film and simplify. We're going to go through
that a little bit later on, so I'm not going to go
through that right now. Same as freestyle and the
final one is color management. What these do is they have
an option to actually really change the way that
the actual scene looks. So for instance, if I come down to look and put it in
very high contrast, you can see it really,
really desaturates. Everything just brings
out all that color. And this is something that you might want to
actually work with. Now, exposure will change the whole of the lighting
for the whole scene. So you can see, I can really bring that
down, bring it up. And it gives me a lot of control over how to light my scene. So for instance, I can really
bring those shadows out, then bring up the exposure
and we can see how it looks really dark in contrast
to really light scene. All right, so now
we've done that. What we want to do now, I just want to put this on
something like medium contrast. You can see now brought that down and you
can also see that, I always think this, that when you've actually
grow it on non, so let's put it onto non. You can see that the
difference is really, really tiny on medium and high, like it's basically nothing. But the difference
between very high is so different that you barely notice it once you grow
a medium high contrast. But I'm going to set on that
anyway because I think for this scene it's a
little bit too high. All right, so now
if we move back up, that is the EV options, that is how you know
will render this out. So now set this to 250. If I render this out,
it's going to take a little bit longer, but
I'm going to show you. I'll just put this again
onto wire frame just so I can render it out,
surrender, render image. And you will see that even on my machine it's quite a
powerful machine actually. But it renders out near
enough straight away. And it still looks pretty good, you know, for a
real time render. But you're going to see
the difference between this and actual cycles now. Let's close that down. Now, before using cycles, what you want to do is you
want to put it on cycles. And you'll notice at the moment that we've got a CPU and a GPU. So one's using your processor and the other one is
using your graphics card. It will always be faster
on your graphics cards, so just bear that in mind. The thing is though, not all
graphics cards can actually work with cut or optics X. Let's go over those now. If I come to edit,
go to preferences. What I'll do is I'll go to
system within system here. You'll see non, you'll see
cut optics hip one API. Now I don't know
about these two, so I'm not sure about those two. But the ones you'll
want to use is either cut or optics X. Some graphics cards
allow cut and the optics X is
basically like cycles X. Which means that
if you use this, it's going to speed
up everything a lot. Scott, the new cycles
X was much bigger and much faster than the previous,
just blender cycles. The other thing is click
on your graphics card, click on your processor. Now, I'm not sure if, when you click both of these on, if it's using both of them, I still don't think so. I think it's using whichever
one you set over here. So whether it be CPU or GPU, I'd like to see an option
here that says combined. So we can use them both
at the same time perhaps. I don't know if that's possible, but I would like to
see that. All right. So once we've set those both on, unfortunately if
you've gotten on, I could really help you. It means you're using, you know, a low level laptop or
something and it's going to be a long haul rendering things out just using
nothing basically. So the more options
in Cliconire, the faster the renders
are going to be. And I would say
that rendering out is kind of your ticket
into getting better. The faster you can
render things, the better you're going to get. And the reason is for that
is of course you're just going to get more
renders out which means it's going to speed
up your progress. All right, so let's
close that down. Let's then go back to cycles. And as I said, let's first
of all put this onto GPU. Compute now at the moment
we've got maximum samples at 4,096 and we've got noise on Now let's turn this
down something like 500. We've got the camera set
up in the same place. And let's just go down now for the rest of the actual settings. Now all of these settings have an impact on
your scene of course. But again, this is a blender
and lighting for beginners. So a lot of these
things you're not going to be used to way in the future. And normally these are
only used for very, you know, they're used
differently for different scenes. They're going to be
very small differences and they're not going to
be the same in all scenes. So the thing is with lights, we've got where is
it not advanced? There it is. Light paths, for instance, we have all
of these options here. So the first one we've got is the maximum number
of light bouncers. And if you hover over this, it will also tell your total maximum number
of light bouncers, how many light bouncers
are coming off of each sample that it's
actually rendering. Then we've got to diffuse. So this the maximum
number of bouncers a light ray can make in a scene, irrespective of the type of
surface it interacts with. In other words, you're limiting the amount of light bouncers
that it can bounce off, even if it's something
like a mirror. So if you leave this at four, even if it's a
mirror, it will still reduce it down to
four light bouncers. In other words, if you want,
you seem to look bare, put the actual diffuse up. It will make more light
bounces off of things. If it's something like a mirror, it will basically
increase it to, let's say we put this on 16, it will make more
light bounces off of that actual material. All right. The next one we've
got is glossy. And these are the
bouncers light makes of non glossy, non
reflective surfaces. And they scatter
in many directions when they hit such surface. The diffuse setting
controls how many of these types of bounces
a light rate can make, if ending, or it's
called being terminated. All right, so the next one
we've got is transmission, and this is about
glossy Bouncers occur on reflective
or shiny surfaces. The glossy setting
controls the number of bouncers a light ray can
make off of each surface. Next of all we've got volume. And this setting controls how many transparent surfaces a light ray can pass through
without being terminated. This is useful in scenes with multiple layers of
glass, or water, or leaves for that example, And used with the transparency, you can see exactly
what this does. So the moment we've got
it transparent on 88, if I set this to zero, then we've got no
transparency within the scene whatsoever
if I set this to five. You can see. Now we're starting
to get some transparency. But the light's not passing
all the way through and we're still getting a lot
of darkness within there. This is useful actually, if you've got a load of hay
sat on top of each other, and you'll find out that when you actually come to render it, you'll have a lot of
blackness in there. Now, if you turn this
up to, let's say ten, let's turn it up
to ten, we can see now we've got darkness in here. We've still got some
darkness around here, but we're starting
to get somewhere. Let's turn it up to 20 like so. And now we can see
this is the problem that you'll most likely
have because I think the standard is 20 where you can see through the
tree only slightly. But you can see that we've got some dark patches in there, it just doesn't look right. We turn this up to 90, we can see we get rid of those. We can see all the way
through the tree and yeah, that's looking pretty
good. All right. So let's move on
down now because the other things we've already
touched upon, you know, Ric lighting and
things like that, we can come down and look at
reflective and refractive. These are the things that we
had on the V one as well. Let's close that down
and let's again, we'll be looking at volumes and simplify a little bit
later in the course. We're not going to be
touching film with exposure. It's basically how blurry
you want something, whether it's the forefront
or the background. And sometimes people play
around a lot with that. But again, this is
a beginners course, so we're not going
to touch that. Again, we've got the
transparent here, which is the same thing
as what we had in V. So very important that part. And now we're moving on
to the actual good stuff. So performance, this is the one that you want to
actually have a focus on. Now you want to be testing
this out because it's pretty skewed the
data on whether it's good to use a small tile size or a large tile size
depending on if you're using your CPU or your GPU. Now I tend to go
with 64 tile sizes. So I'm just going
to put that in on my graphics card because I feel that's the quickest for me. But quite honestly, you know it could be
a lot quicker at 256, You want to basically
be going up in double, so the next one is 128. You always want to make sure
you don't put this at 200, and the reason is because it actually works quicker in pairs. So just keep that
in mind when you're putting this on,
but give it a test. The way I would give it a test is I would try
something really low, like 32, and then try
124, sorry, 1024. And see what the differences
between the speed. And then you're going to
get an idea whether to use a smaller sample size or
a larger sample size. And what does it actually mean? Well, when we're actually
rendering this out, if I just quickly hit
the render board, now succumb to render render
image and start rendering. Each one of these is actually
a tile as you can see. So it's rendering out
each one of these tiles. And you can see exactly
how quick it is now. The higher the sample level, the longer it'll take
for each of these. Because you can
see here, there's a lot more light
passing through, so it's taken much, much longer to actually
render that out. As soon as it gets there,
it flicks through. So what we're
actually looking at here is the actual tile size. If I close this down and
I come back to it and let's say I set this on
a much higher tile size. So I've come back and
I put this on 1024. So you will see now
when I come to render, it's actually going
to be slices like so. And you can see now it has
to render them out again, I don't know which
is the quickest because the data is all over
the place, to be honest. But for me, I'm finding a 64 tile size is good
for my actual system. All right, so let's
close that down. And what we're
going to do is then on the next lesson is we're going to finish up going
through these auctions, and finally then we're going to actually
alter this scene. All right Ron. So hope
you enjoyed that. I'll see on the next one.
Thanks a lot. Bye bye.
8. Sky Texture Node Illuminating the World in Blender: Welcome back everyone to Blender Lighting and Compositing
four beginners. And this is where
we left the art. All right, as you can
see, the tile size, I'm just going to
set that back to 64. And now we're going to
look at these parts here. Now these are very important, they will speed it
up dramatically. So you can see here this
user spatial split, which means it's longer
build times faster render. So on the front part of it, it's going to take a little bit longer just to decide how it's, whatever it's doing
render things out. But on the back end, when it
actually starts rendering, it's actually going
to be quicker. So I always actually
turn this one on, so let's just turn it on. And then using curves, use more Ram, render faster. So I always normally
turn this on and you can see that this one uses
less Ram but renders slower. So I'm definitely not
going to turn that on. You might want to
turn this on if you've got a lower amount of Ram in your machine and persistent data. I
always turn this on. It's going to add, you know, memory up front into the
actual blender file. But I always turn
this on because then when I come to rerender, it already has all
of the information. Now the next thing
we're going to look at again is just the
color management. So we do have the
same action and the same exposure in gamma as we had in actual V. So now
if I put all those on, if I come up to render, now this is how you'd
render out your image. So just render image and you
can see now it's dealing with tiny, tiny little samples. So you can see here, still take a fair amount
of time on these, but if I come in now, you
can see at the moment it's going up to 500 samples,
as you can see. And this is directly tied to how many samples we
actually set this to. So you can see up
here going to 500. If I were to set this on 10,000
it's going to take much, much longer up to
a certain point. And I'll show you what happens. So if I go to render image, we can see it's rendering now, but it's not going up to
10,000 And why is that now? It's only going up to a certain
amount before he decides, hey, ho, this is okay. I'm just going to
carry on rendering. If you want to stop
that, what you need to do is you
need to come back. I'm going to close that down. And what we need to do is change this threshold on the render so you can see this
noise threshold here. Let's say put this to one
or something like that. Come back to render render
image and now you can see, oh, it's even quicker. Why is that? Well, the reason is because I need to
put it the other way. So if I was to put
this to 0.5 like so, go to render render image,
still got the same thing. Mm, Why is that? That's the reason is because we have a noise
threshold on here. If we don't take the
noise threshold and then go to render, render image, now you're going to see
it's going to take much, much longer for actual
each sample it's actually going to take you up
to the 10,000 samples. You can see though that these samples are
looking amazing. And that's because it's actually sampling
every single bit, up to 10,000 Now of course, 10,000 is going to be way too high for most actual scenes, but you can see the reason, especially when it
gets to the leaves, it's going to take forever. You can see now you know
somewhere one like Pixar, why they need 100 different
machines and they still take 70 days to render out
their films or something. This is the reason why, because they're rendering with
very high quality. And what does that
actually mean? It means, as we've discussed, that it's rendering out
all of this little detail within this texture map
to as high as it'll go. It means that it's rendering
out all the light bounces. You can see we've
got some really beautiful soft light on here, and this is because
we're rendering out a much higher sample. All right, close that down. What I'm going to do is I'm
going to reset that now. Because I think that, you know, until you're actually ready to really render something out. So here's the trick that I do. First of all, turn the
noise threshold on. Then I turn this down to 100. And then what I'll
basically do is I'll be, when I render a scene out, I'll be going to a very,
very low sample rate. I'll even sometimes render
out just an EV just to get an idea of what something looks like because
it is so fast. So if I go to render
out render image, you can see just
how fast that is. Within a few seconds,
I've actually got an image that I can
actually view and, you know, get an idea of what the actual scene
is going to look like. You can see here, the lighting
is nowhere near as smooth. You can see here that the
image is kind of blocky. Now, you will see though that also we have a lot
of noise in here, but we have turned on
the actual cycles. Noise which should, at the end of this
noise, this for us. And then we'll have a good idea of what this scene is
going to look like. Now, I do recommend
always doing this. So what I tend to
do is I'll do it on a very, very low sample rate. Then when I'm happy I'll
do that on, you know, perhaps 500 samples,
and then in the end I'll do my final render. There might be five or six
transitions between all those. Now you can see it's denoising on there, and then
it's finished. And now you can
see we haven't got all of that kind of noise, or fireflies or grain
or anything like that, but you can see that
it's not going to be the same league as
10,000 samples. This is basically
to get an idea. All right, let's
close that down. So we've basically gone
through all of the V options, all of the cycles options. And these are really
important when you want to learn how to
render things out, especially when you
come into compositing. And lighting, they all go
hand in hand actually. So that's pretty much the
rendering part of it done. You've learnt as much as you're probably going to on
this actual course. There will be a few
of these options that we will be going into, but that is the main bulk
of that actually covered. So now let's go back to
actually lighting this scene. Now, as I said, when we
brought in this scene, all we had was a very, very basic background lighting with a color and
with a strength. And we can turn the
strength up, for instance. Not a lot to actually work on, so you might get a
lot of scenes that actually come in like this, or this is where you're
probably going to start. What I tend to do is I'll
tend to come over here, I'll click on a new world. I'll call this
world sky texture, and we'll call it day. An actual sky
texture is probably, you go to other than HDRI, it's very, very powerful. So now let's come over
to shading panel. Let's open up, make sure
on world over here. And this is the sound
we've got at the moment. Let's actually get rid of this background
and let's actually also put it onto
the render engine. Now remember if your
machine is a bit slower, just put this on EV,
you're still going to get everything that
you need out of this. Now the moment we've
also got a sun in here, let's actually delete that sun. We're not going to
have a sun in here. And then what we're going
to do is we're going to come in, press delete. And then what we're going to
do is we're going to add in, so we're going to press Shift
a search for sky texture. Let's bring that in, and let's
plug it in to the surface. And this is what
we actually get. Now straight away you can
see this is looking pretty nice if we come over as well
to our options over here, down to where the film
is and let's just put it on transparent
background, we can see. Now this is looking really,
really nice already. Just from a sky texture. Well, we can go way, way
further than this actually. So what we can
actually do here is we can turn that into the
sun intensity first of all. So you can see it's
kind of subtle. So from a really bright day, we can also turn up
the sun elevation. So you can see now where
is the sun going to be in the sky? We can also turn the
sun rotation round, which is also really handy. And then what we
can also do is turn up the altitude of the sun. Now the altitude of
the sun isn't so important unless you've actually messed around with the
air, dust, and ozone. We can see if we can
turn these down, all of them down like so. Now we can actually
start work on this. Now the other thing is of
course that I want to turn back on my transparency just so I can see
where my sun is. Now you can see, let's
turn the ozone on first. So we're going to
put the ozone up. Let's turn the dust
up a little bit. Now we're actually
starting to see something. Let's turn the air
up and get the, let's all shift as well
when we turn this air up. So we're just going to turn
up the sun elevation a bit. What do we get here
as we come up? We get it going all
the way over the top, all the way back
down the bottom. What's happening here is the
sun is going all the way up to the top of the sky and all the way back
down the bottom. If we turn this, let's go
the other way actually. And what we're going to do is
I'm going to get drop down, Drop down, Drop down. The sun is coming
from this direction of the moment, it's
over here somewhere. Do drop down all the
way into the top. Now up to here. As you can see, this
is a morning sun. That is what that's
actually doing. Now the other thing is
what we didn't do is we can actually
make the sun size. Where is the sun, much
bigger or smaller? So you can see now this
is where the sun is. If I bring that
sun elevation up, let's see, it goes down
into the night or comes up. Now what I tend to
do is I'll tend to bring my sun here like so. And then I'll bring the sun
size down, something like it. Because it's a good visual of what I'm actually
trying to do. If I bring it down, bring
it down, bring it down. Then what you can do is
you can bring the ozone, or down the ozone,
whichever one you want to do, bring down the dust. And then you can really
see your sun or bring up the dust and just play
around with these. Bring up the air as you see now we've actually got
something very nice now. The other thing is we can also set the intensity to
how bright you want it. So what I'm going to do now is we're just going to
rotate the sun round now. Just going to have it
right now and here. And give me some
really nice shadows. I'm going to turn down
the sun intensity, but I'm going to hold
shift, turn it down. Let's so, and this is a morning scene now,
as you can see. Now let's come on and just
come down to transparency. So let's put transparent on, and this is now a really, really nice little
scene as you can see. Now the other thing is we want
to actually have one day, for instance, or one morning
and one actual night scene. So we can also do that. So how are we going to do that? First thing is I'm going to
come over to my world again. I'm going to click this
button here, Sky Textra Day. And I'm actually going
to pull it sky texture. So now when I come into this, now when I change something, I can actually
swap between them. Because if I click
this down I've got world sky texture night
and sky texture day. Now these will be the
exactly the same. So let's bring sky text tonight
and then what we'll do on the next part is we'll actually turn this into a night scene. All right everyone. So hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye.
9. Cell Shading Techniques in Blender Using Freestyle: Welcome back everyone. To blend the lightning composite in four beginners and this
is where we left it up. All right, so now we've got our night texture actually picked. Let's come down and we'll
leave the sun intensity, we'll leave the sun size. What we want to mess around
with is the sun elevation. Now of course, the
lower we put this, the lower down the sky,
the sun's going to go. So let's put this on
something like minus four. And there we go now we
can still see we've got some sun shining round here, so we need to rotate
this a little bit. So let's just rotate it to 450. And then we've rotated it round, and then finally
we can mess around now with the air and the dust, and the actual ozone. Ozone. Let's set to zero. Let's put the dust on 2.3 and let's actually
put the air on something, not something like that. And there we go. Now
we actually have a moonlit scene as well as a so we have a day so
we can go back to and then we can go back to night. So day and night, we've got both of
those there now. And you can see it's really
easy to swap between them. So basically what you
can do is you can layer up as well world lighting, because we can also
go back as well to our world lighting that
we had in the beginning. Now of course, none of these
work too well on their own. So in other words,
if we're doing a sky night texture
for instance, what I certainly would do
is I would probably bring in a point light. So let's bring in
that point light. Let's just find where
our point light was, put it on materials instead. And then I'm just
going to let it work and find my point
light where I put it. All right, I'm going to find it over here.
Here's my point light. So all I going to do
is press Shift in Space Bar to bring
in the move tool. And now I can see it's
stuck in the tree. I'm going to bring it
over here like so. And then we're just
going to go back now to the render and we'll end up
with our point light here. So what I want to do with this point light
is first of all, I want to put it on
a blue, blue color. And now you can
see we've actually got a bit of a
moonlight on there. The other thing is now as well, we can bring down the sun
intensity or to tad like so. And then we can really bring out the radius of
this moonlight. Turn it up a little
bit, and there we go. If I actually turn this off, now there is our moonlight. Now, of course the
only problem with this is that you're not
going to have them. So in other words, if I
come in and put this on to date texture for instance, we're still going
to have that there. So what I tend to do that in that point is I'll set
up a new collection. So if I close this up, I'll set up a new collection
which is gone in there. So this one here,
let's pull it out, we'll call it night light. So, and then what
I'll do is I'll come now and get my point light, put that into the night light. And now I've got that on or off. Because I can basically
come over and now and click this on and off. Now it's important
that you remember that one of them disables
it in the viewport, which we're looking at now, and one of them disables
it in the actual render. So you can actually have
it on in the viewport, but just disable
it in the render, it means it just
won't render out. So now what we can do
is we can go back to the night cycle and now we can just turn
on night light on. So and I'll turn
all of those lights on or off that you've
actually going the scene. So again, really, really handy. All right everyone.
So that's that part. Now let's move on
to another project. Now we've learned about
the blender cycles, the EV render engine, and we've learned
about sky textures. We've learned about HDRI. Now it's time to learn about something
completely different. So let's close this down. Let's go now and open
up the next one, which is going to
be under freestyle. And let's go and look. I'm going to open, well then I'm going to open up the example. I'm going to put that over
the right hand side again. So open yours up if you
want to look what could do, make sure you put
it onto render. And then what
you'll do is you'll open the project up like so let's bring that over. So we'll notice now that
we've got a Star Wars AT and T Walker and if we
put it on to render, we're not going
to see that much. You know, it's going to load up, but it's not going
to be anything special. It's going
to look like that. Now, the first thing
we want to do is we want to actually come
over to the cycles. So I'm going to come
over here and I'm going to make sure that I'm on cycles. So at the moment it's on B, let's put it on cycles. So let's make sure
the noise is on. It's the first thing you
should always turn on. And then what we're
going to do now is just bring in a light source. So let's bring in a area light. So I'm going to press Shift Day. Let's come to light.
Bring in area light. Let's press Shift Space bar. So we go move Gizmo. And let's bring it up and set
it in some sort of place. So I'm going to set, so I'm
going to rotate a little bit, so I'm going to make this a little bit bigger
with the S born. So and then of course what I'm going to do is I'm going
to make it brighter. But I want it really shining
down here somewhere. So I'm going to come over and just make it a
little bit bright. So I'm going to put on
something like 400 like so. And then I'm just going to
move it over to the side just to get some relatively
nice lighting on there. Bring it over like so, and then R and X like so. And I think that's looking
pretty nice already. Now we want to also
do something else. What we want to do is
we want to come over to these parts here because we haven't discussed the actual
emission emission shady yet. So that's what we're
going to discuss now. So if you come over to material, we will see that these bolts, they have a principal BSDF and they also have within them, so most of these have
within them an emission. So you can see here the emission
with emission strength. So if I double tap the
age together off and then one we're going to
do is we're going to put this on something like ten. And now you'll see it
actually brightens them up. Now we can put
these even higher, so let's bring them on 100 or 1,000 And you can see really, really bright now, actually
reflecting off of there, bouncing back onto
the actual walker. So probably a little bit
too high at that point. So let's put 500. We just want a little bit
of light coming off there. And you can also see that we're starting to lose a little
bit of the color as well. So the higher you turn this up, the more bounce you're
going to get off there. So if you turn this
down, let's say 100, you can see less
bounce off there. We're starting to gain
a little bit of color. So there is just that to think about now What we
want to do is we want to also because the emission is not
something that I'm, you know, too concerned with
in this actual project. The main thing about
this project is to show you another way of
rendering things out. So what I'm going to
do is, first of all, I'm going to set up
my camera again. So shift, let's
bring in the camera, Let's put our camera
roundabout here, so control Alt and zero. Let's put our camera in here. And also let's change the size of our render because
we haven't done that yet. So what we're going
to do is we're going to select our camera, so our camera selected here. We're going to come over to
this little printer here. And what we're going to do is we're going to change
the resolution. So we're going to
change it to 2048 by 2048 and giving us
eight square image. Then we're going to do
is I'm just going to come over press to open up this panel view
and then camera to view and just move it
to the side slightly, getting a nice
view of our image. Next of all, I'm
just going to untick that and now move
my camera away. Settle. Now the
thing you'll notice about this is these
textures are pretty high, as you can see, they're
really, really nice textures. But what we want to do though, you might not want
the textures as high. In other words, you might
want this to be a little bit lower on the textures.
Now, how do you do that? We don't want to go in and
change these textures, but we want a way of actually
fixing that ourselves. So what we want to do is
you want to come in and you want to go down to cycles, come down, and you've got
one that says simplify. Open this up, click it on, and then you'll notice under the Viewport and
under the render, we have a texture limit. Now let's go into the viewport first and set the
text limit to 128. And let's wait,
look what happens. The text now has
been brought down to 128 and we can also, let's set it up a
little bit higher, so let's say 512. And now we're starting to get a little bit more detailing. Now I think this is right
for what we're going to do. Because what we're going to do is we're actually
going to come in now and come down
to where it says, where is it look Freestyle. We're going to come
down to freestyle, and I'm going to click that on. And then what I'm going to
do now is render it out. So for this I'm
just going to make sure that I've got this set onto Y frame and then I'm
going to come up to my cycles. I'm going to make sure that in edit because it
is a new project. So just make sure
that everything's on so everything
should be on for you. And then come down and
we want maximum samples, let's say to be on 500. And then what we're
going to do is we're going to come over to the render born hit render and
let it render it out. Now the only thing
I didn't do here, as you can see, I don't
think I put it on GPU. So let's close that
down for 1 second. And then also there's another mistake I made
under render here. I didn't put the text limit on 512, so I'm going to do that. I'm also going to make sure
that I've got my GPU on, so GPU compute on. And then finally I'm
also going to make sure, as you should always do
that under performance, we're going to put this
to the right tile site, we're going to make sure
you spatial splits is on and we're going to make
sure persistent data is on. Now finally, let's go over to Rendnder image and
again with very, very basic lighting, let's see what we actually
get out of this. So at the moment we can
see just the standard, you know, render that's
going to come out. You can see that the actual, the textures have been
reduced down to 512. I think we put them on
something like that and you can see we've not got
a lot of detail in there. That's exactly what we want. So now let's this actual
finish and render. The other thing you'll notice as well that this is taking much, much longer to render
and the reason for that is because it's
a much larger render. It's 2048, so it's a square
image, it's not 1920. By 1080, we've near enough
doubled one side of them, which is, you know, the top part going over here, this part was 1080 and now
it's been doubled to 2048. So we've nearly finished now. So let's just let
that finish out. And then you're going to
see some magic happen, which is probably
going to change the way that you
think about rendering because it actually opens up the doorway to things
like comic book or, you know, other
styles of rendering. And the top bit should
be pretty fast because it's basically empty al
right now it's finished. It's denoising the scene, which it will always do
because we've got that tied on going to save
us a lot of time. And now it's going Freestyle map loading, Stroke rendering. What does this all
mean? Now we just wait, that finish this bit does
take a little bit of time. It has a lot of things to
compute. And there we go. Now that is looking really, really nice. As you can see. It actually looks as
though it's been hand drawn with some color. And you can see that's
really, really nice. Now on the next lesson, what we'll do is we'll just have a look at a few more options. I'll show you how to
do this on V as well, and we'll carry on from there. All right everyone. So I
hope you enjoyed that. I'll see on the next one.
Thanks a lot. Bye bye.
10. Nighttime 3D Environment Lighting with Emission in Blender: Welcome back everyone. To blend the lighting and
compositing four beginners. And this is where
we left the ar. All right, so now let's come in, let's actually close that down. And then what we're going
to do now is Joe's going to put this on render
again and now we're going to go over to V. Now
the moment we put this on V, I think if we put this on V, now the textures should be back, which they are, as we can see. Now let's see if we
can come to simplify, and I want to see
if I can put, yea, we don't have a maximum
amount on here, unfortunately, on how
large the textures can be. Let's actually go out
though and render this. Let's just check
though. First run 64, so that should be fine. Let's put it on wire frame.
Let's put it on Render. Let's have a look. There we go. Stroke Rendering.
And there we go. Pretty much the same thing. We can see probably on V, needs a little bit lower
textures on there. Now I think also we can go to Preferences and
do that as well. To do that on V, what I'm going to do is I'm just going to put this onto the render engine. And then what I'm going
to do when this loads up is I'm going to go
to edit this time. So we can see, I'm just wondering
how that's changed now. So I'm just going to go to edit. What we're going to do
instead, because we haven't got
simplifier over here, we're just going to go
to Edit Preferences. And what we're going to do
is we're going to go to Viewport and set the limit here. So this should be
off at the moment. But if you set this
on to let's say 512, close that down, then come
back over to rendering. It should now have brought
those actual textures down. So we can also do this
in EB pretty easily. So lay it, load up,
and then we go, we can see the
textures come down. Now, why might you want
to use V for this? Well, of course, first of all
we're going to have bloom. So if we go over
to the EV options, bring you ambient occlusion, we can see now if we open up the ambient occlusion,
burn that up, we get much, much better contact shadows down at the bottom. So let's just turn that up. So let's turn this up like so. And you can see now much,
much nicer shadows. The other thing is
if we turn Bloom on, whoa, now we can see
we get somewhere. This is why we want
to use that Bloom, because we can really
turn it up and make it look really,
really cool effect. And now we can go over,
put it onto wire frame, go to render, go to Render Image and let it render
out once it's finished. You'll see not only now have we've got
nice, nice shadows. We've got a low actual
texture map on there, but we've also got some really, really nice actual lights
in the scene as well. So that's looking really nice. All right, so as I said, this way of rendering now might
change the whole way that you think about
things or how you think about putting
a scene together, or what you can even
do with the scene. So now we're going to move on to something much more complex, where we're going to try and put all of the things
that we've learned so far into one actual project. So let's close down
our store was like, so let's go to open
up a new file. So we're going to go
to open and this time we're going to go
to number five, which is graveyard
emission lighting. Now I think you can have a
look at the example again, but it's probably better off if you just open up the
project and follow along. Because I think
you're going to be blown away by what you're going to see on the
actual example. So up to you whether
you open it, but you're going to find out how to actually
light a scene, a night scene, or a Halloween scene really, really nicely. So I'm going to open
up my example like, so now I'm actually going
to open up the project. So let's open up the project. Let's put this down, let's
bring this over now. So I'm going to bring this over and this is the scene that
we've got to work with. So the moment if we put this onto V, which
it should be on, let's actually put this on
rendered view and you will see it's basically nothing
but a night scene. So let's just let this load up. There's a lot of
information here, so it might take a lot of time. I just want to show
you what it looks like before actually
doing anything, and then how we can
bring this to live. So you might have a scene like
this looking pretty nice, but it really, really needs
some work on the lighting. So the first thing
we're going to do is we're going to come over to these so you can see that these are
lit, but these are not. And how do we get those
lit if we click on this. So let's just hide those
out of the way with H. Let's click on
this part here. Come over to the
right hand side. You can see all it is, is emission strength is to five. Now if we come over
to this one here, so this will be this material here and put our emission
strength to five. That then we'll bring
them all up and make them glow exactly the same
way as the others. Now the other thing is if
you press Space Bar on here, you will also see that
why aren't they working? Yes, they are. There we go. You can also see that these
are rocking very slightly. And you can see the end there. I don't know, Let me
just have a look on the. Let's go to the layout
a minute and let's come round to these here.
So let's go to this. And we can see that
it's only going 80-160 so it's going
from naught to 160. So let's just put this
first of all on 160. Like so. And now we should end up with them just rocking
backwards and forwards. So I just forgot to do that. And it should actually go
back and restart again. All right, perfect.
Now we've got that. We can see we've
got a scene with animation with lights in there. And the first thing that
we want to do is we want to come in and bring in a moon to give us
some actual light. So what we're going to
do is we're going to come to our plane over here. All this is, is a simple plane and we want to give
it a material. So let's come in and bring in a material. So I'm
going to click new. I'm going to call
this Moon like so. And then what I want to do
is I want to come over to the shading panel and we've
got something like this. At the moment, it's called Moon. As you can see now within the resource pack in
here, you will see. Go back. We've got one
that says moon texture. Okay, let's just open that. I'm just going to move that to the side and I just
want to drag this in. Just drop this right in there. So let's put that down now. I'm going to actually plug this in to the color base like, so we should end up with
something like this. Now you will see that
this is unwrapped. Now when you're bringing
in your own moon, just make sure that in
the view editing you can see that this is this. So this is unwrapped
here for press A. You can see that this
is going around here. Just make sure it's
actually fitting in. You can see it's a
little bit out of place, but it doesn't
matter because it's covering up most of the moon. Let's now go back to shading and then what we
want to do is we also want to plug the color
of this into the emission. So you know, to the moment
the emissions black, plug this in and now we can see, oh, it's slightly lit. Now the other thing we've got, the other problem
is if I go to here, is that this is
not lit properly, sorry, this is black. And
we don't really want that. So what we want to do is
I want to actually plug the alpha also into here. Nothing happens. And the
reason nothing's happened is we just need to
edit one more option. So if we go over
to our material, scroll all the way down, you'll have one that
says blend mode, which will be on opaque. And you just want to put
this onto alpha blend. There we go, We've got
a moon now we just need to come in and put the
strength of the emission up. So let's come in, put the strength of the
emission up to ten, and that's the transmission. The emissions strength up
to ten and there we go. Alright, so now we're
actually getting somewhere. Now we can just see the actual little
details of the moon. You might want to
lower this down, but I wouldn't do that
right yet because you're going to actually edit
some other things and then we're really
going to start to bring this together so I wouldn't mess around
with anything right now. What I would do is just
try and just follow along and then we can actually
do more things with it. Alright, so the next
thing I want to do is I want to actually
bring in some volume. Now the way we're going to
bring in volume is we're simply going to come to
this landscape here. So we can see we've got
this landscape here. Now at the moment, if
I go to object mode, we can see that if I press Tab, this is really, really high
on the amount of polygons. If I come down here,
I can see that we have 30,000 polygons in here. A little bit too high
for what we need. So what I'm going
to do is I'm going to grab it all with L, so just select it all. And then I'm going to
press Shift D like. So press Shift Space Bar
to bring in the move tool. And now what I should
have is I should have another version of
this actual brand. So I'm just going to
leave that down there. And then I'm going to
press and bring it up, so just below this
roof lying here. And now we're going
to do is I'm going to press L on it all. Press Selection. And now I've got basically
this and a half. If I press H, the ground, pray underneath, Let's press all H to bring that back then. And now we actually want to do a little bit of work on this, which we're going to
do in the next lesson. We're basically going to
take this and we're going to use it as the actual volume. But for the volume we don't need it to be this
high polya all. So we're going to sort that
out on the next lesson. Alright, let's just press control all transforms
right click, set origin to geometry. And I'll see on the
next. And everyone, thanks a lot. Bye bye.
11. Creating Volumetric Fog Effects in Blender: Welcome back everyone
to blend the lightning, compositing four beginners and
this is where we left off. Okay, so now we've
actually doubled up this, so you can see we have
a lot of polygons here. Let's actually fix that.
So the first thing we're going to do is we're
going to press control and bring in a few
more edge loops adding more polygons to
it, believe it or not. But then we're going
to press light, left click, right click. Drop those in place now
to come out of there. And now what I want to do is I basically want to change this. So what I recommend
doing is, first of all, save out your file
before doing this, because it might actually crash. Because when you're
using a modifier like this, sometimes
that happens. So the first thing we're
going to do is add modifier. And I'm going to come
down to where it says, where does it say remesh? Let's click on remesh. And now you'll notice it's actually smoothed
off these edges. Now what it's actually
done is it's actually remeshed it to be a
much better mesh. So if I press control
A over there now, so apply it, press the tab burn, you'll see now we have, although it's a lot more dense and mesh, it's actually a lot more. It's distributed with even topology, which
is what we wanted. Now, because this is a volume, we really don't need
all of those polygons. So I'm going to come in now. I'm going to come
down to decimate. And when you come to decimate,
you can see the issue. 571,000 polygons. We
really don't want that. Now suggest doing this in
stages because what it'll do is it'll enable you to
actually bring this down. So if you decimate
anything this high, bring it down in stages and then you're not going to have
so many issues with it. So what I'm going to
do is I'm going to put not 0.5 like so. And you'll see I'll
bring it down to 250 odd thousand polygons or something like
that. All right, 384. Let's press control
to apply that. And then what we're going
to do now is we're going to bring in another decimate. Again, I'm making sure
I'm doing this slowly. So decimate not 0.5 What we want to bring this
down to is round about 20,000 Control A,
Let's supply that. And it will start speed up as we're actually
working through these. Now decimate it again. I'm going to put it
on not 0.5 again, 123,000 Press control
A, and then decimate. Now we want to bring this down to round about 20,000 So if we put this on not 0.5 you can see it's going
to be much faster. Let's keep bringing
it down then. The round about, as I said, 20,000 something around. There's absolutely fine. Let's press control
to apply that. And then what we're going to do is just going to right click, go in and shave auto smooth. And there we go, we've got our actual volume metrics that we're actually
going to be using. Doesn't not like at the
moment, but you'll see. Let's put render on now. Now let's go over to the right
hand side under Material. And what we're going to do is we're just going to click on this principled here and
you're going to remove. And then what you're
going to do is open up the volume and you're
going to click on here. And you're going to
click Principled Volume. Click on. You can see already something's
actually happening, albeit doesn't look right
at the moment. All right. So we have a little bit
of work to do now now. The one problem I have is
that I messed up there. I'm going to go back
and before doing that, what I'm going to do is I'm
going to actually copy, sorry, minus off this
terrain off of this part. So at the moment you'll see that underneath we have terrain, so I can click on here terrain and on the volume
we also have terrain. Now if I minus off the terrain of the
volume, I'm going to us. Or if I change the
terrain on the volume, I'm going to also
change the terrain on the terrain as well,
if that makes sense. So what I'm going to do
instead is I'm going to put plus new. And then what we're
going to do is I'm going to put volume. So when they then copy this, copy material, paste
material like so. And then I'm just going
to minus off terrain. So you can see now
they're both the same. Now if we come down, once this gets minus off, now we've just got volume. Now I can do is then come in Remove and then come to volume, and then put in
principled volume. Now you'll see that we actually
start to get somewhere, albeit it doesn't look
that great at the moment. So now we're going to do is we're actually
going to go in, we're going to go
into the material and actually mess around
a little bit with this. First of, although I'm going
to delete these because I'm nearly not going to
need them, so delete. Click on this one, Delete, and then we'll go in and we just have our
principal volume here, which we're going to do some
other things with as well. So the first thing I want to do is with the principal volume, is we want to come in
and sort out the color. So I'm going to make it
just a little bit darker, so maybe something like this. And then what I'm
going to do now, I'm going to come down and set, I'm not going to
actually set an amount for density because I'm going to actually do that
with some more nodes that I'm going to put in place. So everything else on
here pretty much can stay the same apart from
where is it the. Yeah, I think everything else
will stay the same on here. All right, so what we're
going to do now is we'll first of all bring in
a texture coordinate. So let's zoom our a little bit. Let's come over here, shift texture texture
coordinates. This one here. Let's drop that in there. Now I want this to be generated, we don't want it based on the UV map or
anything like that. Let's now press Shift
and look for Mapping. Now what we're going to do
is we're going to plug in our generated into the top of
the vector of the mapping. And the one we're
just going to change is the y value on the rotation. And we're just going to
put that to 90, not 90090. All right, let's move on now. And then we're going to put
in a gradient texture shift, a search texture. Let's plug in the vector from
the map into the gradient. And then we're going to
bring in a colorramp. What we're actually doing here is we're actually having control over how the actual fog is
going to lift up color. Let's plug the into the color. Let's plug, we'll
plug this straight in to our density density. Let's plug that in.
And we should end up with not a lot at the moment. Now we're going to
do is we're actually going to mess around with these. If I bring this this way, bring this this way, all
this all the way over here. And then what I'm going to
do is now bring in one more. So I'm going to bring
this down to here. Now we can start seeing
something happening like so let's press
control and click. And then what we can do is
we can bring another one in on that one as well. We can just wondering if we need to make it
a little bit darker. I think we do. So
let's just make sure that this is
going to be actually, I think that's right
in the right place. Something like that, I think
looks absolutely fine. Let's just double tap the A. All right, that's
looking pretty nice. Now, the one problem
we've got, of course, is that the density is now changed because we're actually controlling the
density through here. But what we want to do now, this is basically the most
dense it's going to be. The problem we've got though, is that we don't
have any control yet over how the fog is
actually going to look. So what I'm going to do is
I'm going to grab both of these and I'm going to press Shift to duplicate
them. Drag them up. Then what I'm going to
do now is I'm going to bring in a musgrave texture. We'll come in shift A, let's bring in musgrave
texture like so. And then going to plug
in the vector over here. And then we're going to do this, now I'm going to bring in another color, ramp shift color. So now let's just bring this white all the way down
just to under here, you won't see
anything happening. And then we're going
to do is I'm just going to set the
musgrave in a minute. So I'm going to put
the height to here. And now I need some way
to plug everything in. So we need to use
now a math note. So I'm going to do is I'm
going to press Shift, bring in a math, so I'm
going to drop that in here. So now we'll end up with
something like this. And then what I want
to do is now we want to set this
math two multiply, so if I zoom in, set
this now to multiply. And then what I'm going to
do is I'm going to plug in this color from this color ramp into the bottom
of here, like so. Now we just want to control
how this actually looks. So I'm going to do
is zoom in again. I'm going to go and put
my Musgrave onto four D, and then I'm going to go to W, and I'm going to put this on, 51.3 And then what I'm going to do is I'm
going to go and put the scale on -45.6 I know this because I've already been messing
around with this. Then I'm going to
put the detail on 4.8 and I'm going to
put the dimensions on 37.5 and the Lou left,
I can't even say that. I'm going to put it on
one. And there we go. Now we're actually
starting to get somewhere, albeit we can still
see it over here. I'm just wondering
actually if I can put it onto here and then put it back. Yeah, let me just check,
see if we're growing V, which I have. Okay. So now we've got this in place, doesn't still look like much. And the reason is,
at the moment, we're not actually using
this properly as a volume. It's a little bit too
dense at the moment, so let's actually take away some of the
denness and the way that you do that is going
to be through actual light. So what we're going to do
is we're going to press shift and we're going
to bring in a sun. And why would you need
a sun in a night scene? But I'm going to show you what we're going
to do with that. So I'm going to press Shift
space bar, Go to move. And then what I'm gonna
do is I'm just gonna drag my son seventh
go over the top. Just next to this tree,
somewhere around there. Remember it's an
infinite light source, so it doesn't really matter too much where you
actually put it. And then what I'm
going to do is just drag it up into the scene, so now we can see it's
very, very well lit. Not really correct
at the moment. What I'm going to do now is go over to my little light bulb. I'm going to put my son on
0.250 Turn that down a lot. And then what I'm going
to do is I'm just going to come over now
to my world and I'm going to set my world
down to black like so. All right, so now we seem
to be getting somewhere. It's looking a little bit
better than where it is. Of course, we've still
got this volume metric that's not actually
working properly. And the reason is because
for me I actually have, if we look here, I've got actually two of
these. For some reason. I don't know why, I'm just going to hide
that one out of the way. Come back to this
one, delete that one out of the way age, and finally I'm starting
to actually get somewhere. I was a little bit worried
that wasn't gonna work for me. But anyway, that's
looking pretty nice now. Alright, so on the
next lesson what we'll do is we'll bring
in our main light. And then we'll start
to mess around with the EV options and really, really bring this
scene to light. Alright everyone, So I hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye.
12. Night Scene Rendering Techniques in Blender: Welcome back everyone
to blend Lighting, compositing four beginners, and this is where
we're left are. All right, so now before
we do anything else, let's actually mess
around with the EV, ambient occlusion and let's get those options right first. So the first thing we're
going to do is I'm going to come in, click ambient. And then one, we're going to
put this at 9.3 I'm going to drop this down to
0.86 0.332 All right, let's just add a little bit. Ammunclusion's going to be
very so as we've spoken about. Next of all though, the
next one is very nice. Let's bring in some
bloom. And there we go. It's time to double
tap the eight, really, really bring this
scene to light already. Now, we have not got a lot
of bloom yet on these, so let's come in
open, part Bloom. Let's put this on
1.14 Let's also drop the knee down to not 0.4
somewhere around there. Let's drop this down
a little bit to 6.2 And also let's put the intensity
of it up to not 0.1 so. All right, now the other thing is have we got this
up high enough? Let's just have a
look at our emission. So I'm just going to hide
the other way at the moment. I'm just going to make sure that I'm happy with my emission. I'm going to go into here into materials and I'm just going to go to my emission strength on five of the moment. Let's bring it up a bit like so. Let's press al tage and
bring back our volume. You can see a lot of the
volume is washed out. Sorry, a lot of the
bloom is washed out because of volume
that's in there. Now what we want to
do is we want to bring in another light source. So I'm going to come
to my on first. I want to press shift A, bring in a light. And
this is what we'll do. In fact, I need
to press shift S, First shift S, cursor selected. There's our cursor shift A. Let's bring in a area, let's turn it around, R, Y. Spin it around so
that it's point in right down there,
into the center. And let's turn it
around, s there, that's pointed down here. So then we'll make this bigger. Now we can just see it here. If I press, I can
actually scale it up. And then what I can
do is I can change it from a square to a disc. And what I really want to
do is if I press three, I want to actually line this up. So now I press three
on the number. Going to press G, and then
I'm going to line it up to the same size as
the sun, roughly. You're not going to get
it perfectly all right. And now I'm going to do is I'm going to point it downwards, so I'm going to put
it just in front. And then what I'm going
to do now is I'm going to come over to the right hand side to
these options here. And I'm going to put the
strength of this up to 5,000 So there we go. Now we can see we've
got some proper moonlight going on there. We can see we've got
our volume in there. I'm just looking, if I'm happy with with my volume in there, maybe it's about right. I think actually that volume, yeah, it's about right. You just want to
check one thing. Let's go back to our sun. I just want to make
sure shadows are on. Everything is on there. I want to make sure that I can also turn contact
shadows on as well. The one thing I want to
do is I just want to mess around with this
sun and just see if I can actually give it
a blue tinge to it. Not too much. Just a little
bit of a blue tinge like. So, yes, and I think that's looking more like a
moonlight. All right. Now, let's deal with
the actual fog. So we can actually make this
darker now by coming in. You don't want to really mess
around with the musgrave. You can do. What it'll do is
it'll create patches of fog. What you want to do though
is come in and this is the part where
the density is. So you can see if I turn
this down or turn it up, I can also bring this back. So this is where all the power lies in the actual double tap, the and see what I'm doing
in the actual scene. Okay, I think I'm very
happy with how that looks. Let's turn off this so we can actually see what
it looks like now. And you can see that's
really, really nice Now, the other thing is
you can actually come in and you can see here,
the strength on here. If we turn this up a bit, it's not actually really
going to do anything. What we'd need to do
in this case is either turn the light and jaws
down a slight bit. So you can see
here a little bit, put it a little bit
on, more blue and now we can see we've got a
little bit more light there. And what else you might want
to do is you might want to turn up this sun a little bit. If we go to this sun, grab it and turn up the strength
of it as we turn it up. We'll start out to get
a bit more lighting on the scene like so. I'm not going to turn
it up that high, I'm going to bring
it down like this. And now finally,
this is where we can come in now and go
to our EV options. Come down to where it says lock is on the color management. And this is where we can mess around with
either the look, so we can put it
on the, you know, high contrast or
medium contrast. And what we can
also do is we can bring up the gamma a little bit. So if we bring this up, we see now it just brightens
up the whole scene like so. Okay, that's looking
pretty nice. And now we can do is we
can set up our camera. So let's put our camera here. So I'm going to go into modeling actually, and do it from there. So I'm going to come round
to here, put it on Material. So let's press shift A, Bring in a camera control Alt and zero to bring in my camera. Zoom in a little
bit and then we'll go to open up this panel. View camera to view. And then I'm going to
zoom out a little bit. Press control shift and middle
mouse, and you can really, actually play around
now with that, let's press, just to
close that Almonte, just to get the perfect view
of what I'm looking for. Something like that. And then I'm going to just put
it on rendered view, making sure I'm happy with it. And then what I'm
going to do is press close that down, to
close that down. And finally, now let's do, as I said, a pre render. So you want to do a pre render, so if you come up to put it on wave frame, you're
going to go to render, then render image and there's our beautiful
image as you can see. Really happy with
how that looks. And now all I want to
do is this is a little bit too reddish, I would say. Let's make sure that
we've got that on blue. So I'm going to go
over to my world. Let's have a look. You can
see it's on slight red. What we want it on
is slight blue. Let's put it on
rendered view like now, it's a little bit more blue. And the other thing
is now I've got that. Let's once again, before we
finish this, go to rendered. So over to our render, let's look actually what would happen now if we
put this on cycles. And this is why
it's important to follow the whole
course through because you're going to learn how we can have this effect in cycles. On this one though, all
we're going to do is use the EV render engine
just to show you the power of V. We also want on screen space reflections
to get some of that reflections
off of the fences and things that are those very small things that
we spoke about. And also now we can
come to volumetrics and just make sure that
the size are on 16. Just to give us a
little bit more, let's put the samples on 128. Then we've got volumetric lighting on volumetric
shadows. Let's put those on. We can see we've
got a little bit of difference there as well
that's adding to the scene. Now finally, let's
put this on 200. Now the other thing
is I'll just show you what this looks like
as well on cycles. So if I drop this
down to cycles, let's actually put
this on GPU compute. So make sure it's
on that. Let's make sure denoising is on. Just make sure the noise is on, but you will see that
we've lost a lot of that depth and feel
to this scene that we had with V. But as
we go on in the course, your work, you'll find out how to actually bring all
that bloom back and actually probably
have a better render than what you had
with V as well. So let's put this on the cycle, sorry V once more. Let's actually put up
the render value 2200. And now finally, let's
put it on wire frame. And let's take our
rendered image. And there we go. You can see
how nice that image looks. You can see how nice these are, just visible when we're
doing a scene like this. It's really hard
to actually, um, you know, dictate how much
fog you really want on here. But I think this is near
enough, the perfect amount. You can see that this bit is a little bit
choppy down here. I'd probably zoom the
camera in a little bit more to get rid of
this part here, but I think this is a really, really nice image now. Alright, so what we'll do is we'll close that down and then we'll move on the next
lesson onto the next one, which will be three
point lighting. Alright everyone, so I
hope you enjoyed that. I hope you're learning tons. And I'll see on the next
one. Thanks a lot. Bye bye.
13. Point Lighting Setups in Blender: Welcome back everyone.
To plan the lighting and composite in four beginners and this is where we left off. All right. Let's close that one down. Let's move
to the next one. So I'm going to move
now to my next one, which is that going to
be three point lighting. Again, as always, we
have examples and we also have the
main project file. So I'm going to
open up my example. You can open up on
that as well and have a good look at what that
actually looks like. And then I'm going to open up my project file, which
is this one here. Let's open this up, let's
pull it over like so. And here we are at the moment, we don't have anything
in the scene, but you will see
that the whole scene is pretty much animated. You can have a look
how we've actually done all that. Really,
really interesting. Once we actually
put this onto V, you'll see it's very dark, but there are some lit places, there's a lot of emission
in here, for instance. And they are the
first things that we might actually want to look at. Now, three point line
is actually really, really good for V because
it's a really simple, nice technique to get some really nice lighting
really, really quickly. And the thing is about
three point line as well, unlike, you know, the bloom and ambient occlusion
and all that other stuff, it really actually translates
well over to blender cycle. So you know, like the
scene we've just done, it's pretty hard to actually get that sort of lighting
effect in cycles. We have to do a lot more work, whereas three point
lining is a lot easier. All right, So now we've
said that let's actually bring out the first part
which will be a ground plane. And the reason is
you can't really, if you three point light, this part here, you're
not really going to have anything for the
light to bounce off. So I think it's
important on this one actually to bring in a
actual ground plane. So we'll do that now. We've got a cursor right in the center, so let's press shift day.
We'll bring in a plane. We'll make this plane
really, really big. Like so it doesn't matter
really how big you want it is. And then what we'll
do is we'll start now bringing in some light sources. So what I'll do is I'll bring in actually before we do that, let's just make sure that
the actual ground plane, let's just go to materials
and give it a material. So I'm going to
give you a material just to give you an
actual principle. So, so it has some
material because from that material then we can actually change
it if we want to. In other words, we can make it a little bit more reflective, which sometimes makes the scene actually look a
little bit nicer. Let's also make sure that we're actually on V at the moment. Let's also make sure that
we've got some bloom on. Let's also make sure we've
got our ambient occlusion on and we can come and mess
around with that in a bit. Let's make sure we've got
screen space reflections on. And especially on this
scene, you can really, really see the difference of what screen space
reflections does. Really, really brings it out and makes it look nice already. Okay, so let's bring
in our first light. And our first light is going to be a sun. So let's
bring in a sun. So I'm going to press
Shift A. I'm going to come to bring in a light. Bring in a sun, way way
too bright as you can see. I'm also going to
press Space Bar. Don't need this all moving. It's just making it a little
bit more difficult in the long run to actually compute everything
in the view pots. I'm just going to
press Space Bar. I'm going to press
Shift and Spacebar. Then bring in a move
tall to bring in my son. And I'm going to bring
my son in and put it just to probably level
with this part on here. So I'm just going
to bring it up. And then what I'm going to
do is I'm going to press R and Y and just
bring it and point it round about pretty
much at the door. So dead's point over
the door like so. All right, so now we brought
our first light source in. Let's come over now to
bringing in our HDRI. Let's bring in the HDRI. So what we'll do is
we'll go to file, we'll go to where is it, append? And then what we're going to do, like I showed you how to do, go to your HDRI
lighting resources. Double click it. World, double click the HDRI and there we go. Now we can come
over to our world, put it onto HDR set
up, and there we go. You can see already that's
looking really nice. Now let's go over to
our shading panel. Let's saw out our HDR lighting. Before we do anything else, just going to put
this on to render. And then one way to do it
is gonna put this onto world Zouma a little bit and this is what
we actually have. So I'm actually
probably going to move round the rotation
because as I spin this round, you'll see the
shadows don't move because the shadows
are nowhere near. They're not going to be as
strong from the HDRI as what they are going to
be from our actual sun. Now the reason why
I want this HDRI in Is not to use it, so I'm going to turn
it down to nothing but to have the actual
gradient in the background. That's why I brought it in, so you can do it both ways as well. So we want to actually bring
this in with a gradient. And then what I want to do
is I want the bottom part. I want it to be pretty dark, so maybe not just
100% but pretty dark. And then the top part, let's put it on a
little bit lighter, so something like that. I think it's going to give
us a nice effect there. Okay, So now we can
actually come back to our sum and what we can do is we can mess around with
the strength of it. So I'm going to actually
the sum which is here, I'm going to put this on
1.620 Now I'm going to do, I'm just going to turn this
sun down a little bit. I'm just going to
make sure you move. So I'm just going
to turn the sun, which is a ball here,
jaws down a little bit. You'll also notice as
well as I contains the angle yours to bring those shadows down a little
bit, so maybe not that high, but jaws a little
bit less the angles of the sun that because we are going to have
another light source in. So I'm just going to make
them a little bit softer. And of course I can play
around with this as well. Not going to play around
with those at the moment. Okay, so let's now bring in
our first three point lines. I'm going to do is
I'm going to grab my son pressure desks selected
and then bring in a light. And this time it's going
to be an area light. Three point line always best. Start using these area lights like so I'm going
to make it bigger. And then what I'm going to
do is I'm going to come over now and change the
color of this one. Well, first of all, let's
give it some power. So 450. There we go. Let's also change
the actual color. So I'm going to bring
down the color, so to a nice orange
or something. Let's also leave it
on square this time. The size, I'm just
going to bring it up to Yeah, probably
something like that. You can see how soft now
all the shadows are. That's looking pretty nice. The one thing I think is that it's a little bit,
probably too close. So what I'm going to do is
I'm just going to press G and just bring it back just
so it's coming on there. Now I'm going to do is I'm also going to bring in another one, and I'll bring this
to this back corner. And then finally one more,
which I'll bring this way. So I'm going to press
seven to go over the top. I'm going to press shift,
shift spacebar to bring in the move to all,
let's bring it out. Press Art and Z and move
it round to the back. And then on this one,
instead of it being orange, I'm going to just set it to
a nice bluey type of color. I'm going to bring it
in because I think it's a little bit too strong
that bring it down. Then what we're
going to do is we're going to bring in one more line. So I'm going to press seven
to go over the top shift, bring it round and then spin it round into this one here. And then with this one,
I'm actually going to keep the pretty much the
same color, I think. All right, now we've got a little bit of
three point line. Now what we can do now as well, we can actually, as
we can actually, where is it, the bloom? So we can bring up
the bloom of this or bring it down.
We can bring it up. This would be a good scene, probably to use some of those volume metrics which
we've been learned about, or we can simply turn
up the bloom like so. And you can see already this
is looking pretty nice. If I turn off this now that
is what our scene is going to look like and it's
looking pretty good. Now let's come in and put
it onto cycles as well. So we can do both of these. We're going to lose the Bloom. Let's put it on the GPU. So GPU, compute, let's
turn down the noise. And then let's also
press Lth and come back, sorry, not lth. Let's
turn those back on. And now let's come and
brighten up everything, as well as turning this
a little bit reflective. So if we come to this
first come to material, Let's come in and bring down, make it a little bit
more reflective like. So now let's come in and
actually turn down this color. If I put this on a
slight blue color, let's start to bring
that down a little bit. And now you can see
we're actually going somewhere with our
three point line. All right, so now let's
bring in a camera first. Let's bring in a camera. And then what we're going
to do is control zero. Put my camera there and
zoom in a little bit. Press the end bond, open up this panel view camera to view. Let's get it in the
perfect view shot. We want it now. We want to get in that wind hen I think it's called.
And there we go. All right, so now
we've got this. We can actually start working on just making sure
all of this is right. Because you can see at
the moment that this is actually
reflecting down here. And we don't really
want that. So what I want to do is I want to
turn my camera to your off, close down this panel, come round and then
we can see this here. We don't really want
this, so what I want to do is I just want
to turn down the spread. Let it down a little bit, so it's shining over there. Let's also do the
same with this one. So we're going to
turn down the spread. So let's then turn
down this one as well. That one might be a
little bit of an issue because where it's set, it might be a little
bit too close. Let's just pull
that one of a look. I'm just going to
look with my camera just to see where it's at. Then what I'm going to do
is I'm just going to press, try and pick it up a
little bit just to get some nicer lighting for it. Now we can see that is a bit better than where
it was looking before. We still have this on here, and I think we need to either move this back a little bit, it's a little bit too long, so I think I'm going to pick
my son up a little bit. So what I'll do is
I'll come round, pick this off, come to my son. And then what I want
to do is I just want to point it
down a little bit. Why? Let's point it down
more like this then. What we'll do is we'll just
turn this down a little bit. We've still got those little
bit of a shadows now. Let's press zero again,
and there we go. That's looking pretty nice. All right, so I'm really happy with how that
looks at the moment, and we've got it on cycles. Now if we put this on Eve, where it looks like we can see, it just looks as nice. I think it looks bear on cycles where you can see as well, that using the techniques that I showed you before
where you can put your lights into different
files so you could have a collection for V and a
collection for cycles, and then you can
render the mouth. Because again, until we
move on to, you know, looking at layers
and compositing, this is probably
as good as you're going to get at the moment. So let's on the next lesson, we'll render the mouth out, you can see what
they both look like. And then we'll move on
to the next project. All right everyone. So I
hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye.
14. Gradient Backgrounds Scene Setup in Blender: Welcome back everyone. To blend the lightning and
compositing four beginners. And this where we
left off. All right. We're on V at the moment,
We might as well go with V, so let's put V on 250. We know we'll render
out fast anyway. Let's go to render,
and we're going to render the image out and let's
see what we actually get. So here is our image. Now we can see that straightway, probably a little bit too. Maybe we want to brighten
this up a little bit. We can either do that
with the sun or we can come over to the options
on the color management. So let's actually go in, let's zoom in a little
bit and let's just bring up the exposure just
a little bit like so. And now let's put
it onto wire frame. Let's do a quick render
again. And there we go. That is what we're gaining with V. Now let's come over too. We can see that we need to bring out our plane a little bit, a little bit in the wrong
place at the moment. I think it should be a little
bit further over here. You can see that
we're losing a lot of details as well in this. I think with V probably going to have to turn
it up a little bit. So we'll actually bring
out our plane first. So I'm just going to press
zero to go to my camera view. Do that a little bit
and then what I'm going to do is grab
this bomb plane. So I'm just going
to put on material, grab this bomb
plane, press the S, just to bring it out
a little bit like so. And then I'm just going
to come now wire frame, go back to EV and I'm
going to put it on. Let's put it onto, let's try 1,000 It will take a
lot longer of course, so render, but we should get a little more detail out
of it once we do that. So with V as well, you have no idea actually
what's computing or anything. Well, the other thing is with B, you can see now we're getting a little bit more
details out of it. It is looking pretty nice. Maybe we've gone a little
bit over on the Bloom. Maybe we should drop
that back a little bit. All depends really what you want. Okay, I'm happy with that. Let's go now to cycles. So we're going to go to cycles. Gpu. Compute. Just
make sure that under edit you've
got your options on. So if we go to system, make sure these are
on and then what we'll do now is we'll keep it. Let's do 500 maximum samples. Let's also have a look,
I'm just looking. Before I go on the, let's put it on medium contrast. See what that looks
like? Very higher? Yeah, I think we'll have
medium to high contrast. I think that's going
to look better. And then what we're
going to do now is we're going to put
it onto wire frame. We're going to come
down to performance. We're going to make
sure this is on 64 or whatever yours
is, spatial split, persistent data and let's
go to render image, and now let's see
what this is going to render out like now the thing is when you've got a little
bit of shine on surfaces, it's obviously
going to take much, much longer to render out. So you do need to take
that into account. The thing also with the cycles, we've not actually got any bloom effects on or
anything like that, so we're just going to get
pretty much a, you know, a straight image with no real volume metrics or
anything in the scene, so it should look a lot sharper. So definitely going to get a completely different
look from what look like. But, you know, both of
those options are viable. It all depends really
what you want to do. You can, of course, in cycles, turn up the emission on the
larva or molten metal here. You can do things
like that, of course. And Lisa said a little
bit later on the course, you're going to learn
how to actually do some layering and
some compositing. And then I think you could probably go back
to this scene and actually really enhance it much more than what
we've done here. Because you will be able to, in cycles bring in things
like ambient occlusion. You'll be able to, you change the color
gradients on them. So this is basically just
showing you how you can serve three point lighting
with some really, really nice soft shadows. You can see we've got
a bit of a mess here. We need to kind of
pull that light back a little bit and then
we will get perfectly. But you can see how soft, nice, it all looks, and that's the actual lighting that we're actually
going for in here. Definitely think, though,
with some layering, some ambient occlusion in this, it's going to be a
really nice image. So I would save out this for yourself and then
come back to it, as I said at the end of course, and see what you can actually do with it because it's going to look tons better once we've
got everything in place. All right, so this is
what we've actually got. Really, really nice image look really good
on any portfolio. All right everyone, So
let's close that down. Let's close this down because we've finished with
this project now. So we can close that down. Let's look at our next project, which is going to be
Basic compositing. I'm going to open up again. I'm going to open up my example, which is this one here,
so the music hall. We're going to open that up
over the right hand side. And then we're going
to go to the project. So let's open up
the project file. I'm going to bring this over. The basic idea of this is to get some lighting
into the scene, but then to take it one step
further where we're just going to add in a composite. So just touching on compositing, that's based of
what we're doing, just introducing
you to the power of compositing and what you
can actually do with it. All right, so let's first of all see what we've
actually got in the scene. So this is the scene that we've got nothing really or this
shouldn't be anything. I'm not sure if
I've actually put the HDRI lem in this one. If not, we can put that in. No, we've just got
our will texture. So again, what we're
going to do is we're going to click on New, we're going to call this Music See Night Lighting Like so now we can
see that we've also, we've got some light
sources in here, but they're not actually
shining down or anything, they just kind of sat there. We can also see that we've got no real lights jumping off
them or anything like that. So it looks really,
really flat the moment. So first of all, let's come into our shading and we'll bring
in some HDR lighting. So I'm going to go
over to shading now and what I'm
going to do is go to file and actually I made
a little bit of a mess, but we'll actually fix that. So we'll go to happen, we're going to go now to the project. Hdr, lighting resources,
bring it in world HDR. And there we go. Now we can
see there's nothing in here. And the reason is because
it's come under its own. So all I'm going to do is
I'm going to go to world, grab all this control C and
then go to music scene. Then what we're going
to do is just delete both of these, press control. So now at the moment you can see that both of these
are still here. But if we go to file and we go to clean up unused
data blocks, click one. Let's see if we've still got those in and now
you can see it's actually got rid of that data
blow that we were used in. Now if we were to go to in
the HDRI and just delete all these like so and
then go to this one. And then what we're going
to do is go to file clean up unused data blocks
and then file clean up. Let's see if it's still there. It's still there but
it's got up in here. So I managed to clean up one. I don't actually know
how to clean up though, and I think we just
have to go onto it, press the X one and now go
to file, clean up unused. And there we go. Now we
should have that in there. Hdri set up. It's the wrong one we
actually got rid of. So let's see if I can
actually go back. I don't actually think I can go, Oh, I can, we can go back. Not gonna mess around
with the math. Oh, I can clean it up. It's a good way
anyway to clean up. You know, you've got
loads of materials in your scene and they're
not being used. It's a good way to
clean them all up. It's basically if
something's not being used, he'll actually delete it. So there is that. All right, so let's put it onto
our scene view. So let's also go over and what we're going to do is we're
gonna put this on cycles. So we're going to
put denoising on, we're going to make
sure run our GPU. We're again going to go
over to Edit Preferences. And what we're going
to do is go to system, just make sure this
is ticked on again. And then all you're going to
do now is you're going to go to your shading panels,
So you should have this. Then what we're going to
do is we're going to turn the strength up to one. Then I'm just going to come
in and change the color. It's on a gradient, so I want the color to be a reddish color. Something like this. Maybe look looking round. Yeah, I think this one now just needs to be a
little bit darker. So let's put it on more blue. Let's make it a
little bit darker. Yes, that's looking pretty nice. And you can see the
gradient between them is also really nice. Okay, so now we've got that, let's actually sort
out the light. So what we're going to
do is with this one, we're going to actually
bring in some light, but we're gonna bring
in some spot lights, which is something I
was telling you about, that you're going to
use in certain places. So let's come into this part here and I'm going
to come into this, I'm going to press L
Shift S Sa selected. And then what I'm gonna do
is bring in the spotlight. Shift A light spotlight. And there we go. Now
we can see we've actually got some light there. I'm going to make
this a little bit smaller and then I'm going
to go over to Lil bulb. What I'm going to do is I'm
going to put this on 2000. I'm going to put
the radius on one. There we go. Now we
have some actual light. Now we can see that. The other thing with the
spotlight is that the spot size, we can actually increase
that you can see there. We can get a little bit
more light down there. And we can also see that
we can blend it to make the shadows less
harsh or more harsh. So I'm just going
to put mine, so. All right, so that's looking
pretty nice already now. We might want to
light, you know, these other bits up a bit, but I'm not going to
actually do that yet. The only thing I'm going
to do is I'm thinking, I'm just going to
put it into place. I'm going to press
shift space bar, bringing the move tool. And I'm just going to bring it down just below the
actual light like. So now what I'm going to do is I'm going to
go over the top. I'm going to press
Shift to duplicate it. And all I'm going to
do is just move it over to this light here. So, and now we've
got a couple of lights in there that's
looking really nice. All right, so what we'll do
then on the next lesson is we'll get this light a
little bit further out. So I wanted to kind of shine a little bit more on
this part here. And then what we'll do is we'll actually get this rendered out and I'll show you how the
actual layering works. Sorry, show you how
the compositing works. All right everyone, So
hope you enjoyed that. I'll see in the next
one. Thanks a lot. Bye bye.
15. Render Compositing Basics Creating Glare Effects in Blender: Welcome back everyone to blend the lighting and composite
in four beginners. And this where we left off. All right, so let's now make this light a
little bit bigger. So if we go to this, you go over to the
little bulb and more. We're going to do
is we're going to increase the radius by 1.1 And then all I'm going
to do then is increase, let's increase this
to around 65 and drop the blend down to
1.5, something like that. And then what I want to do is I want to increase the size now. So I press, let's bring
it back a little bit. Actually, book, I think I want to actually show the cone where it's going to be. I want to bring back the
radius with and's head. Pull it, you into there. Now, let's hide that. Come, let's see how much light we're
actually going on there. So if we're going to go over
to the right hand side, we're going to just hide this. We can see we're not getting
a lot of light in that bit. We are gaining some light now if I bring this up
as you can see, let's bring it up probably
round about there. We're going a little bit
more lighting in there. I'm just looking at where it's
bouncing on this bit here. I'm just thinking whether
I want to bring in back the blend
just a little bit. I think that's looking
pretty nice on this. Now what we want to take, we're going to take an image
of something like this. So what I'm going to do is I'm just going to go back
to modeling now. Then I'm going to do now,
I'm going to come round, you can put this on
material mode if it's a little bit too
heavy for your system. And what we're going
to do now, we're just going to put on material then. And then I'll see about bringing
in a camera shift date. Let's bring in a camera
and then control a zero. Bring in our camera, open up the panel camera view.
Now let's set it. We want it, so I'm going to
zoom out a little bit out, right, So all right, that's looking pretty good. Now let's turn off
camera to view off. And now what we want to do
is let's give it a render. So first of all, I'm going
to go to my render options, I'm going to go to GPU compute,
I'm going to put it on. We don't want it
to take too long because I'm just going to show you what
you can do with it. So I think I'll put
it on 1,000 samples. The other thing is
we can also look, before we do anything,
how bright this is. I think actually
this is about right. You could always come down
to your color management. You can put this on
very low contrast or non if you want to, But I think I'm just
going to put mine on, have a look at medium,
medium, high contrast. It brings out that richness of those textures,
which I really like. The other thing,
of course, is you can turn up your exposure. Now bring up these lit areas here to make them
a little bit more. You can see if I
put this on zero, for instance, that's
how it did look. I think it's a
little bit too low, so I'm just going to turn it up. Maybe not that high, maybe
North 0.3 something like that. I think that's looking a
lot more natural light now. Okay, so I'm happy with that. Let's put it onto wire
frame and what we'll do is we'll go to re
render the image out. One thing I forgot to do. Yes, that's what I meant. So let's go to performance. And what I forgot to do, let's put this on 64
and use spatial splits this system data
and then what I'm going to do now is
go to render image. Let's just wait for this
then to render out. Now we can see that it's
going to be fairly quick. Again, if you want a
much better image, turn up the amount of
samples you've got. The aim of this is
just to show you how to wit the composite. Once we've done this, then we're actually going to jump
into the compositor and I'll show you how to change
things within the compositor, which will drastically
alter how your image looks, not only how it looks as in the lighting,
the color balance, the sharpness you can
alter near enough, Anything inside the compositor, including bringing in
things like lens flare, camera flare, sun reflections, God rays, all kinds of things. A lot of things are
best to be done within blender like volume
metrics, things like that. But a lot of the stuff we can do on the back end
with compositing, so you can turn a
really flat image into a really, really high. Caliber, professional image with these few tricks
that you're going to learn throughout this course
and you've already learned. All right, so we've
nearly finished. Once it's finished
it'll be de noising. Now what we can do
is close that out. We don't need savior
or anything like that, so now we're going to do is hop on over to the compositor. Now the moment when you first
click in the compositor it, we'll have all this other stuff. So the first thing I tend
to do is get myself sell. I'll close this down with, I'll then come down
to the bomb off here where there's a little kind of cursor like a shooting
game or something. Let's close that down like so. And then what I'll do is I'll
come over to this side and I'll drag it out to the
right hand side like so. Now the moment this
is the composite, we need to click, use nodes
and then we're going to get this which is the
image that we just take. But it's really hard
to see the image. So what I tend to do is
come over to this side. I'll go down to
here image editor, and then under here we'll
actually type in render. So render is all and
here is our image. Okay, so basically this is the first part in the stage
of using the Composerve. This is the most simple things you're going to learn here. So the first one we're
going to bring in, it works a little bit like
the shader node system. If I works exactly the same, you just bring nodes in, plug them in, mix them up,
exactly the same thing. So let's do that first. So what we'll do is
first we'll go to shift and we'll search
for one called glare. I'm going to drop in the glare. So, there we go already. We've got glare on there, only on the light sources,
which is really nice. Now, the best glare, you know, for lights like this is
just to put this onto Fol. Now we've actually got
some fog lawn there, and then you can just play around with this if you want to. Basically what I do is
when I've got my fog lawn, I will come in, put the mix up to one, and now I'll mess
around with these. So I've got high, I've got low. And I'm just going to see how
nice I actually want this. I've got the size of them. There we go. And then
what we can do is bring this threshold down because
what you can do with this, when it loads up,
you'll see as well. I've got to see there's a
loading thing down here. If I turn this up, you'll
see here it is, compositing. Now what I'm doing
with this now is I'm just turning up to
where I want it first. Let's bring on 0.3 That
looks pretty nice. And then what I'll do is
I'll drop the mix down now all the way back then you'll see we'll start
to get our image in and now you can see that that's
looking pretty nice. Okay, let's bring in one more. Let's do shift A, and what
we'll look for here is filter. And the filter, you'll
see it actually as soft, just going to make it
all nice and soft, which you might actually want. I actually like that,
but what main thing we want to use this for is
for diamond sharpen. So bring in diamond
sharpen. And there we go. Now we can see
we've sharpened up all of this and now
we can just drop this down something like No 0.3 and it's makes your image much, much sharper as you can see. Now, I'm not sure
if we should use the sharpen before the glare, so I'm just going to grab it, shifty, drop it in. Delete this one out of the way. Plug this one in. And I'm just wondering if it'll make it
look a little bit better. Can see because I
put this in front, it's sharpened up after. So it's really important
which order you put these in. So now we have a really,
really nice sharp image without any of
those black bits around. So I'll just quickly
show you again. I'll just drop in
there and you'll see. So as soon as that's
loaded up with these dark images around there,
that's not what we want. So that's why we've done
it the other way around. Okay, so the last thing I
want to show you on here actually is just going to
be a quick color balance. So if I, no, we'll do brightness and
contrast on this one search. Let's go to
brightness, contrast. Drop that in. Now turn this up. We'll start to lighten
up the whole scene. Let's bring down the
contrast a little bit. That way we'll go
up the other way. There we go up a little
bit more. There we go. Now you can see really nice. What did it look like before? Well, if we plug in what
it looked like before. This is our old one,
this is our new one. What a difference
it makes as you can see. All right everyone. That's that part of the course. Now, on the next
part of the course, we will be working god
raising interiors, which is a really,
really important part, especially if you're
dealing with interiors. It's always nice to actually
know how to do those. Make some realistic lighting. So especially if
you're dealing with things like kitchens
or living rooms, you really want some
realistic lighting in there. All right everyone. So hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye.
16. Achieving Realistic Lighting in Isometric Scenes with Blender: Welcome back everyone to blend the lighting and
compositing four beginners. And this where
we're left off now. Let's close that one down. And let's actually
open up the next one, which is going to be, let's
just bring this over. It's going to be this one here, so it's number eight,
God raising interiors. Here is the project file. Let's open that up and
let's take a look at that. So many of you will be doing
kind of isommetric scenes. So inside interiors, basically
something like this. Now, although this is
not a full interior, it's still nice to actually know how to light up
something like this, especially when it's
made more difficult because of the fact that
we've not grow a wall here, not grow a wall here, and
we haven't grow a ceiling. And why is that
more difficult is because you haven't got
the light bouncing, you know, from here and bouncing against the wall and
bouncing back down. So a lot of this has to
actually be kind of made up. So that's what we're
going to be doing. So if we turn on now the render, let's just have a look
what the render set out. So I'm just going
to turn that on, let it load up, and there we go, That's what we've
grow at the moment. So if we go over to our cycles, I'm going to make
sure that I'm on Edit Preferences and I'm going to go to System
and just make sure, again, always make
sure this is on. It should be on,
but just make sure. All right, so we've got
this at the moment now let's bring in a
light source first. So the first thing we're
going to do is I'm going to bring in a area light. So let's put the area light
around here somewhere. Now, while I'm doing this,
I might as well put this on material mode just to give it a bit more light and
see what I'm doing. And I'll let load up, let
all those materials load in. There's a fair view of them, so it might take a bit of time. The thing that you did see
here as well is there is some emission coming off of these lights that
are shining down. We're also going to put
some lights on there just to get some nice
shine on the piano. Okay? So now we've
got this, let's come around to this side here. And what I'm going
to do is I want to basically a sun that's going to be shining through this
window down to the floor. And what we want to do is create some God rays going down, as well as having some really, really nice lighting
on the floor. So the way we're going
to do that first voice is we've just got
a press shift day. We're going to bring
in then a area light. And yes, you can do this with area lights, we're
going to bring it up. And the first thing
I want to do, I want to make this to a disc. So I'm going to come over here, I'm going to put this on. Where is it? Let's change the square and I'm going
to put it to a disk. And then what we're going
to do is we're going to rotate it round so and X, let's rotate it round
so it's hitting that floor right about at the
edge of the floor like so. And then the other
thing is I want to make sure that it's actually
going through the window, so I'm going to put it
over this side like so. And then I want it just probably
turning a little bit in the direction so if I
come over the top like so I just want it
turning so R, Z. Just turn it around like so. And now we can see that it's not quite peeping
through the window. So let's have it
Jaws coming through the window and there we go. So I think that's
going to be fine. Now, the next thing I want to do is I just want to turn
up the power of this. So I'm going to put it,
let's put it on 100. What? 100? So make sure that cast a multiple important on which
they should be. And then finally,
let's make it a little bit of a yellow tint, so it might need to be
a little bit brighter. Then let's put the rendering on and see what we've
actually got now. So already we can see that we've actually
got some really, really nice shining, if
we come on the floor, some nice shining down there. But not quite what we
actually want yet. So now let's move over
and what we'll do is we'll go to the world set up. So if I come into my world cell, what I want to do is I want
to bring in a sky texture. Let's do it with a sky texture. So I'm going to come
over to shading, I'm going to come over to my
world. I want to click New. And then what I'm
going to do is I'll call this interior lighting. And now what I'll do is
I'll come in and add in go to the world,
sorry, another moment. We just have a plain background, let's put this on and now we can actually get a view of where
we actually want, if we come to our view, I think something like that. And what we're trying
to do at the moment is just see how we can
actually light this. And that's why I'm just setting the camera where we
actually want to. All right, so now
what I'm going to do is I'm going to
actually come in, I'm going to delete this
background out of the way. And then what I'm going
to do is I'm going to bring in a sky texture. So sky texture, let's bring
that in, drop that in there. And then what I'm going to do
now is we're going to plug the color into the
actual surface like so. All right, so now we're actually seeing, we're really
getting somewhere. You can already see that it's actually bringing
us in some really, really nice lighting
cascading down here. And that's really,
really good for us, but we need to bring it back a little bit so that it looks a little bit
more realistic. Also, I can see we've got
a lot of noise on here. Is the noise on? Yes, it is. I'm thinking that this is
probably a heavy scene due to all the materials
and things like that. Now let's come into
the sky texture. What I want to do
is I want to set this sun intensity
down a little bit, so I'm going to put
it on something like. Not 0.3 and then we're going
to put the sun elevation on 33.2 And there we go, now that's what
we're looking for, this beautiful
lighting coming in. And then we'll put
the sun rotation on 6.1 so just move it over
slightly so you can see. You can put this
wherever you want. I wanted a bit of light
bouncing on here. A bit bouncing on here. And then finally, we'll come
down to these parts here. So the air, let's put that on. Not 0.5 turn it down
really, really low. It's always going to be
pretty low on this anyway. It's a big difference as
you can see between parts. So let's put that on what?
I add it on the dust. Let's put that on not 0.2 to give it a slightly blue tinge just to make sure
it's not too yellow. And then the ozone
will leave at one. And already we can see now we've got a pretty,
pretty nice set up. All right, so now
let's come in and add in the lights which are going to be around these
lights here just to give us some nice shine on
the bottoms of here. So what we're going to use for that is we're going to
use some point lights. And the way I'm
going to do this, the easiest way, again, I'm going to go back
to Material mode. You can even go to object
mode if you really want to. That might actually make
it a little bit easier. Then what I'm going to do is I'm just going to come
into the first one. I'm going to press old shift click just to grab
it all around it. Shift S curse selected. So then what I'm going to do is I'm going to press shift and I'm going to bring in a
point, light, light. Let's bring in the
point, let's bring that down then to
something like there. Let's come over to our little
bulb. And then the radius. And I'm going to put on not 0.24 so I'm going to put this on not 0.24 Turn back
my render on now. We can see if I actually
turn this down, you can see it's very, very slight as you can see. Very slight, and that
is what we want. So I'm going to leave
this one on ten, so very, very slight. We can also see we've
got our beautiful bouncing coming
off of this piano. Now the thing is when you
make your own scenes, this is what makes
things look realistic. I see so many scenes where they just don't
look realistic. And the reason they
don't look realistic most of the time is down to the roughness maps
or the metallic maps or the displacement
normal things like that. They look too flat,
they look too sterile. When you're dealing with
something like this piano, you want a lot of
imperfections in it. You want imperfections
in most of the things that we're actually
creating in this scene. So you can see there's a lot of imperfections in things like the violin in the pictures even you can see
if I turn around, that there's a
slight imperfection on there as you can see. And that is exactly what we're looking for when we're
creating things like this. Because it's not in the light, you can actually see all
the marks and things. Even though if we look
without the light, they're very, very hard to see. That is what brings
in actual realism. All right, so with that done, let's now come to
our second lights. And the second
lights, they're all basically going to be the same. The other thing
as well is that I will show you is you can also, in cycles, not in V, you can actually use nodes. And with the nodes, what
you can actually do is change this color to black body. So if you come down
to black body and now you can see
that we've actually got a temperature gauge. So you can actually change the temperature, not the color. Which actually helps a lot because it means that we can get a lot more thinness out
of the actual light. So what I'm going to do is
I'm going to change this to 5,500 like so. And then I'm also going to
put this up to something like 4.1 like so. And there we go. Now we've got actually a really, really nice light
coming out of there. Now let's just he, I think what we'll do is we're
just going to object mode. I'm going to hide most of this, so I'm just going to
box select with B. I'm going to press H to hide
without the light selected. I don't want the light selected, so I'm going to
press H for Hyde. And now I'm going to
just press control And seven, just to
go over the top. Now I'm going to do is I'm
going to grab this light. I'm going to press shift D and drop that right in
the center there, Shift D, drop that one
right in the center there. And then shift D and drop that one right
in the center there. Finally, then I'm
just going to press, let's see if we can
do it with one. And then what I'm going to do is I'm going to draw up this one down just at the bottom of
there, like the other two. Bring this one up and then
I'm just going to work my way round and I've got
to obviously bring this one up as well like, so. All right, the bring
everything back. Let's have a look
what we've got there. We can see we've got a big
box around it and this, if I zoom in there, let's just hide that
out the way, actually. So I'm just going to go over
to the right hand side, press the dot, and this
is, this is the volume. I'm not actually sure if
this volume actually is on. Let me just check that. Okay, it looks like a left hand
there by mistakes. What I'm gonna do is I'm
just going to delete it. So I'm going to
click and delete. Just delete that out of the way. All right, so we can see
if we press Soltage, we haven't got anything
else in the scene now. Again, it's really
important if we actually have a floor in the scene, we definitely will need a floor. So let's come in and
give a floor to this. So I've got my cursor here. It doesn't matter
where we have it. So I'm just going
to press shift A and I'm going to
bring in a plane. I'm gonna drop my
plane right down. And the reason, again,
that we want the floor, is that we need something to
bounce this light off of. It's gonna be a lot
different lighting if we don't bring this floor in. So I'm just going to
bring it in the floor. I'm gonna make it
pretty big like so. And then all I'm going
to do is just make sure that it's actually
touching down here. So basically can see that this is only poking
through there. Sofa, bring it or bring it, or bring it up just there. And then you can see that
that's looking really nice. All right, so the next
thing we want to do with the actual floor is we want
to bring in a material. And the material for the
floor I'm going to use, because that then is going to
give us a lot of bouncing. It is going to take
longer to render, but it will give us a lot
more bounce on there, making it look a lot better. But we're going to do
that on the next lesson anyway. All right everyone. So I hope you're excited
to carry this one on, and I hope you're excited to see what results you're
going to get. And you can use this, of
course, in your own scenes. And I'll see you on the next
one. Thanks a lot. Bye bye.
17. Light Ray Techniques in Blender: Welcome back and run to Blend the Lightning and
compositing four beginners. And this where
we're left the off. Alright, so now let's
come to our actual floor. Let's go over to
our object mode. So this is our floor
of the moment. Let's actually click
New and we'll just call this floor or base, whichever one you
want to call it. And then what we'll do is
we'll put it onto render mode. I'm going to just get rid of
this principle and you can see already how
that lighting got affected as soon as
I took that out, There's no bounce at all on it. If a press control is head, you can see if I bring it back, you've got all that bounce. This is why we're actually
bringing the floor in. So let's actually delete
that out of the way. And then what we're going
to do is I'm going to press shift A. I'm
going to bring in, first of all, a color ramp. So let's bring in
the color ramp. And then what we're going
to do is press shift A, and I'm going to
bring in a glass, glass SDF, drop that in there. All right, so with the glass, I'm going to plug
this into my surface, so we'll end up with
something like this. And then what I'm going
to do is I'm gonna plug in a color light. So. All right, so
now let's turn, turn up the roughness. So not 0.35 so and also the IOR. We don't really want any IOR. We don't want any refraction. It's not going to be water. So we'll just set this to zero. So, okay, so now let's come over and what we'll do is
we'll change a few of these. First of all, I'm
just going to press control and click and
bring in another one. I'm going to leave
that into this gray. I'm going to put this one over here a little
bit more gray. So a little bit more
on the gray side. You can basically
think of this as main color, mid
tones, highlights. That's the way that you
can think of it as. So let's now come to
this part here and then I'm going to Not this one. This one. And let's make
that much, much lighter. We can see what the
difference is there. Very slight, but it does have
an effect on the lighting. All right. I think also we'll make this one
a little bit darker. Let's just come to this one. You can see already so
much of a big difference, but let's make this a
little bit darker like so. All right, I think
that's going to be fine. Now we can see it's
looking fairly realistic, but we've not actually done yet because we actually
want to bring in a volume and then
we want to also think about using the
composite as well. This will also be the first
time that we're also going to be using the
ambient occlusion. So I'm going to show
you how to actually set up a layer and then later on you'll see how we set up
layers in V as well. But this is the cycles
one, This is the basics. Later on, again in the course, I'm going to show you
how to set up like sophisticated layers to do lots of different
things as well. All right, so now
let's come in and what we'll do is we'll
grab our windows. We'll press Shift
cursor selected. I'm going to press shift A. Then I'm going to
bring in a cube. So I'm going to put my cube
over my windows, like so. And you're like, well, what's going on here? Why are
we actually doing this? Well, we're going to use
this to create a God. So let's put this over. And we want to just put it in front of the window like so. And then what I'm going to
do is now we're going to come face select,
pull this one out. And I want it landing
just around here like so. And then what I'm also going to do is I'm
going to make it smaller so I'm going
to press like, so just make it a
little bit thinner. Maybe even a little bit
thinner than that as well. So a little bit thinner like so. And then I'm going
to press Sen's head and bring it down a little bit, so we should end up with
something like this. And this base is going to determine where those God
rays are going to fall. And the reason we
want that volume like that is because the light, when it comes
through the window, that you're going to have a bounce off of the
particles in the air. And this is what's going
to give you that effect. You don't want light bouncing off of all
particles around it, because that's not true to life. You only get those God rays, which are caused by just
little particles in the end, the light bouncing off them. So that's why we want
to do it that way. So now what we're going
to do is we're going to come to our actual volume. So I'm going to
come to my volume, click New, and then I'm just
going to call this volume. Then we're already over here
and we can see at them. And we've got a principled in, so I'm going to
move that over to the left hand side and just
delete that out of the way. And then what I'm going to
do is I'm going to come in and bring in a
principled volume. So I'm going to press
Shift A Principle. This is the basic volume set up. If you want to be a bit
more sophisticated, you can bring in
things like volume scatter and add that into the mix That then we'll control how the light is
actually scattered. So that's quite interesting. Let's bring in the volume first and plug it
into our volume. And there we go. Now we're actually starting
to get somewhere. All right, so the first
thing I want to do is I want to change the color. So I'm going to change
the color to a yellow. Let's change it a
little bit more. So a yellow color. Let's pull this up a little bit, a bit more, something like this. And now we need to control
how dense this is, because obviously
at the moment, it looks like the cloud of gas. And we don't really want that. So what we want to
do is let's put this on 0.1 and there we go. Let's double tap the
a, and now we can see we've got those blue,
beautiful god rays. That we're going for.
Now, what we want to do is we want to change
this ansotropy k, back back down to minus one or a little bit
up. Now what does this do? This ansotropy, what
it does is if it's set at zero light will
be evenly scattered, going all around from these little particles that you see. If you set it to
minus one or one, the closer to those it is, it actually gives it direction. So if set us to minus
one to actually give the illusion that the light
is actually coming this way, it just basically bounces off those actual
particles differently, given the illusion of these actual God rays that
we're actually looking for. All right, so the last
thing then I'm going to do is the temperature.
We can turn that up. Let's turn it up to 20, let's turn it up to 200,000
So 20,000 200,000 lights. So just makes it alert
a little bit warmer. Not a lot of difference, but that's why I turned mine up too. So I think it actually gives
a little bit of difference. I'm not actually
sure as to how much. Alright, so now we've done that, I think we've pretty much
done with our scene. What we need to do is now we
need to bring in a camera. So what I'm going
to do is I'm gonna, first of all make sure
that I've not grow a camera control zero and yes, there actually is a camera, so that's actually good for us. So I can actually
see that my camera is lined up like this and
I don't really want that. So we've got camera and let's come in then and go to view. Camera to view And
let's just pull it up. So let's zoom out a little bit. So Lt. Shift, Cory
control shift. And zoom out a little bit. So let's get it right
in the middle there. Let's turn off our camera then. And now what we want to do is we actually want to go in and pick which actual layers we're
going to be rendering out. So if we come over to the
right hand side here, you will see an option which is this one here, View Layers. When you click on this, this is where you're
going to pick all of the layers that you
want to actually render out. Now you can see that we've got on at the moment,
ambient occlusion. This is the one that
you want on and you also want combined
on because we've got a lot of these that
we can pick on like a mission and things like that to change the way that
everything looks. And what this basically does
is it gives you a layer of, let's say you've got a mission. You'll end up with a kind of black and then
just these lights. And from those lights then
you can change the way they look independently
of the rest of the scene. Now this is our places
like Pixar movies, you'll probably have seen
it where you've shown a video of them taking an image, sorry, a video of Harry
Potter fighting Valdimore. And then you'll see all of
these different layers going over the top and giving
you that color scheme, which is kind of a
greeny blue tint. And that's done on
purpose as well. All of those layers
that are added, including shadows,
including lighting, including special
effects, then on top of that to give you what you
actually see on screen. And that's basically what
you want to learn how to do, because all images just from a straight render won't look
nowhere near as good as when they're done to a
professional level I that we've got more layers stacked
on top of each other. We've got more nodes in there, and we're basically controlling every single part of the scene. And that's what you
actually want to get into. All right, so now that we've got that we've clicked on
ambient occlusion, now all that's left to do is
actually to render this out. So I'm just going to come
to my render options, I'm going to make sure that
everything is set on here. At the moment, you can see
the maximum samples are 4,096 and this is something that I probably
want to lower down because, you know it's for the
course and I don't want it rendering out for weeks. So let's turn it down
to 500 and then what we'll do is we'll
make sure that our tile size on 64, which it is. And by the way, all
these settings are set like this because
on this actual one, I basically used this scene and just deleted all the
other things out of it. So that's why the things
are already set on here. They don't come in a
standard like that. Make sure spatial splits is on. If you've loaded up this, you should have all these options. Just make sure that you're using the tile size that you actually want to use and the
color management, as you see, it's
actually set to none. Now normally on
scenes like this, which is more realism, you don't really want to turn this on
because if you turn this on, if I put this on very high, you can see it doesn't
look nowhere near as real as on non because that is
just more realistic lighting. Things aren't, you know, really stylized in real life
unless you're at, you know, Disneyworld
or something. All right, so now
we've got that, let's put this on wire frame. And what we'll do then on
the next lesson is we'll get this rendered out and we'll actually have a look
at those layers. All right everyone. So I
hope you enjoyed that. And I'll see on the next
one. Thanks a lot. Bye bye.
18. Post Processing Renders with Blender's Compositor: Welcome back everyone to blend the lighting and
compositing four beginners. And this is where
we're left off. All right, so now that's
all that's left to do is come up, hit
the render button. So render image and
let this render out. Now, it is going to
take a lot longer to build the scene because we
have a lot of lights in here, we have a volume
in here, we have, you know, a light shaft
coming through here, and we also have a glass floor, which is also going to
increase the amount of time that it takes
to actually render. So what I'm going to do here is I'm going to pause the video. I'm going to wait
for this to render out and they'll be back
when it's finished. But before I do
that, I do want to show you one last thing in that, if you come up to where
it says combined, now come down and you'll notice
we have one that says AO. And this is because
we tick that on. Now if I tick this on, you will see that it's actually rendering out all of
the ambient occlusion. In other words, contact shadows and shadows within
the actual scene. So what I'm tend to do is I'm tending to leave this
on AO at the moment. I like seeing actually
the shadows and things and I'm
thinking in my head, okay, how am I going
to, which parts are going to make
darker and lighter? It's not as easy to
see it, you know, on the actual main render, but when you've actually got
this actual level layer, you can really see what
you want to do with it. We can also see all of these little details within
the actual model itself, which is also really important. All right everyone.
So I'm going to pause it here and be back
when this is rendered. Okay, so now it's
finished rendering. What we can see is
because we actually rendered this out
on lower samples, you will see that
there is a lot of grain actually in this scene. And that's going to happen because when
you're dealing with volume metrics and
lighting like this, you're going to need a lot of samples to make sure
that it looks nice. Now, even though this is noise, we can see we've still
got issues with this now. Let's not worry
about that though, because we know that
to just fix that, we just increase the samples to let's say 4,000 or something, and then we should be fine. So what we're going to do now is we're going to
close this down. We're not going to
save that again. We're going to go back
over to the composite now. And we will notice a few things. Now what you'll notice is
we have this set up here. We're actually going
to delete this. So actually delete
this other way. So I'm just going to
come to this one, I'm going to click it. Delete all those out
the way you like, so, and then we're going
to go over to here. Now the first thing you're
going to notice is we don't just have image, we also have AO on here, and we also have an Alpha. And we can also
see that we've got our rendered layers
here as well. Now we don't want to use
those. What we want to use them is straight
from this part here. And what I'm going
to do, first of all, is I'm just going
to pull this over. So my material output
or composite output, pull in my image and plug it in. Now this set up
is what we set up before as well, so I didn't
mean to do with that. Let's put that back.
Let's actually change that round
to my compositor. So All right, got back
where you want it. I want to pull it out like so. Okay, so this is what
we've got at the moment. Now we want to actually
plug in our AO. So AO controls all
the shadows like you saw in V. And this is what we actually
want to control, to really bring out the scene and make it look the
way that we want it. All right, so
starting with our AO, you will notice the first thing which will always happen is you'll have a load of grain and noise in the actual image. So the first thing
you always want to do when you're
bringing in an AO, you just go to search
and bring in a noise. So Noise the main
image is already always denoise the AO image. Ambient inclusion
is never noise. Now you can see
that looks so much better now we've
actually denoised it. Now the next thing we
want to do is we want to actually have some control
over our ambient occlusion. So what I'm going to do is I'm going to bring in a color ramp. So shift a color ramp, let's bring that
in, drop that in. Now, you'll notice if I turn
this up, let this load up. And then you're going to
see a huge difference there of how this can
interact with the AO. Now if you want it to speed
up how fast this is doing it, just plug your AO
directly into the Ac. And now we can actually
speed this up much, much easier before
plugging it in. So I'm, I'm actually going
to bring it down to that. I'm going to actually bring this down a little bit
and then I'm also going to come in
some midtones like, so I'm just darken up
the scene a little bit. Now I've done that, what I
want to do is I want to plug in my de noise and then
that will get plugged in. It's going to think about it and now it's denoised
as you can see. Now we want to do is we want
to overlayeoth of these. So we're happy with
our ambient occlusion. For now we've still
got control over it. What we want to do now
is bring these together. So what I'm going to do is
I'm going to bring in a mix. So shift a search for mix and this is where
you're going to find this little node here, which is really amazing because you can do so many
things with it. Now I'm going to do
is I'm going to plug in my image to the top. I'm going to plug my
color ramp to the bottom. And what I'm going to
hit is overlay on this. So I'm just going to
hit overlay like so. And then plug it in,
let it think about it, let the image load up. And there you go, you can see what a difference
that actually makes. Now we can also put
this on multiply, Instead of that, let it load up. And I think with
multiply we're going to have a better
amount of control. So let's turn this down. And the other thing is I
might actually just plug in my O to my color ramp
bypassing the noise. And then I should be able
to turn this and have a lot more control over
how it's going to look. So I'm going to bring
it down like so. And then what I'm going
to do is can increase. Now these shadows, there we go, very, very slightly
as you can see. And that's looking really nice. Now, once I've done that,
I'm not going to plug in my D noise or anything
like that yet, because I want to actually
do some other things. First of all, let's
bring in a sharpen. So we're going to go to filter, here we are as our filter. We're going to put this
on diamond sharpen. And then what I'm
going to do is I'm going to set this down in. Let's just plug it in first. This is what we've actually got. Let's set this to
north 0.2 there. Now we can see we've got a much more clear, sharper image. Now as you can see, one of the problems we've
got is all of this mist. Let's see if we can
actually get rid of that by bringing
in another filter. Filter. Let's put this on. Soften can start to
actually get rid of that. Unfortunately though you can see that as we've started
to get rid of that, we've we've still got
some of the parts there. As you can see, I can
actually bring it back jos to tad now. Bring it up. Bring
it up. Bring it up. And now you can see probably gonna look a little bit
better in that way. Now the one thing is that we don't actually
want to do that. Remember when we
render this out, we want it to be the best
render that's available, and that's what we actually
want to use. All right. So now let's try
bringing in a glare. So what I'm going to do is
I'm going to press shift A. I'm going to
search for a glare. So I'm going to
bring a glare in, and then I'm going to
set my glare onto fog. So let's put this on fog
glow. And there we go. We can see we've got
a huge difference in how this is actually looking. Let's unplug this and
plug it into here. And there you can see
what's happening in there. If you look at this part, press controls there. And there we go. Now we can see we're going,
it looking like this. Let's set this to not 0.3 then. And then what we'll
do is we'll set the threshold to
not 0.3 as well. And then what we'll do
is we'll bring down the size down to six like, so just tone that down a
little bit and now you can see it's looking really
realistic actually. All right, so now
we're not done yet. Let's actually come in and
bring in a color balance so we can actually really balance out all of the tones
within our scene. So a five press shift day. And we're going to go to search, I'm going to go to pull, balance this one
here, drop that in. And now what I can do
is, as you'll see, what I tend to do with
this is first of all, I'll grab this, pull it all the way over to see what
it actually does. And you can see that this is the overall feel of the scene. So we don't really want this
to be too much of a change, you can see now,
made it a little bit warmer just by moving
this over there. Now this one, let's
overlook what this does. This seems to be the actual mid tones of
the actual scene. So again, I'm going to
put this over here and maybe something like
a little bit of red just to bring out
these parts of you. Then what I'm going
to do is I'm going to move over and I'm going
to look at this one. I'm going to bring this
down and these look like they're going to be the
highlights. So what do I want? The highlights is
probably going to be a little bit lighter like, so. All right, that's
looking pretty nice. Now let's come over and
bring in our final node, which is going to be RGB curves. And I'm nearly always putting
on RGB curves in the end, and the reason is
because then I have control over the whole scene. So RGB curves bring that in. Now what does this do?
If I pull this up, as you can see, now we've got control over the whole scene. What I tend to do to get
the mid tones and you know, main tones in is I'll put another one in.
So control click. And I'll just make
this into a kind of S and that generally
does the trick. So I'm going to bring
this back a little bit. Bring this back a little
bit, and there you go. You can see that's
looking pretty nice, so you can see it's like
a small S. Now finally, let's come back and what
we'll do is we'll plug in our noise back
into our color ram. Let it think about
what it's doing. It's got a lot of things to go through now, and there we go. All right, so that
is our final scene. As I said, now you
can actually come in and you can go back to
modeling and we'll do this, and we'll see here
on the next one. So what I'm going to
do is before I go, I'm going to put this
now on 4,000 samples. I'm going to put this
onto wire frame. And then what I'm going to do is I'm going to go to render, and I'm going to
render this out. And I'll see you on
the next lesson. And by that point this
will actually be done. All right everyone.
So I hope you enjoyed that and I'll
see you on the next one. Thanks a lot. Bye bye.
19. Studio Lighting Configurations in Blender: Welcome back everyone. To blend the lighting and
compositing four beginners. And this is where
we left it off. Well, this isn't
where we left it off, but this is where I left it off, where I actually went in and I rendered this heart
a much higher sample. You can see that we've got none of that noise in the scene. Now you can see that
very, very subtly. We've actually got
that beautiful sun shafts coming through there. And of course now we know how
to actually turn those up. We can actually go
into the volume, let's actually do that
now. So we've got that. Let's go over to Compositing. Not compositing, Let's
go over to Shading. Let's actually click
on our volume. So I'm just going to
go in 25 press Ol tag. Bring back my volume. We can see that if we
want to increase this, oh, we need to
increase the density. And then we'll get some
much harsher sun shafts, you know, coming through the
window. All right everyone. So I hope you enjoyed
this part and I hope you learned a
lot from this part. And now what we're
going to do is we're going to move on two, let's actually pull this up to studio lighting,
which is this one here. So let's close this down. And then what we'll do
is we'll actually go up, we'll open the project. First of all, the project will be one that I'm sure a
lot of you will enjoy doing. So here's the project
and let's come in and let's also open up the example. And I'll put that on the
other screen as per normal. So the idea here is to basically have a scene where
this is lit really, really nicely, showing all
the gleams of the cars. And then go into the
compositing and show you what we can actually do
with this because we can do a lot of
things with this. All right, So the first
thing I'm going to do is I'm going to actually, I'm going to actually put
it on random mode like so. And this is what we've
got to start with, totally gray black scene. What we want to do first of all, is want to bring in for
studio lighting especially. We want to bring
in a ground plane with a actual background. So let's do that now. So what I'm going to do
is I'm going to come in and put it on
materials first, and then I'm going to come to the center of the actual
curse in the center. So shift as cursor to
world origin shift, let's bring in a plane. Let's make this plane
much, much bigger. So I'm going to make it
even bigger than that. Even bigger like so. And then what we're going
to do now with the back, I'm going to bring it back. So I'm going to come
to edge, select, grab this edge, press
shift space bar. Bring in the move
tool, bring it back. And then what we're going
to do is I'm going to press and Z and
pull it up like so. I'm going to grab this Bob part, then press control, pull
it out for a bevel. And then what we're going
to do is increase it with my mouse middle
mouse burn like. So left click. And there we go. Now we will see that we've
got some lines on there, we don't want those at all, so right click shade
or too smooth. And then what we're going
to do is we're going to come to this side now
and really pull it out. And the reason is we're taking a camera view from over here. So we really need to make
sure that this is pulled out, just so we can't see
the edge of this. We don't want to see
any edges of this. So what I'm going to
do is I'm going to actually come into this, I'm going to press Tab, grab this edge and
then just pull it out. Next of all, what I'm
going to do is I'm going to set up my camera. So I'm just going
to set my camera up to something.
Let's press Tab. Let's set up our camera to
be somewhere around here. Let's press shift
then and bring in our camera camera control
at zero to bring it in, zoom in twice or three times. Just the gate, so it's
on the outside to open the panel up where we can
actually click camera to view. And again to close it. And now let's set our camera
up to where we want it. So think for me,
I'm going to have my camera set up,
something like this. Make sure it's in the middle. And then what I'm doing
is now I'm actually checking over the left
hand side and I can see, look, we've got a little bit of this piece here. We don't
actually want that. Now my camera cell I'm going to do is I'm going to
press the end Bond. Take off camera to
view Bond to close it, grab this part tab. And then I can actually move
this now out of the way. So I'm just going to come back, Move it over further, tab zero. And there we go,
still a little bit. Let's move it over even
further, tab zero. And there we go, Now it's
all actually in frame. All right, so with
this actual material here, so this one here. I also want to make
sure that we're on V, so just make sure
that you're on V, let's change the render up to something like 200,
something like that. Let's also change it up on
the viewport as well to 200, and then we're going
to get a good idea of what all of this is
going to look like. Now let's just come
into this ground plane. Let's go over to shading panel. Let's give it a new material. So you can actually do it here as well. Or you can
do it over here. Let's call the ground plane
ground plane, like. So. And then what I'm going to do is I'm just going to go in and change the base color of this
and turn the roughness up. So first of all
let's put it onto V, so let's turn up the roughness. Actually there's no
ware point brown V because we aren't going
to light source in. Let's just turn the roughness up and let's put this onto gray. Now it's important to know
that you're probably, when you're doing this yourself, you'll probably bring
in the lights and not the ground plane
material first, so there is that to
consider. All right. So now we've done that, Let's Circe out here and
what we're going to do is going to add in our
first actual light source, so we're going to bring
in an actual area light. So let's bring in an area light. So we're going to press shift A, bring in a area light. Let's press shift
space bar, move. Let's bring it up. And then I want to point my area light. If I go over the top, first of all, I want to put it round about
at the edge of here. So I'm going to press, move it round to the edge of there. And then what I'm
going to do now is I'm going to rotate it. So I'm going to rotate it up. So r x rotate it
this way and then z, rotate it this way and
then go over the top. Z, where I want it pointing
is right on this part here. This part here is where
I want it pointing. So z, let's point
it right on there. Now the other thing is I want it pointing at the top of it. So I want to bring
this up a little bit. Now, you can do that by
pressing R X and then X again. And you should be able
to move it up like so. All right, that's
looking about right now. The next thing I want
to do is I want to change a few of these
things on here. So for instance, the shape, I want to put it as a rectangle. And then what I want to do
is I want to make this much, much bigger now, like so. And then what I'm
going to do is I'm going to actually
bring in my light now. So let's put this
on, let's put it on 1,000 so 11000 like so. And then what we'll do is
we'll actually turn down, I'm just wondering actually, is this I turn that down? Yeah. I don't actually
want to turn that down. I'm just going to have
them on one. All right? So the other thing is
I want shadows on. Just make sure my
shadows are on. And then finally I'm also going to turn on
contact shadows as well. All right? I'm going to leave
these the way they are. I'm not going to alter
these. Just going to make sure contact
shadows are on. Now. The next thing I want to do is I want
to make sure that I turn this into a
slightly blue tint. So I'm going to turn this into a slightly blue tint like so. And then what I'm
going to do now is I'm going to bring
in another light. So I'm going to basically
grab the same light. So this one here, I'm
going to go over the top. So I'm going to pair
a shift D like, so I'm going to then bring this one over and spin it round. So let's spin it around. And then I'm thinking, now
I want to actually bend it down so that it's touching
the floor round about here. So if we then press Look X X, bring it down and we want to touching the
floor round about there. I'm just looking at that angle, whether I'm happy with it, I think I'm just going to
pull it back a little bit. So let's pull it back. And then X, X and just have it touching
the floor like so. Now with this one here, I want to actually make sure that this is a different color. I want to put this
on a little bit of a reddish tingy color. So All right, and again, I want to make sure that contact shadows are on which
they should be. Okay. So the one thing problem we've got here is
that you can see at the moment that these for
some reason haven't come in. And the reason is that
I didn't save it out if we go to external data
with it automatically packed. So I need to make sure that
when you actually get this, it's going to be
automatically packed for you. So when you bring this in,
it should look like this. And that is what it should look like when you
bring your own in. So just make sure all of that
is actually done for us. All right. So now
we've got that. Let's actually, as
you can see now, that is looking pretty nice, but can we actually make
it look better than that? And the answer to that question
is yes? Of course we can. So what we're going to do now
is we're going to come over to V. So let's come over to V, let's turn on ambient
occlusion first, and let's actually open
up the ambient occlusion. And we'll just turn some
of these options up. So let's turn this
distance up to four now. We've got some nice
shadows going underneath. You can see as well,
with the studio lighting that we
have some really, really nice shadows in press Io on the background here as well. That's exactly what
we're looking for. Let's also turn up this
trace precision to one, and let's now go to bloom. So let's turn up the bloom. And we can see now we're
getting some really, really nice lighting
off of this. So let's open up
that bloom then, and make sure everything
should be like this. So you should have
these all like this. Now of course, if
we scroll down, the main thing that we want on is screen space reflection. If we don't have that
on, we're really not going to make the most of the
light bouncing off of here, especially being as
this is metal work. So let's come in and turn
screen space reflection on. And you can see, oh wow, it's actually starting to
look pretty realistic now. Now the other thing
I'd like to do is I also like to
come down to shadows. At the moment, you can see
that the shadows are 512. Now, what does this mean?
This baseline means that the quality of the shadows
is set pretty low. It's only going to be set
onto a 512 resolution image. And we of course want
it higher than that, so let's just put this to 4,096 Let's do the same thing
with this as well. And now we should get much, much, much nicer shadows. And finally, now let's come
down to the color management. And the last thing I
want to do is I want to see if I can actually
mess around with this. So what I'm going to do is
I'm going to come to my look, I'm going to put it
onto high contrast. So high contrast like so. And it's up to you whether you want it on that you can see that there's a huge difference
from non to high contrast. I'm thinking that it
looks probably a little bit better with the
high contrast on. And now I'm going to do is I'm going to change the exposure to Not 0.377 like so. And then I'm also going
to bring the gamma Dan slightly to No 0.83 like so. And now think that is
looking pretty good. All right, so just
to reiterate then the main things that we are doing here because it
is studio lighting, is we're making sure that
we're having soft lighting. That's the main actual
thing about this. The second thing that
we are also doing with the lights is we're making
sure that they're really, really showing off whatever
object that we've got here. So you can see as well, the
way the whole thing is built, it's actually tilted as well. So if you're actually trying to do studio lighting,
let's see on the ring. Make sure you put the ring in a certain angle
which is really going to show off all of those curves and
make it sparkle. What you really want
to make sure that you're doing this
five press zero. Now we can see that we've got this gleam from this
light, this gleam on here. And it really, really looks
like it's got a lot of the, you know, metalwork and
things like that in it. The other thing is
that the background on studio lighting should
always be set like this, so that we've got really, really soft lighting
bouncing back off it. So you can see now
that this would look good in an actual showroom. And when I took the red, if I take the render and remove the background and put a
show room in the back, you could actually
probably get this to look like it's actually
in a show room. It's gonna look
that actual good. All right, so now
what we'll do then on the next listen is we'll
come in and we'll set up our options to be the correct ones and then we're going
to render it out, do a little bit compositing, and we'll finish with an
actual studio lit car. Alright everyone, so hope
you enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
20. The Art of Compositing and Rendering Cars in Blender: Welcome back everyone to blind the lightning composite in four beginners and this
is where we left it off. All right, so what I want to do now is just go through and show you before we
actually render this out, a couple more things. First of all, the
camera options, so make sure your
camera's ticked on. Come to your camera options. Now if you want to zoom
in a part of this, like the badge or the wheel
or anything like that, I would set my camera up
and move it from here, so move the focal
length like so. And then set it up so it's
actually viewing on here. And the reason I do this is I actually think this
gives you a much, much better image if we're
taking small pieces of this car rather than moving the camera and actually
setting in place. I think changing the
focal len because it out distorts the
image slightly, makes it look much better. The other thing I want to
show you is this backdrop, you can actually
take away this part. And the way that you do that
is this is called clipping. Now what that does is the
start clipping clips from where the camera is and the back clipping
clips the back of it. So what you can do is you can bring this down,
let's say to five. And you'll notice now
we don't see anything. But as I bring this up, we can see now that we can actually start to clip certain
parts of the image. And this might be what
you actually want because then you can actually
put in a background. In other words, then
I can come over to my EV and come down to Film. And click on Transparent. And now I've got a
beautiful background where it can actually
put in this. Let's say you want
to do it, you know, for you want to the show
room and you want to show this off in a
show room or you had a building and you want
to put it in somewhere, this is exactly how
you would do it. And the other thing is you, of course, doing it this way, you also keep all of that beautiful light bounces
and things like that. All right, so now let's actually go back to our
camera and what I'm going to do is I'm
just going to set this back to 1,000 like so. And now let's actually
come over and actually pick which ones you want so we don't actually want, I'm not going to bring in any
ambient occlusion on this. This is basically just to
show you where studio, where lighting, of course. The more of these that
you bring into play, the more adjustments
you can actually make. So in films and some
really high end games, they might actually render out a lot of these
actual layers. And then they can really
play around with the effects and things like that,
especially on cinematics. Now now that we're
actually ready, all I'm going to
do is I'm going to make sure that I've
just got combined on. I'm going to come over there
and hit that render bond. So render image
shouldn't take long, It's on 200 samples I think, or something like that.
And there is our image. Now you can see with V
straight off the bat, that is looking
really, really nice. We might want to make this
a little bit more glossy, but actually I think I'm really happy with the actual lighting. But we're not done
yet, of course, because now we want to go
over to the compositor. So we're going to come
over to the compositor, the same thing again. I'm going to pull this out like so I'm going
to pull this down, pull it down over here, like so close this. So over over here
press the end button. And then what I'm going
to do now is I'm going to press Use Nodes over this side. Then I'm going to
click on Image Editor. Put it on Render.
So Render Result. And here is our result. Okay, so let's pull this over here and let's see what we
can actually do with this. First of all, I'm going to
bring in a box sharpen. I'm going to bring that
in before my soften, so I'm going to sharpen it and then I'm
going to soften it, so I'm going to press
Shift A Search. It will be on the filter, so always on the filter, I'm
going to drop that there. I'm going to press Shift
and just duplicate that. And then what we're
going to do is I'm going to put this in here and we'll see straight away all
gets nice and softened out, but what I want this
on is box shopping, so to really bring out
those lines and things. So I'm going to put this on No. 0.267 You can see it's really brought those
lines out as you can see now. And then what we're
going to do is I'm gonna put my soften into play now like so. And soften them back up. Not quite to that level, but I'm going to soften them back up, Let's say to No 0.667
And there we go. Now we've got some
beautiful lines here. And that's looking pretty good. So let's have a look at
what the difference is. If I plug in this, now
we can see that it before controls head,
this is it after. It's very, very subtle, but it's still bringing
those lines out and I think making it look a little
bit better. All right. So now let's come in and what we're going to bring
in is a glare. Because what I want to
do is I really want to get some actual shine off of, you know, off of
this light here. And make it look as
though, you know, the light is really,
really gleaming on here. The one thing is I might want to actually change
my light source. Just have it a little bit more
on the front of the here. You can see at the
moment the glossiness, sorry, the mirrored effect
isn't quite on the whole car. Let's have a look though and see what we get before we do that. So what I'm going to do is I'm
going to bring in a glare. So shift a, bring in a
glare, drop that in there. And then what I'm
going to do now is I'm going to leave this on streets. Let's put this on medium. And the way that I
normally work this is, so I will bring the
threshold down to zero, Bring the mix up,
so have a look. So now I can see
where I'm going to get all of those types
of gleams off of here. Then what I can do is I can
turn down the color mode, and then I'll turn
the mix up now to -0.2 Then what I'll do is I'll turn the
threshold up to not 0.4. There we go. Now we're
starting to actually get those gleams there that we're
actually looking about. Let's turn the streaks
up to five. There we go. Now we're starting to
get some nice streaks, but way too high at the moment. Let's bring them back
down a little bit. Drop them down way too
gleamy at the moment, especially on this part here. This is the part that's
way, way too much. We only want a little bit. In fact, on this one here, these are quite nice here. Let's bring it up
a little bit more. All right, let's see
if we can turn down those streaks just so they're
not as bright as that. Let's turn down the iterations. We turn them up, actually yeah, there we go. Turn them up. Doing a better job I'm
going to do is mix. We're going to bring
this down a little bit. Let's bring up the
color, the threshold. Let's bring them down now. Okay. So I think once I've
got this gleam, I'm actually going
to go in and alter my lighting because I'm not
happy with how this is lit. I want the kind of
lighting to be on here, not so much on the
actual wheels. So what I'm going
to do is I'm just going to put this on zero. I'm going to put this
on X -0.2 I'm going to put the threshold on Ne 0.4 I'm going to put
the streaks on five. And then I'm going
to try and get this gleam when I'm actually using the render 892 like so. All right, so now let's actually go now and take
another image of it. So I'm going to go
back to modeling and this is my image that
I've got at the moment. Let's put it on V. Now what I want to do is I want
to move my lighting now. So we can see we've got this
lighting, this one here. I can press Art and Z and
hopefully move it around. It's actually a
little bit more of a gleam on this part here, so I'm just having luck
seven, go over the top. I'm just to think, Move this. So I'm going to press Art and Z. Let's have a look
what that looks like. So I'm going to
press zero again. It's looking a
little bit. Be, but I still want it a little bit. I want it more like
this, as you can see. So if I press, bring it
over, press zero again. I'm thinking, can I
actually bring this one in as well? This one. This one here. There we go. That's what I want. All right. X, X', see if I bring it Y, we're going to move
it over a little bit. Move it over a little bit more. Let's press zero
on the number pad. And this might be bad, this might be what I'm
actually looking for. All right, let's go and render this out
again and see what actually happens if we're
actually happy more. So. There we go. All right. So now I think this
is looking bad. I like this gleam coming off it. I've just got to actually go in and drop it down a little bit. I'm still not happy
with this. I want to actually not have as
much gleam on this part. Okay, So we're happy with that. Let's close that down
and let's go back to our compositing and do a
little bit more work on this. So let's bring down
our mix first. Let's bring it up slightly, and then let's bring this mix. Bring this up now, 2.2 And then I'm going to bring
up the mix now slowly, not, not that much. Keep locking it down there. And I think that
looks perfect now. All right, let's
bring the iterations. Can we bring those up anymore? I don't think so. Let's
try the high as well. Let's try the low. Yeah, I think it needs to probably
come down a little bit more. There we go. All right. That is what I'm looking for. Okay. I'm happy
with how that is. Now, let's talk about, can we actually do
anything else with this? What, yes, we can
actually, we can come in, do a search for you in
saturation, drop that in there. And what I can actually
do with this is I can actually change the
color of the entire car. And I'm going to show you how that works on the next lesson. All right everyone. So
we enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
21. Advanced Eevee Rendering Techniques in Blender: We'll come back.
You run to blend the lighting and
compositing four beginners, and this is where we left off. All right, so before I actually change the
color of the car, one thing I do want to do
is because these lights, they actually have emission. Let's actually go
in first of all, before we do that and
just turn on emission, so I'm just going to
turn this emission on. And then what I'm
going to do is I'm just going to re, render it out. Now you'll see at the moment
we have emission here, but I don't think this will actually be working
at the moment. So what I'm going to do
is I'm going to come in to render image. So let's get that image
rendered out now. We can close that down. And now we should
have this emission. Now what I'm going to do is
I'm just going to plug in this emission over
here to my image. And you can see that's
what we end up with. But we don't actually want that. What we want to do is we really want this
to actually glow. So I'm going to grab
a glare from here. Shift D, drop it in place. And hopefully if I turn
this now to medium. So let's turn it to medium. Let's put it on
three iterations. Let's put the color at zero. Let's put the mix at minus n
0.2 Let's put the threshold. I'm just looking if we can actually do anything
else for this. There we go. That is what I'm
looking for exactly that. All right, so now we've
got some glow in there. We can actually set this. Can we set it a little bit
high? Let's look. T's go this way. There we go. Now let's turn the mix down. Let's see if we can turn
this up a little bit. So let's put the fade up. There we go. That is what I'm looking for,
something like that. Now, let's actually combine these before in
this UN saturation, let's now join them together. So what I'm going to do is
I'm going to press Shift. I'm going to do a search. Let's bring in a mix. So let's drop this in here, and let's put this I'm thinking, let's put this on to add. And then what we'll do is we'll, I think this one in the bottom
and this one in the top, or maybe the other way around. Let's just see,
let's add them in. I think these two. There we go. Let's actually switch
these random minute and let's see what
that looks like. Let's drop this in
here. There we go. There is the actual shine that we're actually looking for. So again, some nice
gleam off of this. If I now turn this
down a little bit, and there we go, that is
what we're looking for, some nice gleam off of that. All right. So that's
looking pretty good. Finally, we've got our glare that
we're actually looking for. So we've got some nice,
beautiful glare up here. We've got glare off
the emission here. And we've got some nice
glare coming off of these. Now, let's grab this part. So what I'm going to do is
I'm going to unplug this. I'm going to drop
this then into here. And now what we can
finally do is we can actually look at how
to change this color. So all I need to
do is come down, bring this down and hey, presto, we changed the color
of the actual cart. Let's change it to a nice red. So not 0.5 so that's not, not 0.5 0.45 like so.
And there we are. We've got a nice red car. Now you might want your range, you might want to yellow. Let's also bring
down the saturation a little bit to north 0.983 just very slightly
as you can see. Let's put the value up to 1.067 so lighting the whole
scene up. And there we go. Now finally, the last one
I want to bring in I think will be a brightness and
contrast always though, when the last one that you
should bring in is RGB curves, honestly that's the one you
should always bring in last. Let's bring in brightness. And what I'm going to do is I'm going to put it up to north 0.6 And then what I'm going
to do is the contrast. Let's put to one like so. Now we can see that is
looking pretty nice. Now finally, as I said, the last one you want to
bring in is an RGB curve. So search RGB curves. So again, we'll do
the snakes bring in the S or the snake
bring in two of them. Bring up the points
or down the points. Let's bring it down a little bit and then let's mess
around with this one. What we're looking at is this
shadow on the floor here. As you can see, we're
making it a little bit softer like, so. All right, there we go. Now, once you've got your image, you can just go up to
image and save it out. And it will save it out as that you can see
all the work that we've done in there to actually change this from
the image we had. Let's finally go up and what we'll do is
we'll just put this over here and then I'm going to
just plug in the to here. That is what we started with. This is what we ended with, and you can see it looks a
completely different image. All right everyone. So that's
that part of the course. This is studio lighting. What we'll do now is we'll close this down and get our
other project opened up. So let's just close that down,
not going to save it out. Let's now go to our next project which is going to be
this EV compositing. Which if we go to our
example, let's open that up. Let's open that up
on my other screen. So you'll be able to see exactly what we're
going to do here. You won't be able to see much
because it's just a cube. So we'll open up
our project file and then we'll bring that over. You'll see it is a
beautiful scene though, so let's bring that over. This is more of a stylized
scene where we can actually do a lot of work on actually
rendering this out in EV. This will be the
last EV project that we're going to work on and the final project is
going to be on cycles. So you can see through
the course all about what you've
learned right up to. We're actually now going to do like the highest point of V, what you can really do with it. And then we'll move on to the cycles and what we
can really do there. But we can also see that, you can see the differences
between V and cycles. V is much easier to
use, it's much quicker. But you can see in
the right hands, it's still extremely powerful. Although cycles, I feel, is certainly better
some things than V, sort of straight out of the
bat with blender cycles. It does look very
nice straight away, but you will be able
to see by the end of the course how much you
can actually do with it, which is an incredible amount. All right, so saying all that, let's actually move on then
to actually this scene here. So the first thing
I'm going to do is I'm just going to
turn on the EV, just to show you that there's pretty much nothing
in the scene. You will see if I put
this on materials though. Just how nice the materials are. So let's just let that load up. And you'll also
see when we press Spacebar that there is some
animation in this scene. So if I press Spacebar, you can see that it's moving
around really nicely. All right, so now
let's actually come in and I think the
first thing we'll do is we'll go to our world. Now the moment we're using
just the background, let's actually put
this on there, Rendy, we can see just the
background of the moment. So let's go to shading. And what we're going to
do is we're going to go to object world. And I'm now going to go to
file and we're going to end. So where is end? And we're going to
go to our resources. Now in this one we're
just going to go back and it's in
a click on Name. It's under HDRI
Lighting Resources. Bring in our HDRI set up. Come down to World HDRI set up. All right, so now I'll
just click on this, go to HDRI set up, and this is what I have
now put this on too. As you can see our HDRI. Now the one difference I
want to do on this one is I want to change
over this HDRI. We've been using the day one for quite a long time. Let's
not actually use that. Let's close it
down. And then what we'll do is we'll click open. And I'm then going
to go to the file under V, compositing resources. And we have one
that says sunset. Let's bring that
in, let it load up. And you can see that's
looking pretty nice already. Now we need to do a
few things with this. First of all, let's put
the strength on one. So let's come over then
and alter the rotation. So put the rotation
on -2.9 there we go. And that's looking a
little bit better. Now, most of this
scene is going to be lit through
artificial lighting. That's exactly what we want. We just need some background
lighting just to give it some kind of
even soft lighting, especially on a stylized
scene like this. All right. The next thing that I
want to put in is make sure that this is
on a gradium and then what I'm going to do
is I'm going to put this onto a gray color. So I'm going to bring this up, put it onto a grayish
color, like so. And then the bottom one, I'm going to make a
little bit darker, so I'm going to put it
onto there and bring it down to be a little
bit darker like so. And I think this is a good, nice part to work with. Now, you will see with
the HDR lighting, we've also got some
really nice lighting area over here and some gleams over
here and things like that, and that's exactly what
we're actually looking for. All right. So let's
move on now and we'll bring in
some actual light. So the first light I'm
going to bring in, I think I'll bring in area
light. So let's bring that in. So what I'm going to do
is I'm going to move, I'll actually go
back to modeling. I'll make it a
little bit easier. Make sure that your actual
cuts in the center, if not shift as cuts
to world origin shift, let's bring in a light source and we're going to
bring in an area light. Let's then bring it out. So I'm going to press
Shift Spacebar. Move, bring it out. And then what I'm going
to do now is I'm going to actually bring it up,
rotate it around. So r x rotate it around. And I want it pointing
basically at this book, so I want to move it
across and have it pointing at this book. So all right, the size. Let's come over then
to our lighting, and we'll put this on 1.41 And I'm thinking maybe
that's a little bit small on my other one, actually it does
look the right side. I'm thinking we're going
to make it a little bit bigger, something like that. They never actually translate
well with each other. All right, let's
put this on 100. So now we can see we
actually get somewhere. Let's not change any
of the other things. Let's have a look. If
we want shadows on. Yes, I think we want shadows on. Let's have contact
shadows on as well. Just to actually make that
look a little bit better. All right, I'm sorry, my
blender just crashed, So let's actually make
this a little bit bigger. So let's put this on 100. Let's put shadows on, let's make sure we're actually
on the render engine. So let this load up. When it loads up, then
what we can do is we can actually put our
contact shadows on as well. So it's going to take a little bit of time
because for me, my actual blender crashed. Now let's put
contact shadows on. Can see a little bit
of difference there, but that's looking
pretty nice already. The one thing I do want
to do is just put this on a nice blue color. So, all right, now let's
bring in another light. So what I'm going to do is I'm going to hover over the top. I'm going to press Shift D. I'm going to bring this over, so I'm going to rotate it around and just bring it over
here. Something like that. And then what I'm going to
do is I'm going to drop this down and bring it
a little bit closer. So I'm just going to
press G, bring it down. So now with this light, I'm also going to put it on 100, so make sure that's on 100. Everything can pretty
much stay the same, I'm thinking, yeah,
even the size of it. I'm just wondering if I
should just move it so it's moving slightly over like that and you can see the
difference it's actually making. So yeah, I think that's looking a little
bit bare light, so. All right, so now we've got our basic lighting
in. We can see it. Now it's really started to
bring this actual C now. Let's now bring in a volume. Now, again, whenever you're
bringing in volumes, just make sure that you
are saving this out. I'm going to actually save
it As, into somewhere else. I don't actually want
to save it on there, so I'm just going
to save it on here. So. All right, now
I've got that saved. I can bring in my volume. So again, make sure you
costs in the center. What I'm going to do is
express their shift day. I'm going to bring in a cue. I'm going to make
that cue bigger than, and I'm going to cover the
whole of the actual scene. So I'm just going
to bring it in. So bring it up and just make sure everything is covered, so. All right, so now let's
go over to our materials. Click New, and we'll
call this volume. So I'm just going to click
New. Call it volume. Let's also come down and wherever our cube is,
which is this one here, let's also call it volume, just so we can find
it and turn it off. Or turn it on, whichever
we want to do. Let's then come in
and turn this off. So we're just going to remove. And then what we're going to
do for the surface is we're going to click on Principled
volume, this one here. So then what I'm
going to do now, I'm going to go over,
actually that's wrong. Let's just go back. What I'm going to do now is I'm just going to go to shading. Instead, I'll do it
there wild into object. Put it on to render.
Let's zoom out. Here is our material
output shift. Let's do a search, go to volume. Volume. So plug this into
volume, not surface. Just making sure you plug
it in the right one, you'll end up with
something like this. Now let's first of all
turn down the density to 0.1 And now you can see we've got that kind of magical air or something like that. Let's turn this to 0.73
Let's also come in, and let's have a
look at the color. First of all, we can come in, let's put it on a
nice orangey color. Let's make it a little
bit right. There we go. Let's see if we
can turn this up, 0.3 So yes, and I think that looks
actually much nicer now. All right, so I'm
just wondering if I need to even turn this
up a little bit more. Yeah, that's looking better, so. All right, so now we've got
the main part of the scene. What we need to do now is
we need to think about bringing in two
more light sources. We've got a candle down here
and a candle down here. So let's actually bring
in a point light. And the reason we want to do
that as well is because when we come to actually
render this out, we want to have something
to work with at the moment. We're not actually going
to get too much to work with if we've just
got an emission there. So we want a little
bit more to work with. So what I'm going to do is I'm going to come in to
my candle flame, so we can see this part here. I'm going to press Shift S
curse the selected Shift A. And what I'm gonna do is
I'm gonna bring in a light. I'm going to bring
in a point light. And then what I'm
going to do is I'm going to press shift space part. Bring in the move tool and
just move that all, so. All right, so there's
my actual point light, let's make it a little bit, oh, we can't make it a little
bit bigger in that way. Let's come over this
way. And then we can actually change the radius up to Point to four. Let's change the actual
power of it to 50. So, and let's also change
the color of it to a nice yellowish tone like so. All right, now let's
come to our next candle. I'm going to just hide out
the volume out of the way. I'm going to come
to this candle, press shift cursor
selected. Come to my light. Now I'm going to press
Shift D to duplicate it. And then shift S selection
to cursor key pot set. And that then is going to put my other light source there. I'm going to lift
it up a tiny bit above this actual candle flame. And I'm thinking as well, I just want to check to make sure that my emission, I think. Yeah, I think
that's high enough. I'm just wondering whether it's actually high enough for this. So the next thing now I want
to do is I want to come in and mess around with a
few of the EV settings. So I'm going to press
all tag to bring back my actual volume now. And you can see this
way it looks like if you want to have another
really good look at it, you can see that's
what it's going to look like at the moment. So now let's come over
to our EV options. Let's set our EV
first of all to 300. Let's also bring in
some ambient occlusion so we can see the difference
we're gaining there. Let's open it up and what
we'll do is we'll set this to 6.8 and then we go
much, much nicer. Now really starting
to come together. Now the one thing we can see is we've got a bit
of an edge on there. We just have to be careful that we're not going
to see that edge. Because that, of
course, that is coming from the actual volume. Now we can increase
the volume like so. And then you can see it's going to look much, much better. So we'll just increase that. All right, going back to
the ambient occlusion, let's actually save
that, our work again. So I'm just going
to save it out. And then what we'll
do now is we'll just turn down the rate tracing down a little tiny bit
to not 0.1 a two, making it not so many bounces. And then what we'll do is
we'll now come to the bloom. So let's turn the bloom
on. Let's open that up. And then with the
bloom, I think I'm going to keep pretty much
everything the same on there. I'm just going to
turn it up and on, and we can see the
difference there. Really, really bring those out. Let's close that down again. Let's turn it on and off
again. There you go. That's the difference
that you've got. Okay, so let's also bring in
screen space reflections. And now we can see really, really starting to
get some nice glints off of here, as you can see. Okay, let's open that up. And what I want to
do is on this one, I want to actually
turn refraction on and turn off res trace. Generally speaking,
half res trays uses a lot more power for your
computer than just refraction. So I normally turn that
off because it's a really, really tiny detail which you're probably not
going to see a lot of. All right, let's come down then and we'll go
to volume metrics. Pretty much all of these
are going to stay the same. You can of course turn this up, but the main one we
want to do here, so you can turn up the
number of samples, which will increase
the render time, but it will also increase how good the actual
volume looks. All right everyone, So that's it for this lesson
on the next one. Then we'll actually carry
on and work more on actually setting up this
render all everyone I'll see on the next one.
Thanks a lot. Bye bye.
22. Post Processing for 3D Environments Final Render Touches in Blender: Welcome Mike. If you want
to blend the lighting and compositing all beginners
and this where we left off. All right, with the
volume metrics here. I'll just reiterate, if
you turn up the samples, you're going to get
probably a better volume. Well you will, but it
will be to a tiny amount, but it's going to cost a
lot more in render times. So just bear that in mind. The one we want on is
volumetric shadows. Once we turn that on, we can
see there's a tiny, tiny, little bit of difference,
but it does make it look that little bit sweeter. All right. So now I think
that's pretty much everything. I don't think we need to change anything apart from the film, Not the film, sorry,
the color management. Let's come down to that, and what we'll do is
we'll set this on. Medium, high contrast,
medium, high contrast. And now you can see it's really starting
to come together. And this scene is
already looking great without really doing
anything else to it. Now let's go over to the
panel where the layers are. And the layers that
we want to pick is going to be shadows,
ambient occlusion. And we'll also pick
this mist like so, and we'll also pick the blue. That then will give us a lot of things to actually work with. So now once we've got all that, what we can actually
do now is come in and mess around with all of
those, even the shadows. And we'll just start
adding them all together, building on top of each other
and everything like that. First of all though, I'm
going to go to save. And then what we're going to
do now is going to come in, put it onto wire frame because there's a lot going
to be rendered out here. And then let's hit
that render button. So hit the render button and
the image, no camera fan. All right, let's sell
our camera first. That should be something
that we always do. So what we'll do is
we'll also come in, before we do that, we'll add
in the camera shift date. Let's bring in a camera. So let's put the camera
where we actually want it. Let's put this on just material more so I can see
what I'm doing. Let's press control Alt and zero. Just to
bring my camera. And what I'm going
to do while I've got my camera selected, I'm going to come over and
put it on 2048 by 2048. And then what I'm
going to do now, I'm going to zoom in my
camera a little bit. So I'm just going to
get it where I want it go to view. Open it up. And now let's zoom
in a little bit. So getting everything
in the scene, something like that
looks perfect. Turn this off, and now we
can actually move it away. Now fine, we should be
able to go to wireframe. Click on Wire Frame,
and then click Render. And Render Image. And let's
see what we end up with. All right, so you will see that I'll go through
these in a minute. Let it actually
render out here is, and it's actually
rendered out like this. Now you might run into some problems here and the reason is we're using a lot of data to
actually render this out. You can see here 3
gigabytes of data, pretty much to render this out. And you might have
to actually come in and actually
reduce the render. So if you put this
on let's say 50 or something and then
come to render image. And the reason, by the way, for this is why it's actually
doing that is because basically it will just shut it down and it's
because your computer, it's as though it's on
hold and if something's on hold for so long it will
actually shut down the render. So if you do have that, what
you really want to do is you want to be going in and
it's mainly this volume, you'll see if I come now to render image,
sorry. Render image. Let that render out,
let's put it on there, let's put it on 300. And let's see, we
have the same thing. So render image, let's see
if it actually renders. It'll get to a point,
probably going to crash. There you go, Not responding crash didn't actually render it. Let's come in now
to our volume on volume and actually
turn that off. The render, turn it
off in the viewport. Go to render render image and now let's see if we can
actually render that out. There we go, it renders out and the reason is obviously
because of the volume. So just bear that in mind. Now, the reason why the
volume might be costing a lot if we go to our material, I think it's because
we've got actually contact shadows on,
on the light sources. I think that's what's happening. The light sources
mix with the volume. So in other words,
if you go over here, we've got contact shadows
on that is costing a lot. I'm going to just
try turning these off and see if that
actually fixes it. Contact shadows of make sure
my volume is ticked on, make sure run 300 and let's see if I can actually
render it out now. See if that's any bear. And there we go. So that was costing us a lot with
the contact shadows. So up to you whether
you leave those on. The other thing is this is not a great image at
the moment because we can see that this is like
basically fixed in place. We don't really want that, so
we're going to do one more. So I'm just going
to close this down. And then what I'm going
to do is I'm going to come now to my layout, and then I've got a
timeline down here. I'm just going to hide
my volume minute. And what I'm going
to do is just move my timeline to a place where
I want it that looks nice. So if I press zero, that
looks a much better image. Let's go to render now.
Render the image out. And it did the same thing. So let's have a look
If I can reduce Yeah. My volumes on Let's put it onto wire frame as well
that might help it. Let's go to render image
and try that once more. The other thing is having it on wireframe or having
it on material view does make a huge difference
because it's actually using a lot more power to
try and render it out. Also, I've got a few
of these open as well, so I've got a few
blender scenes open. And that's also costing
a lot in computer power, so just bear that
in mind as well, so your might actually
be working fine, but they are the
fixes that you can do to actually fix this as well. All right, so now we've got
that, let's close that down. What we can now do is go
over to our composite. I'm going to set this up now. I'm going to save it out again. So let's drop this down. So I'm going to close that
panel over this side. And what I'm going
to do is to come up to this side, drag it over. I'm going to use nodes
and there's that. And you can see straight
away we've got mist, shadow, O and Bloom. Now let's come over this
side and what we'll do is we'll put this on
image editor again. We'll put this on
render like so, and this is what we've got
to start with to work with. All right, so now
we'll actually go over it and we'll actually really, really start to hone
in on some of these. And the way that I do these,
I do them individually. So first of all, I'll put this over this
side and then what I'm going to do now is I'll
work on the actual mist. So let's do the mist first. I'm going to come in,
I'm going to bring in a color ramp search,
drop that in there. And then what we're going
to do is I'm going to copy this three times. So I'm going to press Shift D, drop it down, Shift
D, drop it down. And this is based then
set up to actually bring in all of these different nodes. So the first one I'm
going to bring in is a mist and bring
that down to there. Then we're going to drop the
image over here, like so. Now what we're actually
doing here is we are having control over how this
mist is actually looking. So don't be afraid
because this is, the mist is actually going
over the top of this. So in other words,
this is not the mist, this is just the
outline of the mist. If I start turning this up, you can see that we
have control now over how much that mist is
going to affect it. We can also see that we
can change this color to a blue or something and he'll put blue
on the background, which I don't actually want. So I'm just going to
bring this in like, so. Okay, so what I'm going to
do is I'm going to bring this mist up to
something like that. And then what I'm
going to do now, we'll deal with this one first. So what I'll do is I'll
bring in a multiply. So I'm going to press Shift, bringing a mix. So
we'll bring in a mix. I'm going to have three
of these to begin with, so I'm just going
to press shift D rather than me keep
bringing them in. I'm going to put those
two there. This one here. Then I'm going to actually
put this onto multiply. So let's put it on multiply. And then what we'll
do is we'll turn this down pretty low down, so I'll turn it down to No 0.258 So and then what I'm going to
do is I'm going to drop this then into there. I'm going to put
this on the bottom. And then what I'm going
to do is I'm going to come in now and drop my image into here like so.
Now what has that done? If I turn this up, we can
see now we've got power over the actual mist
in our actual scene, how clear it's going to be. All right, so that's
the first one. Let's put that out there then. And we'll put this one up here. And then the next
one we'll deal with is let's look at our shadow now. So what we'll do is
we'll drop this here, we'll go to our shadow, and we'll plug this in here. So now you can see it's a little bit different
from ambient occlusion. It's actually all of the shadows and how dark they
actually want to make them. So what I'm going to do is I'm going to bring this over here. I'm going to bring this up. There we go. We can
see our shadows there. What I'm actually
going to do is just tone this down a little bit so the shadows aren't
as harsh as what they were. Now I'm going to do is I'm
also use the multiply again. I'm going to come in
actually multiplier. Overlay. Yeah, I'll
try overlay first. So let's come in,
put it on overlay, it is, then what we'll
do is we'll plug this into here again,
put it down to the bomb. And then I'm going
to grab the image, drop that in there.
And there we go. And now let's see what we've
actually done. There we go. Now I'm just going to put
this back on black minute. Then I'm going to bring this up now and get it to
where I want to. What I want is I want
it to be shadows there, but not quite to this depth. So you can see if I bring
this all the way up, can see just how dark
those shadows are. Let's bring this
down a little bit. Yeah, I think that's looking
much, much better like that. All right, so now we've
got both of these. So we can put this up here, put this here, put this
one here, put this here. So now we've got our
Bloom and we've also got our O to actually deal
with. Alright everyone. So you can see we're really
building something nice here. So I hope you're looking
forward to the next lesson, and I'll see you
on the next one. Thanks a lot. Bye bye.
23. Comprehensive Guide to Blender's Compositing Tools: Welcome back everyone. To blend the lighting and
compositing four beginnas. This part, well, it's
really not actually for beginners, for advanced people. But because we've done
the whole course, I guess you could say
that you're pretty advanced now in all of this
lightning and compositing. Now let's come to our
ambient occlusion. So what I'm going to
do is going to plug in ambient occlusion, then I'm going to plug it into my composite. And there you go. Now you can see the
difference between the shadow and the
Amin inclusion. The Amy inclusion is all of
the shadows around here. So now we can see
that if we bring this up, so we can really, really bring this in now, I think I'm actually going
to leave that on there. I think what I'm
going to do is I'm just going to bring
it back a little bit. I'm just wondering, maybe
a little bit too bright, I think with this one actually, I might actually just
tone this down a little bit to tone down
the whole scene. Now what I'm going
to do with this one is I'm going to use
my overlay again. So I'm going to put this onto actually we'll try on there, multipliers that are overlay. There is a difference between
overlay and multiply. The difference is the multiplier mode, it's quite
straightforward. It multiplies the color value of the top layer with those
of the bottom layer, resulting in a darker image. And this mode is often used to darken images or to
add shadows, IE. With amen inclusion or our
actual shadow over here. So I'm not going to
go into the mass of that because
that's quite complex. But then we've got the overlay, which is a combination of multiply and screen blend modes. And it applies the multiplier
mode to the shadows, darker areas, and the screen
mode to the highlights, lighter areas of the image. So that means it preserves
the highlights and shadows of the bottom there while blending the colors
of the top layer. So you can see why we might
use one over the other. So I think that on this one, let's actually just
use the overlay. So we'll use overlay
and see what we get. And then we'll actually use, let's put it at the bottom. And then what we'll do is we'll try it on the
multiplier as well. So let's bring that in and we can see this is what
we're actually getting. Now if we bring this down, we can see now we can bring
everything kind of back. Let's put this on multiplier now and have a look
what the differences. So we're going to multiply multipliers down here, and
there's the difference. And you can see how it
did darken up that image. So let's now bring this back a little bit, or
down a little bit. And I think actually that
is going to look much, much nicer. All right. I'm happy with that. So far, that's looking pretty nice. Okay. So now finally, let's come onto our bloom again. We'll bring in a color ramp, or we could bring in an
RGB curves, I guess, but let's just put
in our bloom first. I'm going to put in our
bloom into the image, and this is what you're going
to get and then will do is I'll bring in a RGB first. Let's try with an RGB curves. So then what do is I'll
plug this into the image, and then I'll plug this
into the image here. I'll come in, bring this up, and you can see now
the power of that. I don't think we actually
need to really come in and use an actual
color ramp for this part. All right, now we've got that, let's bring those
together again. I'll come in, I'll
press shift D on this. I'll drop this on the bottom. And then Wald is, I'll
bring in my image again. Put that on the top. And now let's see if I can
play around with this. We can see that darkening
the hole of the scene. Instead of that, I think actually that's
looking pretty nice now, don't worry, because a little
bit further down the line, we are going to
bring in some glare. Now if you want more
control over these, what we could do is we can also add in if we
go to our layers, we can also bring in
emission as well. And that then we'll
give you more control over this than what
you've even got here. Let's save out our
work because we've done actually a lot
of work so far. And I'll also come in and I'll bring in now
a color ramp on here just to see what we can
get out of that color ramp. Drop that in, let's
bring this up, and there we go, That is
what we're doing now. We've got a bit of
the ness over there, so it actually might be worth also bringing those in as well. So I think actually that's
looking pretty nice, so. Okay, so now we've got
all of these layers done and now we need to
put them all together. So the way that we're
going to put them all together is we need to
add them all together. Let's again bring
in this multiply. Let's press shift D. And
then what we're going to do is we're going to
put this onto add. So let's set this at one. And now let's, let's
join in this one first. So we're going to bring in
this one which is our mist. And then what we'll do is
we'll bring in which ones? This, this is our shadow. So let's bring both of those in. Let's plug that in then. And this is what we'll
get with those two. Now we can see that if for bringing this backwards
and forwards, that's the kind of thing
we're going to get. We're going to mess around
with those in a minute. We're just going to join
them altogether first. So now I'm going to press shift D. And then what
I'm going to do now is I'm going to join
these two together. So let's bring this
one and this one. Now, this one is just
our AO and our shadow. I'm just looking where
that one's gone. I've got yes, I've got 412345. Actually, I'm just making
sure I've got them all. I've got two to the image there. So I'm just going to
plug this one in. Now there's that one. And now we'll shift and
we'll bring in another ad. In fact, I'll just
duplicate this. Duplicate this, drop,
that one in there, and this one in the top. All right. Now let's bring
it all the way back. Let's bring this
down a little bit. So, yeah, at the moment I'm
not actually happy with that. And the reason is I need
to set this to multiply, we go, let's turn that up. Okay, Let's have a
look at this one now. And turn this on,
multiply as well. We don't want it that dark. I think we're going to
turn it up a little bit. Put this on over and I'm also then going to drop
these bag just a little bit. Okay? Okay, that's that one. And now where we've
got this one here, let's bring this all the way up. Pull it back a little bit. Okay, that's looking
pretty nice. I'm happy with how that looks. You can see completely
different to how we add it. If I plug this in
now into there. This is what we started off with just with this plugged
in controls ad, and you can see what a
difference that actually makes. But we've not done yet.
So let's go even further. Now what we're going to
do is we're going to bring in a glare. So let's bring in
a glare. So shifts bring in a glare to really
bring out these parts here. And what we'll put the glare on, we'll have it on streets. We'll put the number
of iterations on five and there in mind we've got a lot of stuff
to load in now, so we just have to take
that into account. Now what you can do is
instead of doing that, you can just basically plug
this in and then what it's going to do is really speed up this part as you're
actually going through it. So in other words, it's
going to be much easier now. So if I put this on 0.575 you
can see now loading much, much quicker than
where it was before because it's not going
through all that data. Now let's put the mix in minus n 0.9 And again, it's up to you. You need to play around
with these a little bit. Generally speaking,
even on printing these, they're going to be a
little bit different from what I've got on the
original that I did. But you can see they're
looking quite nice. All right, let's turn
up these streaks like so let it think about it, load up and there we go. You can see more streaks
looking even nicer. Let's put the angle offset on 16.1 and we'll see now
that this moves slightly. There we go. And let's
also put the fade then at no 0.8 And there we go. We've toned it down
so Jos got very, so Okay, so now
let's plug this in. Let's see what the
whole scene looks like. Let it load up. There we go. That's looking pretty nice. Okay, so now let's bring
in a diamond sharpen. Again, I'll bring in a filter. So shift a search
filter like so. And then what I
want to do then is before doing anything
else, again, I just want to plug in
just this one here, Jose, into my image there. And then plug it into here. And then we've just got this. And then what I want
to do is I just want to put it on diamond sharp. And there we go.
And then tone this down to 0.5,
something like that. All right, that's looking
a little bit better. Need to tone, it might need to put a soften in before I think, but we'll actually do
that on the next lesson. All right everyone. So I hope you're really
enjoying this part. I hope you're really seeing
the power of what you can do with all these
compositing in layers. And I'll see on the next
one. Thanks a lot. Bye bye.
24. Enhancing Render Details Sharpening Images in Blender: Well, come back if
we want to blend the lightning and composite
in four beginners, and this is where
we left it off. All right, so now
I want to show you just a couple more things we can actually do with this before we actually bring
in a RGB curves and our urine saturation
and all that sort of stuff. So let's first of all, we can
see at the moment when we brought in our sharpen,
this is what's happened. You can see here
that when we do out, it looks a little bit like
so we can actually bring in an anti lasing and
bring that in. And you'll see that
now smooths that off. What we can also bring
in is we can bring this diamond sharpen shift
D, drop it over here. You can see we've got
the same problems, don't worry about that. And what we can do is we
can come down to shadow. And now what we can do is we can actually turn this shadow down. And you'll see if I put this
on zero, it looks like this. But if I turn it up, you can
see over here, look on here. How we really, really
start to bring out those shadows
just a little bit, but it just makes things really just pop out that little bit. So I'm going to
turn that down and lay it up tiny bit like so. And we can see now
that that's smoothed off much nicer than
it was before. And then finally, we could also, if we needed to use a, sorry, a soften pin, also use a soften. And if we turn that off, you'll see that it really
starts to soften that off. The only problem with
using the soften is that sometimes you get this
where it just looks a little bit too plain
when you're using it. You can see instead of
making things pop out, it just starts to, you know, kind of all mush together. So just be careful when
you're using that. All right. Now let's, well, we're going to bring
in now the RGB curve. So we need to basically make sure everything is plugged in. So at the moment you can see
that we've got all of these. What we need to do is we
need to plug this glare in to this bottom and let
everything load up. So all that information load up, and there we go. That is
what we're left with. Really, really beautiful image. Now we can bring
in our RGB curve, So shift a search
RGB curves like so. And now we're going
to have control over the actual
whole of the image. It's going to take
a while to load up, but you will see the difference. And now you can see we've
brighten everything up. And generally as I say, I
always bring another one in and I'll always play
around with both sides, so the darker parts and
the lighter parts like. So now let's see if I can
just make this a little bit darker because I was happy with how dark
actually looked. Let it all load up, and there we got a thing that looks
really, really nice. Finally, then, before
we do anything else, we should always also bring in a Uin saturation and a
brightness and contrast. So let's press Shift, and we'll go to Uin saturation first. And the reason I bring this in is not to change the colors
or anything like that. It's just whether I want to saturate our a
little bit more. So you can see if
I bring this value down when it's loaded up,
you'll see the difference. So there we go, let's
bring it up a tiny bit. Then finally what we
can also do is we can really bring out
back those colors. You can really bring
them back. I'm just going to accentuate
that a little bit. As you can see, we can
really bring them back, or we can really bring them out. Now, obviously bringing
them this far is going to be a little
bit too ridiculous, but you can see that we can
really bring them back. So what I'm going
to do is I'll try this on 1.1 to start with 1.1 what I'm going to do is I'm going to
jump between those. I'm going to put it on one, let it load up, and then
press controls head and just see what
the difference is. Like that. Like this, I think actually 1.1
looks a bit bare. Okay, so as I said, the last one we want to bring in is brightness and contrast. Normally, you might
want to bring in before your GB curves, or you can bring in after just to mess around with
the whole scene. So I'm going to do expression, and I'll bring in a brightness, brightness, and contrast,
and drop that in. Now, do we want to
turn up the contrast? So let's try to turn
it up a little bit. Just tiny, tiny
increments in this. And there we go, let's turn
it up a little bit more, 0.6 And there we go. All right, now let's turn
up brightness and yeah, I think that looks a very, very nice image as you can see. All right, so that is
the final bit and now you need to do is image and
save out so you can see. Let's go over what
we've actually done. You can see that we
started off in V. We've got a nice scene
ready. We live the scene. We brought in the volume, we set all the settings up for V. You can see that
we've got now the mist, the shadow, the
air, and the bloom. You can see that
you've got many, many other options that you
can mess around with here. And then you can see
how you plug all of these things in together
and what you should do on the final
parts to actually get that beautiful scene that you're actually
looking for. The one thing I think
I might finally do on the volume which
is probably the missed. I'll probably come in
and this missed part, I'll probably just
turn that down a little bit and see what
that actually looks like. So I'll let it load
up and think about it. Let's bring this up. If it's not actually
doing anything, I'll just press controls
just to bring it back twice. And then what I'll do is this. And I'll turn this
up. There we go. We can see is a little bit
of a difference there, but we don't want
those parts in. I'm just going to see
what it looks like on here just to bring that
missed up a little bit. I'm going to try And
this on overlay as well. Let's see what
happens with that. And actually turn
that up. There we go. That's what effect we gain. And you can see as well that
once we alter one thing, we're going to have to go in and alter the other
things as is the case. But anyway, like I
said, with the glare, I like it over
here. I like this. It has a little bit
more mist to it, which I'm happy with.
It's just like glare. Now, I'd have to go in, bring down this
glare a little bit. Let it load up. Think
I've gone the wrong way. Actually, I know I didn't. It went the right
way. So let's come in, it's up a tiny bit. So now, I think actually that looks better
than what he did. It's got a little bit more miss there. All right everyone. So what we'll do then is
we'll end this lesson now and then we'll move
on to the last lesson, which is doing pretty much the same thing as
what we've done here, but actually doing it in cycles. Because if you're
gonna learn how to render things out in Blender, you really want to have all
the toolkit available to you. And that does include cycles, which I believe is
actually a nicer render. I enjoy using cycles more
than V. I found with V, trying to get a nice image is a lot more hard work
than it is in cycles. Alright everyone, So
hope you enjoyed that. I'll see you the next one.
Thanks a lot. Bye bye.
25. Lighting Techniques for Cycles Render Scenes in Blender: Welcome back everyone
to Blender Lightning and compositing four beginners. And this is where we left off, we're on the final straight. Okay, let's close that
down. Let's not save that. And then what we'll
do is we'll go back to our resources.
I'll pull that over. What we'll do is we'll open
up the last one on here, which is the cycles
laying and compositing. We'll open up our example, or open up your example. Put it on your screen like
we've been doing all along. Lay that load up and you'll see exactly what we're
going to achieve here. You can quickly go
and have a look in, you know, in the compositor
and things like that. And you'll see, actually,
once I've opened up the project project, let's pull this over that. It's actually a
pretty basic scene and if we put this on to render, we can see this is
what we start with. And of course, we want to
be in cycles for this. But if you actually, I won't actually open
up the example. I want to save that actually. So you'll be able to see what we can actually
do with this. Now with this one, we're not actually going to be lighting it with anything but a
actual sky texture. So let's first of all go over to our shading panel and
we'll see at the moment, if we go onto world, that all we're going
to end up with is a background like
we normally have. Now all we're going to do on this one is I'm going
to actually keep my background and
I'm actually going to bring in a sky texture. So if I press, let's
first of all put this onto our render engine. I think also as well. Let's put this on a cycle. So if we come over here,
let's put this on cycles. Let's make sure, as we always
do on the preferences, that everything is
as it should be. So on the system, make
sure that this is all on. Let's also make sure we're
on GPU because that's obviously going to give
us a much cleaner result. And then going down, make sure
that we've got noise on in the viewport and then we won't touch any of these other
things at the moment. We just want something so we can actually see
what we're doing. All right, so now let's come in and bring in the sky texture. So search sky texture, and I'm going to show
you actually you can get amazing results without a HDRI, without any lighting,
with just a sky texture, and just the blender composite. All from just that. All right, so let's come in and
what we'll do is we'll plug in the sky
texture to the color. And then what I'm
going to do now, I'm going to change the
strength down to not 0.3 like, so turn that down a little bit and then what I'm going to do is I'm
going to come in, change the sun intensity to not 0.1 Now the sun
intensity has a really, really limited effect on sky
texture, just so you know. And the reason is, is
of course that most of this is done
through the elevation, the air and dust, and ozone
and things like that. Okay, so let's put the
sun elevation on 30. Let's also make it so that
these shadows are really, really nice and what
we're looking for, so sun rotation 120 and there we go, that's
some nice shadows. Looks really, really flat
at the moment. I know. But that's when you need
to have faith in yourself that you can use a composite to really bring
everything back out. Okay, so now let's put, sorry, the air on 1.2 let's
put the ozone on 1.231 sorry, the ozone on two. All right, so I made a
bit of a flop there. 1.21 0.2 31.2 All right,
now we've got those. That's pretty much everything we're going to be doing here. And now what we need to do
is we need to come over to the cycles options and just make sure all
of those are correct. So let's first of all
come over to light paths. And what I tend to
do is I tend to put the transmission up a little bit when I'm working with
things like this. So you can see here,
we've got all of this. Hey, so I tend to come in, put the transmission up like so. And now we'll be able to see
a little bit more in there. All right, so next what I
want to do is I want to come down and look at this
fast GI approximation. If you're over over there,
it says approximate diffuse indirect light with background tinted
ambient occlusion. This provides fast alternatives
for global illumination, for interactive
viewport rendering, or final renders with
reduced quality. I don't think, I'm not sure whether I want to
tick that on or not. I've not actually tried it, but you might want to
actually give it a try. Now let's come down
to performance. And what we want to
do is, of course, I want to change this to 64 spatial split and persistent
data, tick that on. Now finally, under
color management, you might want to come in
and change how this looks. So you might want to come in on the color management
and change this. Now on this one, I don't actually know if
I really want to. I think with the compositor it's going to do a lot
of the work for us. I'm going to actually,
I'll keep on high contrast and then have a
look at what it looks like. It might turn out too dark because I'm going
to do a lot of it. In fact, you know what, I'm
going to put that on none. I'm going to show
you how I can do it all with the compositor. Now, let's come in
and what we'll do is we'll come and pick
which we want now. So the ones I want, the main ones that I
want for the cycles we, is I want to combine
none, of course. I want to bring in
my diffuse color and I also want to bring
in ambient occlusion. Now with cycles, unlike B, you can't, there's only a couple of ways you can bring
in ambient occlusion. One of them is through textures, so you can have a shader that set up with the
ambient occlusion in there. And the other way that
you can do this is through actually layering
and compositing. All right, so we've
pretty much got that on now I'm going to do
is I'm going to set the render to maximum samples
of 1,000 let's have a look, 4,096 and then I'm going
to hit the render born. Before I do that, of course
always go on wire brain. And then what we'll do
is we'll hit render. It's a render image and it says no camera
phone scene again. All right, let's set
up a camera then. Did that last time.
Let's do it again. Let's bring in the
camera and then ship control zero and we'll
have it on this size. Actually, how I want to
set this camera up is just to make sure that I've
got the whole scene in here. So I don't really want to see
these edges on each side. Also, I want the
top of the viking. Got to be in place.
I'm just going to zoom in twice. Press the end. Born over in, over here. There we go. Back to my camera. Click it on view camera to view. Now let's bring it up. First of all, let's come in, bring it all, let's get a nice image of where
we're going to take it. Something like
that. I don't want this edge coming over
here, nothing like that. I think that's going
to look pretty nice. Now, the one thing when
you're taking an image, just make sure that, you know, if you've got a nice chimney in there, do you
want it in there? What you don't
want to do though, you don't want like half
a chimney in there. So if you're trying to get a
nice image of the chimney, then just make sure we've got kind of the whole thing like
that so we can actually, you know, differentiate between
the wood and the chimney. So I don't actually want that, so I'm not too bothered
about it being the chimney. I'm more concerned with
actually getting a nice shot of this door because then
I can actually mess around with the shadows in
there as well. All right. So now we've got a Cameron. I
can actually turn this off. I can go to wireframe mode. And then what I can
do is now I can come over and hit that
Render Be render image. It's building
everything and you can see this is going to
take quite a long time. Now, again, I
wouldn't personally, with your first render
render it out on this, I would render it a much
lower sample level of 500. So I'm going to close that down because it is going
to take a long time. And then we're just
going to render it out at 500 and I'll show
you the difference. In fact, we'll put it on 250 and then we'll render
this out render image and now we can see
just how fast that is. Now what I'm going to do is I want you to render
it out on 250. We'll make sure that we've got all the lighting is perfect, then you'll make sure
that you're happy with the scene and the angle of the camera and everything like that. And then what you
should do is render it out on, you know, where 4,000 samples,
not 4,000 sorry. Let's render it out on 1,000 samples,
something like that. Then what we can do
is we can go in, do all the compositing, and then finally render it out on a much higher sample level. So I'm going to use this,
what I've got here, to actually use it
in my compositor. And then what we'll do
right at the end is we'll render it out
at 4,000 samples, get a really, really nice render and see everything
come together. All right everyone. So I'm
going to let this finish, and when it's finished, I'll
be back on the next lesson. Thanks a lot, seeing a bit.
26. Viking Hut Project Final Rendering Adjustments in Blender: Welcome back everyone to blend the lighting and compositing
four beginnings. And this is what my
scene rendered out. Let's actually close
that down now. And we can see we
rendered our 250 samples. So that's what it looked
at like pretty good, straight off the bat with
cycles as you can see. Let's put this down now and
we'll set up this again. In fact, I'll show you
one other way you can do this as well if
you come up to this. And then what you can do
is you can go down to General and what we're
looking for is compositing. So we're going to click
on a new one that says compositing or my compositing, let's call it that, compositing. So what we can do now is we
can actually set this up and then you can actually open blender and you can set
this up and then save it. So it's like that every single
time you open up blender, which is going to make
it far easier than keep going in with a compositor
and moving these around. So let's bring this
out now and then we'll do this one is use notes
and there's my image. And then on this one again, we'll go down to image editor and then open and render result. Render result, and that
is what we've got. Okay, so let's make
a start on this. So you'll see first
of all that we've got diffuse and we've got AO and
we've got our noisy image. Let's first of all come
to our ambient occlusion. Again, you'll see really noisy. We don't really want that,
so we need to clean that up. So let's press shift
a search noise, Bring that in, drop that in, and then it's going to
clean all that up for us. Now let's bring in a color ramp. So we'll bring in
a color ramp to actually get this
ambient occlusion right. Shift a search color
ramp, drop that in. And then what I'm going
to do is now I'm going to press control click in
the middle, like so. I'm going to move this
down to between the R and the G. I'm
going to move this down to the R. I'm going
to let it load up then. And then I should be
out a bear room idea of what this is
going to look like. And then what I'm going
to do is I'm going to bring this black up just above the plus like
so. And there we go. All right. Doesn't not
much of the moment we can see we've got a lot more
darker parts in here. And again, once we've
actually done this, we can come in and mess around with this
a little bit more. The one thing I think
I want to change is I want to make this
a little bit darker. So bring this down
a little bit like, so let it think about
it's going to take a now you can see just how much that brings
everything out. So that's looking pretty nice. Now we've done that, let's come in and look at the diffuse. So the diffuse is
just the basic color. So if I come in,
plug this over here, over here like, so
just the basic color, No shadows, no shininess, nothing else, just basic color. And this is basically,
you're taking everything and really
just dropping it all the way back to just that basic texture
that's on here. You can't even see
the water anymore. Why use this is I
tend to actually put this over the top of an
image that I've done, all the ambient inclusion
and things like that. And that actually enables
me then to bring back some of this texture
if I actually want to. So what I'm going to do
is, first of all though, I'm going to bring in D Noise. I'm going to grab this shift D, drop that on there. So let it think about it, let it smooth all that off. And that is because
I feel like with the diffuse it does have a
little bit of noise in there. Not as much as
what you'd expect, but just a little bit
Now I'm going to do is I'm going to actually
mess around with the color. So I'm going to press
Shift A, search RGB, curves. Drop that in, like so. And then I'm just going
to grab the middle of it, pull it up, let it load up. And there we go. It just
brightens everything up for us. And that's looking pretty nice. Now we've got those.
Let's first of all join the Am inclusion
up with the color. Just going to pull
this down here. And the way I'm
going to do it is I'll bring in a multiplier. So it'll be a mix. And then let's drop this into the bottom, and then the image
into this one here. By the way, the alpha, you need to drop the alpha
into the alpha over here. If you've got a
transparent image, don't forget to do that. And then save it out as a PNG. So just a little tip there
in case you are using that. All right, so the mix, let's put this onto multiply, let's put this on 0.9 then let's plug this
into the image. Let it think about
it, and there we go. We're already starting
to get somewhere. You can see just how much
this brought it out. If I plug this into here, we can see the differences. Night and day look so much
nicer with what we've done. Now let it load up again and then you'll
see the difference. All right, so now let's
plug in our color, so the diffuse color
over the top of this. So what I'm going to do is
I'm going to press shift, in fact, I'll just
actually copy this. So press shift, bring this in. Now on this one, I'm going to plug this time into the top. I'm going to change
this to the overlay. So overlay, and
then what I'm going to do is bring down
the RGB curves, plug it into the bottom. And now I'm going to plug
this into our compositing, and let's see what that
looks like. And there we go. Obviously we need to bring
that back quite a bit. 0.9 is way, way
too high for this. You can see all that color
has been brought back, but just way, way too much. Let's bring it down
to something like 0.2 Then what we'll
have is the difference between the image we with the ambient
inclusion and things like that and then the
diffuse over the top. And you can see, now this is
looking pretty realistic. It's looking pretty nice. Okay, now let's bring in a sharpen and then an
RGB shifts bring in a filter and we'll put
that onto diamond sharpen, like let it think about again, it's going to be
way, way too sharp. Now let's turn this down to 0.2 Again with all of the things that you've
learned now from doing the EV you can see now all of the things
that you can add in. For instance, we haven't got any lights in here or
anything like that, but if we did have we could
be using using Bloom, if we had some Mel in
the scene as well, we could have
glints offer there, we could actually probably bring in some emission on the water. And then using the layering, we could actually have
some glint coming off the water and all that
sort of good stuff. So you can see just how
powerful this is going to be. All right, so finally then
let's bring in an RGB curves, shift search, RGB curves. So let's plug that in.
Let's put it up here. Brighten up a little bit, let it load up. There we go. There is our actual scene. Now remember, we only
rendered this out at 250. So let's pull this over here. What you also might want
to do, as I always say, brightness, contrast,
hue, and saturation. Let's bring in in saturation. We also learned about the
color balance as well. So we might want to bring
just saturation just a little bit so you can see now
it's brought it out. All that color can also drop
down the color a little bit. The value a little bit. Yeah, and I think that's
looking pretty nice. All right, so finally then, what I'm going to do now
is I'm actually going to go back to modeling. What I'm going to
do is I'm going to put this on wine frame. And remember this
scene is lit by nothing but the sky
texture, nothing else. And then what we
can do is we can go in now and render it out, but let's put it on
4,000 samples instead. And then we're
going to do is I'm going to hit this render button, and then I'll see you
on the other side and you'll see exactly
what it looks like. So I'm going to come up now, hit the render button and I'll
see you on the other side. So here is our final render. And you can see we, no lighting, no emission or
anything like that. We've still ended
up with a really, really nice realistic render. And that everyone brings us
to the end of the course. And I truly believe
this is one of the most comprehensive courses out there on lighting
and rendering. I would have loved a course
like this setting out, as it would have saved me
so much trial and error and actually improve my blender
skills by a long shot, as I would have been
able to render out faster and nicer projects, which then would
have motivated me to go further in my own artwork, we started from a simple sum and progressed all the different
types of lighting, covering most of
the blender options in both V and cycles. And finally, you learn how to render out in a
professional way. I'm hoping your own
renders will now improve, no end in every project
you can look forward to to that key stage of
lighting and rendering. And finally, compositing. I look forward to that part now, always because at
the end of the day, you can have the best
modeling skills in the world or be the
best guy at shading. But without these key skills you learned here,
it won't matter. Nothing will look as good as it could be in
the right hands, and it certainly won't be
popping out on any page. I really hope you enjoyed
this course and if you did, please give us a review as it helps this course
grow and get into more blender beginners ends as always, happy
modeling everyone. And I'll see on the
next one, Cheers.