Create Your First Anime Scene in Blender | Aniket Rawat | Skillshare

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Create Your First Anime Scene in Blender

teacher avatar Aniket Rawat, 3D Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to Class

      0:53

    • 2.

      Modelling the Scene

      11:27

    • 3.

      Finalizing the Layout

      11:07

    • 4.

      Materials and Lighting

      13:17

    • 5.

      Compositing the Final Render

      8:41

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About This Class

In this class, you’ll learn how to create an anime-style environment scene in Blender completely from scratch. We will go through the complete process of building a stylized anime environment — from blocking and modeling to lighting, materials, and final render.

The class is just under 45 minutes long and follows a complete simple workflow, with no steps skipped. All project files are included, so you can follow along easily.

We’ll begin with scene blocking and composition to set up a strong foundation. Then we’ll model all the main environment assets step by step. Next, we’ll focus on creating clean, anime-style lighting and simple but effective materials.

You’ll also learn how to set up the camera and optimize the scene for the final render. To finish, we’ll go through basic compositing to polish the final look and add atmosphere.

This class is suitable for beginners and intermediate Blender users who want to learn how to create clean, stylized anime-style backgrounds and environments. By the end of the class, you’ll have a finished scene and a solid workflow you can reuse in your own projects.

Meet Your Teacher

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Aniket Rawat

3D Artist

Teacher

Hi everyone, My name is Aniket Rawat and I am a 3D artist who likes to create realistic and high quality 3D props and assets. The main 3D programs that I work in are Blender, Substance Painter, Zbrush and Unreal Engine. I am proficient in 3D modelling and texturing.

Thank you for stopping by my profile, I hope my courses are able to help you learn new stuff.

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Transcripts

1. Introduction to Class: Hello, everyone. In this class, you will learn how to create an anime style environment scene in blender completely from scratch. The class is just under 45 minutes long and follows a complete simple workflow with no steps skipped. All project files are included, so you can follow along easily. We will start by blocking out the scene and composition to set up a strong foundation. Then we'll model all the main environment assets step by step. Next, we will focus on creating clean animus style lighting and simple but effective materials. You'll also learn how to set up the camera and optimize the scene for the final vendor. To finish, we'll go through the basic compositing to polish the final look and add atmosphere. This class is suitable for all types of end users who want to learn how to create clean, stylized anime style backgrounds and environments. By the end of this class, you will have a finished scene and a solid workflow you can reuse in your own projects. So I hope to see you there in the class. Thank you. 2. Modelling the Scene: This entire anime style scene was made in blender using just a simple setup, no complex nodes or anything, and I'll show you exactly how to build it from scratch. So let's start. All right, so now in a new blender file, let's start by creating our stars right over here. So press Shift A, add in a cue. We can press N to bring up the side bar and then just put in the dimensions to somewhere around 2.6 for the Y, 0.2 for Z, and 0.3 for the X. Now we have a somewhat ser looking like object. We can go into the modifier section and add array modifier to duplicate it. Let's increase the Z offset to somewhere around one. And then we can just push back the X offset on the negative axis like this to create our stairs. We can increase the count to somewhere around 20. And yeah, with that, we have created our stairs. You can also add in a bevel modifier to this. Make sure to select the object press controller and apply the scale. With that, we can just adjust the bevel amount. Enable hardened normals, and let's just bring it back a little bit inwards like this. Yeah, that's pretty good. Next, we can create these supporting structures that are right beside our stairs. So press Shifte, add in a cube. Let's scale this cube down and bring it towards the left side of our sir. What I will do is I will also add a mirror modifier to this and select the mirror object as our stairs. Now we can select the Y axis so that we can easily duplicate it as well. Now let's press one for the side view, press tab, let's enable Xray, and we can just quickly move this one towards the top like this. A here, now, let's just adjust them up a little bit. And with that, I think, our supporting structures also look pretty good. Now what I will do is I will first select this, make sure to press Control A, apply the scale, press tab, and we can select this phase, press E, and extrude it like this so that we can create the further structure as well. Press tab, press three for Phase select, and we can just select this phase, press X, and delete it so that we can join them together. Enable clipping, hold Alt and select this loop. Now just press E to extrude it. You can press Y to log on the Y axis and bring it in. That's pretty good. I will select my steers, maybe add one more so that it fits seamlessly like this. Yeah, that looks pretty good to me. I will also add in A, we will modifier to this structure as well. Make sure to adjusted. Yeah, that's pretty good. Next, what I will do is I will press three to view model from the front so that we can press Shift A and add in a camera so that it gets added, like perfectly aligned in this direction. Press G then Y and move it back. Let's see. I think somewhere around here is pretty good. Let's move it up. You can also press zero on your number pad to view through your camera. And now, basically what I will do is I will first go into the camera settings and just decrease the focal length to something like 35. We can also come over here, enable background images, and just select the reference image itself as the background for our camera. I have also added all of the files that I will be using in the link in description so that you can easily follow along. So now that we have the reference image behind our camera this way, we can easily place our scene around. So first, let's select our camera, press R then Y to rotate it on the Y axis and just rotate it this way. So that it gets a bit flatter, and then we can just press G then and move it up like this. We can also rotate it up a bit like this. And now we can just select our camera press G then Y and move it towards the right side like this. Now you can see we fit the scene much better and we can continue. All right. So next, we can create the bridge like thing over here. So just press Shift plus A, add in a cube. Let's press seven for top view. Let's place the cube right over here. We can press tab, enable Xray, and just move it till here, and also let's extend it over here as well. Let's press zero on the number pad to view through our camera and let's move it up. This way we can easily place the objects around our scene by matching it with the reference image. Also, just make sure that you have X ray enabled over here. This way you can easily select all of the objects. All right. Next, I will once again press Shift, add in a cube. Let's place it right over here in the corner so that we can create this pillar like thing, scale it down. Again, press zero on the number pad to view through your camera. Let's bring it up. Let's move it a little bit on the left. Now just press Tab and scale it down like this. I will select them both, press Control A, apply the scale. And also, let's select this press tab, press Control R, and add one edge loop over here, and maybe one edge loop right over here. Just to add a small bit of detail, press three for phase select, hold Alt, and select this entire loop. Now press Alt plus E and extrude faces along normal and just push this inwards like this. We can also add an A Bbel modifier to this. Yeah, that's pretty good. Next, I will also select this press tab, enable Xray and press Control R and add a edge loop roughly around here to once again create this extrusion. Again, just hold all, select this entire loop, press Alt plus E, and again, extrude. You can also just scale it down on the z axis like this. Yeah, I think that is pretty good. Let's add in a Bewl modifier to this as well. I think it's a bit too much, so I'll scale it inwards once again. Yeah, that's better. Alright, let's have a look through our camera. So we do see a little bit of an issue where there is a small space between the stairs and the bridge. So we can just select the bridge, press tab, and enable X ray, select all of this, and you can just move it towards the left this way. And you can also just select the bridge, press G, the next, and move it back so that they do not overlap over here. Press zero again to view through your camera, and now it looks pretty good. I will also select the camera and just rotate it up a bit like this on these Z axis, to better match it with the reference image itself. Now you can just press G, then Y and move it towards the right, like that. All right. With that, I think the stairs and the bridge look good. Let's work on the pillar right over here. So press Shift, add in a cylinder. Let's scale the cylinder down. Press three. Let's place it right over here, press tab, and enable X ray, press one for what you select and select the top part over here and just move it up. And this way we have our pillar. Just press zero to view through your camera once again and we can just quickly match it with the reference image itself. So I'll scale it up, and I'll press tab, select the top part, and just move it right over here and scale it down so that the top gets thin and the base is a little bit thicker like this. And with that, I think the pillar also is looking pretty good. You can also go into the wireframe mode so that you can see the actual image a little bit better. Yeah, I think now it fits pretty good. All right, so next we can work on the railings for, like, the stairs. So for that, let's just press three or one for the side view, press shifty and go into curve and add in a path. Rotate this path around according to the slope of the stairs and just place it roughly somewhere around here. Let's go into the object data properties in the geometry section, increase the depth so that we get something like this. Press tab, and let's just select these vertices that are in the middle. Press X and delete them. I will select this one, press E, and extrude it a little bit. Again, extrude it a little bit and just make it go down like this. Similarly, just select this press G, then X and press X two times to move it in the local direction like this. Move it towards the top, once again, press E, E, once again, and again, press E, the next, and move it straight like this. This way, I think we have created R railings as well. So just move them towards the left like this. To match over here. Let's press zero to view through our camera ones and see how they look, although they do not really fit perfectly with our reference image, but I don't think we need to worry about that. It does not really have to be perfect. As long as it is roughly matching up, that's fine. And now let's just extrude it over here and just move it down. I'll select both of them press tab, enable Xray and just move them towards the back like this. All right, so now let's try and make it match a little bit better with the reference image. First, I'll just increase the depth. Maybe somewhere around 0.03. Press tab, and we can just select this part first. Maybe press G then z, move it down. Select this right over here, press G, the next, move it a little bit ahead. Yeah, that feels a bit better. Let's press one for the side view, and it does, like, skew up a little bit over here. Let's just try and fix that up. All right. I don't think it will get better than this, so yeah, I'm pretty happy with this. 3. Finalizing the Layout: So now let's just duplicate it over to the right side. We can select this pressure plus D, then press Y, log on the Y axis and bring it right over here. Press seven for top view, and then we can just select this part entirely and delete it. So press X and delete it. Just select this verte, press G then Y, and move it on the Y axis like this. We can also select vertex snapping from over here, press G then X, hold control, and snap it with this vertex so that they perfectly stay in line. Let's press zero to view through our camera. Stab and move it up just a little bit. To match with our camera, I think we can take a little bit of liberty this way. And with that, I think our scene is starting to come along nicely. Let's just add these bars now, which are on the side over here. I will also select them both and maybe increase the thickness a bit more so you can hold alt and increase the thickness of them both at the same time. So maybe around 0.04. Next shift add in a cylinder. Let's scale this down. I just make it pretty thin. Now we can press STN Z, scale it up like this. Next, we will go into the modifier section and add an array modifier. You can also use the Gizmo over here to adjust it a little bit more intuitively. Let's place it like this. Just duplicate it now. Make sure it is not poking around like this, just decrease the value a little Yep, much better. I'll select this press shift plus D and duplicate it over this side as well. I think we do have to put in a little bit of different values because we have extended this up a little bit. So first, let's increase it on the z like this. And, that's much better. Let's select this once again, press shift plus D and move it ahead. Set the z to zero, so that they are completely straight. And And now just once again increase the count. Let's do the same thing over here as well. Press shift plus D, bring this over here, rotate it 90 degrees. Let's rotate it -90 degrees. So that inflects like this. Press seven for top view. Let's place this right over here. And once again, just increase the count a bunch of times. Again, let's view through our camera. I think we are at a point now we can just turn off the background image as well so that we can actually see scene. And yeah, I think our scene is starting to look really nice and I'm pretty happy with it. Let's just hit Save. And what I will do next is, I will select this part. And as you can see, we do see a little bit of the balcony appearing over here as well. So we can just select these two objects, press Shift plus D and duplicate them and move them to this side. What I will do is I will just select this part, presstab, enable ray, and we can just select all of these extra vertices. We can select this one and delete this as well. Let's press zero to view through our camera. I think it looks fine. We can just select this, probably just extend it a bit, press E, and then z to bring it down. And, that's pretty good. Make sure to just increase the number of count over here and also increase the length of this railing like that. Now if we see through our camera, I think it looks pretty good. Let's once again just quickly enable the background. I think that's fine. We don't have to fit it perfectly. With that, we are pretty much done with the modeling. Okay, a couple of things that are left are over here, the pillar, so let's do them quickly. I'll select the pillar. Let's first press right click and shade all to smooth this. Press Shift plus S and cause that to select it. You can press Shift A. Let's add in a simple cube, move it to the top. Let's just place it like this, scale it down. Again, press zero, and I think we need to enable the Bground image. Let's move this down and adjust it according to the reference image. Yeah, that's fine, I think. Again, I will just select this press Shift plus D, press, and move it up. And let's see how we can create this one. First, what I will do is I will just press tab, press two for select and select this edge and press X and delete the edge itself. Or we can delete the vertices so that we get something like this. Now we have a similar shape. I think I will just simply add a solidify modifier to this so that we can give it a bit of thickness. Add a solidify modifier. Make sure to just apply the scale and now we can increase the thickness. Enable even thickness. Yeah, that's pretty good. Maybe add a bevel modifier to smoothen it out and enable harder normals. Select this press Shift pluses cursor to select it so that any of the new objects we add get added right over here. And now we can just simply add a small cylinder to create these parts. Let's move it over to the corner. Again, right click and shade or to smooth this. Let's see. We can press control, apply the scale first, press tab. Let's add a edge loop right over here. Select this top face, press Control B, and bevel it out. Maybe to give it this type of look, and then we can select this edge, hold on, select this edge, press Control B, and bevel it out. Just give it one segment, press three for phase select, plus E and extrude phases alarm normal. I think this is fine. Now we can just select this and add a array modifier so that we can duplicate it. Let's increase the count to four and just adjust it properly. Yeah, I think that's pretty good. With that, the only thing left is to create these wires like things. Again, for them, I can press Shift, add in a curve and select path. Now let's see how we are going to do that. Press seven for top view, and first let's just give them a good bit of length, somewhat like this. Move them up somewhere around here. Now just move them according to the reference image itself. Like, let's press tab. Obviously, we need to bring this in a little bit. It does not have to be that far off. See, I'll place this one over here, move this a little bit, and move this over here. And as you can see, it is roughly matching with the reference image now. Again, duplicate this, place this one like that, press tab, and just move the word Cs around. That we can just place them over here this. Yeah, I think that's again, fine. Let's duplicate this one directly. Again, duplicate one another time, maybe rotate it up a bit and just try to place it with the reference image. The last one can go over here. And yeah, I think I'm happy with them. They don't have to be, as I said, perfect. They can be roughly similar to the reference image. All right. Now we can just select all of them at once and you can go over here, hold all, and just increase the depth. Obviously, they will be really, really thin. So let's go with something like 0.02 for now. The only issue that I might have is that all of them are ping below the tower. So I might have to select them all and just select this point and maybe move it up like this. Select them all once again and move them above the tower itself. Then we can just rotate them all and kind of place them a bit better. Alright, guys. So yeah, now everything is pretty good. They are going above the tower itself, and they also roughly match up with the reference image as well. Now we are done with the modeling, so we can finally move over to lighting and adding the background. So let's do that. 4. Materials and Lighting: Okay, so first, let's just select a camera and then we can just disable the background image. And now we can move over to the rendered view tab. Let's press Shifte and add in a simple Sun lamp. You can just press R then X, then R then Z and rotate it up on different axes to get a little bit better lighting. We can also go into the object data properties of the Sun lamp and just increase the angle over here, which will basically make the shadows a lot softer. Like, basically at zero angle, you will see the shadows are really harsh. But I think for this type of stylized anime style of scene, I will be going for softer shadows. Also, I will just switch over to cycles. And select GPU. You can also render it with EV as well, but I will be using cycles to get a little bit better lighting. And yeah, I think this looks pretty good. Next, what I will be doing is adding the cloud background. So press Shift and go into image mesh plane, and now just select this Cloud background too. I have added this within the files that I've provided for this video, so you can follow it along, use this one and maybe just rotate it up a bit, rotate it like this. Make sure to move it quite far back and now scale it up. Now, you might notice that it looks a bit weird and kind of, like, washed out. So let's go into the shader properties over here, and we can select this, go into object. And instead of plugging this in into the principal BSDF, you can directly plug this into the surface. This way, it looks a lot more brighter. Next, what I will do is I will go over here in the render properties and change the color management from AGX to standard. I think the standard color space works a lot better for these type of scenes. So yeah, I will be going with that. You can also increase the look to medium high contrast. And yeah, that's pretty good. And now I think the overall lighting of the scene is a little bit flatter compared to the background itself. So you can go into the world, shade a type now, and let's press Shift a and add in environment texture. So yeah, we will be using an HGRI to make our scene look a lot more brighter and get some natural colors. You can use any HGI you want to it does not really matter because it is not even going to be visible. So I'll just select one of mine. I'll select this one. And already you can see the colors look a lot better. All right. So now you might notice that because of the HDRI added, we do get a lot of this green color, added below our bridge. And if you look in the original reference image, it is pretty dark over here. So what we can do to fix this is the reason this is happening is because there is no ground in our scene. So you can just select your stairs, press shifts further to select it. Press shift a add a simple plane and just increase the size of it. And now, even though this ground won't be really visible in our scene or in our camera, you can see the effect it adds. Just select the ground itself and now press H to hide it. You can see we get all of this green color due to the HDRI bleeding onto our models, which does not really look that good. So press Alt plus H to bring your ground back. And yeah, this looks a lot better. All right. Next, what we will do is we can also add these trees. So press Shift A and once again, go to Image mesh plane, and I have added these trees as well in the Lincoln description, so you can download that and get these textures. So let's just place these trees. And I think they look pretty good. I'll just place them right over here according to the reference image itself. So maybe somewhere around here, increase the size of it a bit. Let's bring it close to the camera. You can also go over here and enable render region. Basically, this will help you to only show you the region that will be rendered itself and none of the extra stuff so that you can only focus on the render itself. All right. That's pretty good. Let's just duplicate this and move it back and place it somewhere around here. Yeah, that's good. Seen is starting to come along nicely. Next, what we will do is obviously add a small bit of outlines, so you can press Shift, go to Grease Pencil and just select scene line art. And instantly, you will see all of these outlines appearing. So now go into the modified section of this, increase the line thickness. And we get something like this. Now, this is a bit too much. So first, let's try to fix this. Select your line art object and you can first go into the edge types and disable crease threshold. And this will instantly remove all of these extra outlines, obviously, we need to decrease the thickness. We don't want it that much. I think somewhere around here is pretty good. Next issue that you might notice is that all these images are also getting this faint outline. So there is a simple fix for this, select them. Go over here in the object properties, scroll down. Under the line art section, you can just change the usage from inherit to exclude. As soon as you do that, you can see no more outlines for this tree. Select this tree as well and go over here and just select Exclude. All right. Much better. Now we can just come over to our render properties, make sure denise is enabled, and just set the samples to a small number for now, like 100, press F 12 and let's see quickly how our render looks. All right. So this is what our render looks right now. I think I'm pretty happy with how everything is turning out. Next step is to basically add some materials and also just add a bit of compositing for the finishing touches. All right. With that, let's just close this and start working on the materials itself. First, I will select my line art object, go into the modifiers and turn it off in the viewpot because sometimes it can make it really laggy, so just make sure to turn it off. And now we can select our stairs. Let's go into the object Shader type, click on New, and let's rename this material to stairs. Alright. Let's change the color to something random for now. And now I basically want this material to be copied to the rest of the objects. So select them all, this one. And now at last, you can select the syers themselves, press Control plus L, and link materials. And this way you can copy the material to everything. All right. So now the material itself is going to be, very simple. What I will do is just press shifty, add in ambient occlusion node. And basically, if I plug this node in, you can control the shadows. So it will be a nice addition to the material. Press Shift, add in a mixed color node. Plug this in to the base color, and you can plug this into the factor. And now you can change the B color, I think, yeah, change the B to something like gray or Big something like this. Me somewhere around here. And now we can just make the A color a lot more darker, which will basically be the shadows. And now you can control this from the distance value. Maybe somewhere around here. I think I will make it a little bit less saturated. Somewhere around here probably. Yeah, I think that is fine for the material. Select this one now, again, click on new. Let's rename these two railings. And again, this can be like some type of green for now. Now just select all of the other railings. And now select this one at last, press Control plus Link materials. Let's change the color of them. Obviously, I will make it a lot less saturated, bit more brighter. I think something like this would look pretty good. Now we can select all of the cables. I'll probably just pest control J and join them into a single object, click on Nu, again, create a new material regions to cables and these can be basically just black color. Nothing really too much. We can also adjust now the thickness of them at the same time. Let's play around with this later on. First, select pillar now, click on Nu, in this to metal maybe. Let's give it like one metallic for now. Again, copy it to all the other objects. Select them all, now select the pillar at last, press Control plus L, and link materials. Again, for this one as well, I will press Shift A, add an ambient agglusion node. We can just select the stairs, select this simple setup, press Control C to copy and paste it right over here. Now plug this into the base color. Let's reduce the distance. I'll just set this to zero completely. Now we can increase the roughness somewhere around here. Yeah, I think something like that is pretty good. Yeah, with that, I'm pretty happy with the materials. Let's press F 11 to view R render, press J, and now you can press F 12. Basically, this way you can render both of them at the same time in different slots so that we can compare them too. Let's wait for the render to finish. Now the render is done, you can press J to compare between the two. I think I'm liking how the render is looking. One thing that I'm noticing is there are not really any outlines on the pillar itself. That's why it looks a little bit weird, so don't worry, we can fix that. Let's just go back into solid shading and first, I will select my camera once again and enable back the background images. So what we need to do is we basically need to place this pillar close to the camera, and then the outlines will start to appear. So just select it all, press seven for top you and just place it right over here. Next to the camera itself, scale it down. Now we can once again just match it with the reference image. Yeah, I think that is pretty good. Let's press F 11 once again. Now you can press J and press F 12 to give a new render so that we can compare the newer and the older one. It's a tad bit bigger than the earlier one, but it's fine. And yeah, you can see the outlines work a lot better now because it is closer to the camera, the outlines are appear. With that, I think I'm pretty happy with the scene. Overall, we are now done. Now we need to work on compositing to give our scene those final touches. I'll just close this one other thing that I want to do is, if you can once again see the bottom part of the bridge is pretty dark, so we can also do that as well. First, let's select our bridge, press tab, press Control R, and use your scroll wheel to add two edge loops, hit right click, and add them in the center. I will just select this bottom face, and you can go over here and select extrude manifold and just extrude it inwards. To create this type of structure. And after we have done that, basically what I will do is, let's come back to our rendered view mode. Let's just hide the ground for now. Select this, presstab, select all of the bottom faces, select this, select this, select this one, and these over here as well. Come over in the material section, click on T plus icon, and you can create a new material and just hit a sign. Basically, now this bottom part has a separate material, and you can give it a darker color like this. So I think this way we can much better control this bottom part, so we'll just make it like a tad bit darker like this. Now press A plus H to bring back your brown. Let's sit save, and I will just finally give it one last render, so press F 12 so that we can render it one last time and then start with the compositing. 5. Compositing the Final Render: All right, guys. So the render is done now. I will just hide this reference image for now. Let's close this come over into the compositing tab and you can click on this new and go over here in the corner and you can just divide it like this. Can also remove this part. We don't really need it. And yeah, just change this window from compositor to image editor, and you can select your render result. Basically, this way, whatever we do right over here with the nodes, we can directly see the results as well. Can come over here and just press V to kind of zoom out this image. Start off, you can just go in the Options tab right over here and select GPU. For some reason, it is set to CPU. So, just make sure to set this to GPU because it is a lot faster. The next thing to do is we basically want painted type of edges because if you will zoom in right now, we get these really harsh CG edges which do not look that great. So we want really soft edges. So for that, we will be using the Kuvahara filter, so press shift a and search for Kuvahara. And you can just plug this into here and plug this one over here. Instantly, you will see that you now get a lot more softer edges. You can select any of the node, and you can just press to basically mute it and you can see the difference it creates. Instantly, we can see we get a lot better painted type of feel in our environment. So next, you can play around with the size. Basically, if you increase it, it will get more like a painting. If you keep on increasing it, and if you decrease it, it will get closer to them, like the real render. So I think the default value of five or six is fine. So six was the default value. Let's go with that. Next filter that I will add is you can press Shift and search for the pasteurized Basically, that helps us to add this type of effect. First, I will plug this in directly over here, and it will create something like that. You can adjust the steps and you will get varied results. If you keep on increasing it, it basically, again, gets closer to the real render. So we need to keep it at a low number and kind of try to mix it with the Kua hara filter. So how we can do that. So first, we need to add a mixed note, press Shift A and search for mix color, this one, and plug this one into A, plug this one into B and plug the result in over here. Instantly, you will see we will get a mix of these two. And select the node and press G to move it around. All right. Yeah. Now, basically, both of these nodes are being mixed at equal parts, so it is set to 0.5, so half of the Kua hara and half of the pasteurize. If you set this completely to one, it is basically entirely the pasteurized node. If you set this to zero, it is completely the Kua hara node. So obviously, we want a little bit less of the pasteurize effect because it is like a bit too much. So I will set it around, let's say three to get this type of vibe going. And then we can just keep on decreasing the factor. To a point, it is very subtle. So let's say somewhere around 0.1. Basically what this is doing is if you zoom in, this is the effect that the pasteurized node is creating. I don't know if it is that apparent over here, but you can just select it and press M to again mute it and you can see the difference it creates. It adds these different shades of colors, basically, which again, give it a painted type of look. Otherwise, it will be completely flat one single color. But with the pasteurized node, you can add some of these effects. And if you want more of it, you can basically start to increase the factor. Start to get more and more of these different colors and shades. But again, it starts to look like pretty weird. So yeah, I think a value of zero point even 15 would be fine. Or honestly, I think I would go with 0.1 because it starts to look a little bit weird over here in the sky. So you can then just play around with the pasteurized value to get the best type of results that you want to go for. I think somewhere around P would be fine. All right. So next we will be adding the glare node that will basically add gloom into our render and give it that dreamy hazy type of look. So you can press Shift A and add the glaar Again, plug it in over here, and now you can change the mode from streaks to fog glow. Let's just decrease the threshold to zero for now and increase the size to one. And you can see we get all of this glow, but now the scene is pretty overexposed, so you can press Shift and add a exposure node and now turn this down. Again to somewhere around here. So now you can clearly see we get this dreamy hazy type of look. You can select both of these nodes and press to mute it and basically see the difference. But I think it is a bit too much. If you do like this look, you can definitely go for it. But basically, I will increase the threshold to somewhere around 0.6 and again, increase the exposure to get, just a little bit of bloom, not that much. Now I think it is, like, really subtle. I think somewhere around here is pretty good. So now you can select just all of the nodes, press M, and see the difference we have created. Again, it's really, really subtle, but it definitely adds a lot to the render itself. You can see now the edges do not look that harsh anymore. If you want, you can even increase the Kua hara filter at to further get that painted type of look. But it can get a little bit too much very quickly. So yeah, just make sure of that. I will undo it back. And one thing that I'm noticing is that the wires look like pretty thin now, so we can definitely increase the thickness of them. And also the outlines look a little bit too much, so I will definitely be decreasing the thickness and opacity of those as well. So go back to layout, select your wires and maybe increase the depth to something like 0.013. Just a little bit and select your line art modifier, and maybe we can decrease the line radius to 0.008. And decrease the opacity to 0.8 as well. Let's come back to compositing press J to switch the slots, and again, press F 12 to give it a new render. All right. So the render is done now and we can just close this press J to basically compare, and you can see the wires are a little bit more thicker and the outlines are a little less dominant than earlier. Yeah, I think that's pretty good. We can add a couple more effects. Basically, you can add the vignette, press Shift, search for vignette. And basically, it will add these darkening of corners to create more focus in the center. You just need to decrease this factor. Like somewhere around here. As you can see, it will darken up the corners just a little bit. You can also add something like, let's say, if you press shift add the hue saturation node, we can also increase the saturation a bit. You see? That looks pretty good. Yeah, so we can definitely increase it a bit. You can also add all of the normal nodes like brightness or contrast to adj that as well. I think this already is pretty good. We have made our render from something like this to this, and I'm pretty happy with the overall look of it. Maybe just push back on the contrast a bit to somewhere around three. You can also add, like a bit of chromatic aberration or noise if you want to. Just plug this in over here and you can see we get all of this small noise. You can control it from over here. But I think I will rather keep my render completely clean. So I'll just remove this. You can also add chromatic aberration. Basically, it will create these splitting of edges. It really only looks good if you add just a little bit of it, but I don't think it will go well with our scene over here, so just remove this as well. So yeah, these are all the different things you can do. Obviously, you can experiment with the scene a bit. And with that, we are pretty much done. So this is our final render. I think it looks really good. And yeah, thank you guys for watching. If you like the video, please like subscribe. Thank you.