Transcripts
1. Introduction: In blend five with
Vulcan, IV looks insane. This can produce stunningly
realistic visuals right up there with cycles and other
serious path tracing engines, but often at a fraction
of the rando time. Is it as good as cycles in
every scenario? Of course not. But with the right artistic
and technical know how, the results can be
pretty darn close. In fact, in areas where cycles
traditionally struggles like interior bound slight
or fast volume rendering, a well tuned IV setup can actually outperform
pure path tracing. Now, let's be clear. No
engine is best at everything. I'm not saying IV beats cycles
everywhere, far from that. But complex nature shots
with millions of polygons, huge sprawling trains,
complex light physics, that's still cycles home turf. So yeah, cycles is
great. We all know that. Over the years, though,
IV has changed. Part of it was the new
Vulcan rendering back end. Part was new features and bug fixes from
Blenders developers. And part was this community inventing new ways
of doing things. Ivie has evolved. Sorry about that.
And you missed it. It became a realistic
rendering beast you probably never
thought it could be. Long gone are the
days when you needed third party add ons like SSGI to fake global illumination when the whole thing felt
unfinished and glitchy. Now it can do things we only dreamed about a few years ago. This thing is furious now. Please welcome IV realistic
lighting and rendering, a complete course produced
and narrated by me, Gleb Alexandrov with
the help of 80 Burrows. What will it do for you? This course is built on
one idea, Launch blender, switch to rendered mode, and work with feedback that
already looks finished. It's about creating
stunning environments, characters, archives, and animations without
the render weight. Inside, you learn it all. Dramatic environment lighting, AGI lighting that looks
nearly identical to Shikos. Versatile lighting
techniques and real time global illumination. Navigating EV's GI
settings like a pro, lighting amazing
character portraits from simple to full cinematic, realistic ambient
eclusionRflections, believable glass and water. Baking light with light probes
without the usual hassle. And much more. And a bit more. In Extras, we have a growing
library of short videos from our YouTube channel all
bundled on organized foo. This course isn't just about
which buttons to press. It is about training
your eye to see why one image feels alive
and another feels dead. We break down the why
behind every choice. The core principles of light and composition that
pretty much work in every software in any style because tools change
and these fundamentals, they stay with you forever, and even AI won't
take that from you. We started with one idea realism rendered in fractions
of a second. That's really the heart of
it. I'll see you inside. Y.
2. Elevator Shaft Initial Scene Setup: Starting with level one,
which will be the bare bones, yet super cool looking lighting
scheme realized step by step to make this elevator
shaft into a beautiful place. This lighting scheme
was inspired by half life and many
other classic games. So rise and shine, Mr. Freeman. Rise and shine. So imagine you want to design the lighting
for this environment, which by the way, you can download from
the project files. Where do you even begin? It can feel pretty intimidating. It's quite a typical
environment, though, for movies,
games, and more. Learn to light one
environment like this and you can apply this knowledge to
the rest of your scenes. And that's what we
are going to do now. So here's the scene that we'll be setting
up lighting for. Before we start, let's take a moment to check the
blenders preferences, the system tab, the
visual back end should be Vulcan if that
option is available. Vulcan is so much faster than open gel,
specifically for EV. It can process a heavy
geometry much faster, literally millions of polygons, process GPU subdivision
much faster, and even load textures and stuff much faster in
most scenes anyway. So it's a no brainer. Obviously, we're going to
use IV to render this scene. The material mode is useful for checking shaders
and textures, but we'll jump straight
into the rendered mode and start designing the cinematic
lighting for the scene. What does cinematic mean? If you show these two images
to any number of people, most will say that
the right one is cinematic and the
left one is not. Why? The left one is flat and
the right one is not. The left one doesn't have
any visual hierarchy or composition while
the right one does. The left one doesn't invoke a mood while the
right one is moody. And the left one isn't particularly realistic
while the right one is. Let's try this again. How
about something like that? Does this tick all the
boxes? Nah, still flat. It breaks the shape rather
than helping us to read it. I'm still not sure where
to focus my attention. I don't feel any specific mood, and technically, it doesn't look too realistic
to me, either. Now, with these
guidelines in mind, let's start designing the cinematic lighting
for this scene, the one that would make Roger
Dickens nod approvingly. The camera serves
the magical purpose of creating a frame
for your composition. So to truly see and
feel this frame better, I usually turn on Passeparto and max out this slider in
the camera settings. So it really turns into a frame. Escape this view anytime
to explore our scene, yet it's paramount to have this frame to see the
final composition. As we are going to be using IV, I want to be able to
debug the performance. The way I can do it is to hit play and watch the FPS counter. Now it's capped at
the default 24 FPS, but I'll actually unblock it, switching it to 120
frames per second. So now we can see,
Okay, so far so good. The viewport is
still responsive, but things might change, so that's a way to measure it. All right, now on to lighting. We need to go from here to here. Not bad, right? Let's
start with ambient light. In cinematography, they
say, set up your room tone. In the world settings, the ambient light strength
sets our room tone. And the way I want
to handle it is to keep the exposure really low. You know, just a
hint of ambience, so it's not completely
black. Something like that. By default ambient light
looks pretty flat and heavy, so I'll activate
racing right away with the default settings to make it look slightly more
three dimensional. Then for such darker tones, the view transform can actually
make a big difference. For instance, filmic has
a lifted base compared to AGx and we change how these
darker tones are rendered. Or AGx has different looks or contrast presets
to choose from. Low contrast will lift
the floor a bit as well. Or and that's what I'll do, we can activate curves. And set the floor of
the room tone manually. There's the black level here, and we can gently
wash it out a bit. That will also make
it feel slightly more vintage or even cinematic. So I will say to two -0.001. And that immediately gives us
more leeway in the shadows. Here's our room tone
and the room tone with a slightly lifted base to make sure there are
no absolute blacks. This helps everything
blend together nicer. Now, this is meant
to be daylight. So should the main light come in from the camera
direction like this, that would be the
worst case scenario, in fact, as you make the foreground lid
like a Christmas tree. That's just poor
lighting design, even with softer
lighting and all that. Lighting from the camera side is usually very complex to execute. It will be far better to
light it from these windows, so we actually get
a dark backdrop and the main light flow
coming towards the camera, not from the camera. That will solve so many
composition issues and will inherently sort the values by
depth, lighter background, darker foreground, almost
like sorting it by Z depth, indeed. Right, window lights. In cinema, every artificial
light needs a motivation, a source that
viewer can believe. So first of all, I will
create the actual windows. These will be just planes, which will be
roughly shaped like the window openings and
will imitate the daylight, which is sipping in from
these windows, supposedly. I'm roughly placing it
near the window openings. It doesn't have to be exact. The material is going to be just a standard emission shader with a white color and
fairly low strength. We can calibrate
it anytime anyway. Now I'll copy this
window light object to the rest of the openings. Some of them are going to
be blocked, by the way, just to give it some interest
and break up the rhythm. **** to D, duplicate. Now I will select all of them, press M, and move them
to a new collection. Light windows temporary
as I'm going to show you something and
delete it later on. Mm hmm. The ate raised bound
slide is a bit grainy and that's because we
need to crank up the end the samples
for the viewport. 32 or 32 multiplied by two. You can input math.
Oh, 64 is better. Alright. Out of curiosity, how would cycles appear? Well, a bit more boundlide and a bit more photographic too, as
well, but we'll get there. Now I'd like to mention it again that this scene has blockers covering some of the windows
simple planes or something. It's basically for being able to manipulate the lighting
and the composition. For instance, you can block
some of the windows to avoid the uniform fill and
instead go light, dark, light, dark, light,
then a lot of dark. For moody shots like this, it's all about
creating contrasts. These windows that
I've just added, technically, these can
be just emissive planes. But when you download the scene, you'll actually find the light
windows collection there, which features slightly
more interesting windows with actual textures on them. You know, just a photo from
Pixie Bay or something, also using an emission shader. But if we have a look at the setup in the
shader editor, I mean, you'll see that it
has a texture within, indeed, used as a color
of that emission shader. The curves there to
tweak the color, and the strength regulates
how bright it appears. See nothing complicated, really. As for the brightness,
I don't want these objects to pump out a
lot of light into the scene. I want them to serve as the motivation for the rest of the lighting setup that
we'll add shortly. So I'll really dumping it down to the lowest value
possible, honestly. So these windows still
seem bright enough, but don't emit much
light at the same time. Something like that.
Light motivation is a critical
concept in lighting. Technically, we could have used this window material
to illuminate the entire scene like that. With ray tracing turned on, it would actually work in Ivy as this emissive material will actually create
indirect illumination. So that will be alright.
But the windows themselves will become completely blown
out, like, totally clipped. And what I want for them
instead is just to be bright enough so we can believe
there's daylight outside. Then once we establish that
belief, the magic happens, we can add artificial lights
here or there or anywhere, and it will all look believable. Even the stuff like this, you know, the sunlight
of a different color. Will all look convincing
if it's roughly within the ballpark of
the daylight theme we've set by using
these windows. That's the power of
light motivation. So now on to aerial lights. These emissive planes, the windows are just
set up as a motivation. So now let's actually
add the light. I mean, the aerial lights. The idea is to make
them window shaped and basically line them up
with the window frames. It also doesn't have
to be too precise. Just roughly match
the window shape and bring the light
up really close. In the light settings, we
can make it a lot brighter. Um, why doesn't it
get brighter, though? When set to ten K Watts? Ah, that's because
these emissive planes actually block all the
light. Whoa, crazy. So with this emissive
plane selected, I'll go over to the
objects properties, visibility, and we'll switch
off the shadow visibility. So now that should be alright. To avoid manually copying it
to the rest of the windows, I'll select the
entire collection from the right click menu. Make sure this first window
is the active selection. Then right click the
shadow. Copy to select it. Back to the area light settings. Let's fine tune its power. I'll start low and we'll
slowly ramp it up. It's hard to judge exactly
how punch it needs to be. I feel it's better
to keep it fairly subdued to retain
the mystery and the shadows and not get out of sync with
the light motivation. I don't know. So maybe
something like that. But the way this
normalized checkbox just means that no matter how
you resize the lights, the output will be
consistent, which is handy. See, the power doesn't
change at all on changing the size. All right. Then skipping the
color and temperature because I want to keep the
color neutral for now, I'll go straight to
the custom distance. When you turn it on,
it lets you calibrate how far the light from that
source actually reaches. See this line emanating
from the light source. It's the maximum distance the light from that
source is allowed to travel closer to
the end of that line, it will gradually fade to black. Now, of course,
it can be used to tweak it to your
artistic vision. But if you want to make
it look like cycles, I mean, physically accurate, then this value should
be really large, like 400 or whatever to cover the entire
length of the scene. If you do it like this,
your area lights in EV will pretty much look
like area lights in cycles, AKA, no difference in follo. Actually, this is the
physically accurate falloff. But there are times
when you may want to over exaggerate the
fall off like that, and this is where custom
distance may come in handy. What we are doing here is
the stylized photorealism. So if you want to
do it like that, by exaggerating the fall off, nobody will blame you really. Actually, I will somewhat
over exaggerate it, so it barely touches
that right wall, a little bit of extra fall off. And then right away,
I will duplicate this light a few
times, actually, and position it near every window or at least near the windows
that aren't blocked. Shift D is the shortcut
for duplication. Once more? All right. So I've covered the
rest of the windows. It probably doesn't
matter if you omit one or two for creating
your own rhythm. Like here, I've lit the elevator through
that last window. So do you want this, or do you want to make it dimmer
or leave it in the dark? The beauty of motivated lighting is that as we've mentioned, you can arrange the artificial
lights however you want as an artist to the extent of your creative
imagination, really. That means you can add all sorts of lights if you want,
but we'll get there. I think the window material
seems a bit too dull, now, so I'll give it
a bit more strength. Its motivation
started to falter. Alright, we've
pretty much nailed the main lighting idea
for these environment, and it doesn't look bad. There are hints of depth, shape, contrast, and
atmosphere appearing. But let's ask ourselves, is it as non flat and compositional
interesting and moody and realistic as it can be? It's worth stopping
every now and then and asking yourself
these questions. I think we can score more
points on all these things by enhancing the tunnel separation between foreground and
background like this. So the depth is easier to read. This will make
composition kind of framed by these
foreground elements, and this will make
the viewers eye have nowhere to go except
the shaft. Hey hey. And as a bonus, the
whole thing will feel dustier and more abandoned. Basically scoring more points
for all these factors. The foreground the
foreground elements like this and this and this, they have sloppy texturing, but it doesn't
matter because they are here to create
a nice framing. Maybe if we reduce the
background light in a bit, maybe even to zero. I don't like how other places become completely black, though. So for now, I'm going
to be a bit less radical and will reduce the ambient light
just a little bit. But the core idea is we need a better separation between the foreground and
the background. The way we can do it
is by adding some fog to separate that distant
part from the foreground. So let's do the fog. Before and after adding
new layers and elements, I'm checking the FPS
if it's still healthy. That still good. All right. For this level one
of difficulty, the easiest way to add
fog is to simply go to the world shader in
the shady editor. I then simply add the
principled volume shader there. Shift A, shade
principled volume, connected to the volume input, of course, with just
a bit of density. We don't need it to
be really thick. And maybe hin isotropy, as well. Something like that. The density, though. I
really want it to be just a hint of a haze
or I don't know, dustiness. Look at that. It also helped with a clue in the foreground
for some reason, but okay, pretty interesting. So that would be the
easiest way to create that framing and that
separation that we need. It's not the most versatile
approach, though, so I'll disconnect that for now, and we'll show you a bit more versatile technique
in the next section. That is, if you decide to up the difficulty level with us. Alright. Awesome. Here's
TLDR for level one lighting. We started with flat, then turned on tracing and
set the room tone really low. Balanced by lifting
the floor of the view transform a bit to give it
a slightly washed out look. Next, we added the missive
planes for the windows. This would become
a motivation for our key or main lights later on, the area lights in this case, which created the
actual illumination, c the main source of exposure. Finally, adding some
fog helped to separate the composition planes and
contributed to a thicker mood. Even though this setup
is really simple, it does its job really well, filling this location that
you can explore in real time, by the way, with a
pretty thick mood. Right. Where am I?
3. Elevator Shaft Developing the Mood: Welcome to Level two of the elevator shaft environment lighting and rendering tutorial. In the previous part, we started with the flat
default lighting of IV and gradually worked our way towards the
moody daylight scheme. We established the
main window lights and prepared the canvas for
further creative exploration, and for whatever lighting
decisions we can pursue next. And the next has come. In this segment, we'll
learn how to set up a beautiful sunlight
in IV and sneak a peek into the crucial
techniques that make environment lighting visually
appealing and realistic. Alright, we established
a few goals for our environment lighting
to make it look non flat, compositionally sound,
moody and realistic. While in the first
part of this tutorial, we moved in that direction. There are still creative
techniques we can utilize to score even higher
like adding sunlight. So let's see what we can
do to push this scene into that half life
to esque territory. First, let's take a look at
how cycles would handle this. In cycles, what I would do is simply add one more area light. Point it at one
of the windows at a certain angle if I wanted to create a
slash of sunlight. Then in the light settings, I would make it seriously powerful ten K
watts or something, like a really powerful spotlight with a slightly warmer
color, perhaps. And then I would go straight to the beam spread
and reduce it way, way down to really, really focus that light beam and turn it into this rectangle, basically. And that would be as perfect an imitation of
sunlight as we could get while keeping it perfectly controllable
at the same time. Easy to point, easy
to move around, and easy to copy where we need those light strokes
compositionally. I mean, these sledges
are literally how we paint with lights, and the beam shape in cycles
make it so simple to paint. Like, Hey, everyone,
look exactly here. If we switch back to IV, the aerial lights don't
have this beam spread, so it's a bit tricky here. Of course, there are
different methods of achieving the
same result in IV, and we cover all of them in the light leak chapter
of this course. It's crucial to understand, though, what makes
sunlight unique. Because the sun is so far away, technically the light rays from the sun should all be parallel, not converging or diverging, like in spotlights,
but parallel. Technically, only the sun lamp satisfies this
requirement in IV. We have the sun lamp hidden
in this temporary folder. So let me unpack it. Its light type is set to sun,
obviously, nothing special. So by default, it shines from an infinite distance and
covers the entire world. So anything in the blender
scene will be lit by that sun. So if you want to use the
sun lamp, you need blockers. These could be planes
or anything else, like this flat box at the top of the scene that blocks
the part of the light that would otherwise come
in from the top and turn the foreground
into a Christmas tree. Logic is simple. You can
move the blockers around to try to nail what part of the light you
want to let through. Then some part of the sunlight enters the shaft
through the windows, so you'll need some
blockers there as well to manipulate where you want
the light leaks to appear. This is an okay, totally
workable solution, and the sunlight has
the best shadow quality of lights in IV as we remember, especially when light is
supposed to be really far away. So there's a decent
way of doing it. Then you can make
it really strong, so it actually gives
off a beautiful global illumination
or bounced lighting. Needless to say, real time bound lighting look absolutely
gorgeous in IV. If you haven't tried that,
just turn on retracing in ranger settings and make
the light really powerful. We discussed RaltGI a lot in other chapters
from this course, but here you can see how
global illumination and IV looks and feels
with just one light. Actually, the window
lights are also important as they support this effect and
make it believable. If we remove that
visual grounding, it will start to
look really uncanny. Actually, that's one
of the things that cycles and other path
tracing ran engines struggle with calculating
the bounced lighting from tiny leaks
in the interiors, and IV just traces
it in real time, giving cycles a
run for its money. So it's very cool, indeed, and sun lamp can definitely
work fine for that. Getting back to our
elevator shaft, this sun lamp could
work really well. It's just placing the blockers that could feel a bit fiddly. So let me show you
the alternative. Spotlights. Using
spotlights would also work reasonably well despite the cone
shape of the beam. In fact, it would be as simple as pointing it
towards the windows, given it enough power. The exposure slider works
pretty well for that as well. Then probably lower temperature, like 35 or 4,000 kelvins, imitating the warm evening
sunlight. That would be it. It would be just a matter of pointing that flood
light where we want it, making it as powerful
as we want it. And that could also
work pretty well. Especially given
that for spotlights, beam shape can be
tweaked and ivy. So that plus moving
the light reasonably far away to make its rays
reasonably parallel, imitating sunlight
could work really well. Finally, the radius would control the blurriness
of these light leaks. So it's a decent alternative
to using the sun lap, as you can see, even though the shadow resolution
won't be as good. T LDR, if I were you, I would just use one
of these two methods, either a sunlight with
blockers or a spotlight. It's just for a few
flashes of light. Anyway, it will look great. Well, depending on how close the spotlight is to the scene, it may reveal its
conical shape of the beam when shining
through the fog, for instance, so it's
something to be aware of. But again, I wouldn't
worry about it too much, especially if you can
move it sufficiently far away and aren't too concerned about the
shadow resolution. Pick any of these methods
and roll with it. I myself would my guy wear a nice little tube with
an area light inside. That would go swooshy, swooshy and do the same thing
and be perfect in that. So it doesn't really
matter what option you choose for the sunlight. The point is to get the spots and the bounced lighting going. Now the quality of
the bound sliding is to be defined in the
rate racing settings. A, one of the most
important panels in IV. It's here in the rand tab. I will tweak just a
few things in there because the defaults don't
give us the best quality. The first thing, I'll go to
the fast GI approximation tab and do something
about the steps. The steps define
both the quality and the reach of the bound
sliding of that fast GI pass. So increasing this value
should make the GI bounces a bit stronger and of
higher quality as well. At some cost to performance. Going 64 or maximum
isn't probably necessary even 16 will already offer noticeably
higher quality. It's pretty subtle here, so
let me isolate just the sun. On step, two steps, four, eight, and then
16, a bit better. And then at 64, you hit
diminishing returns. So 16 is good enough. For now, though, let's focus on conceptual things
rather than technical. For instance, global
illumination light fall off or how far the
reflected light can travel. This is one of the things
that can be modified rather easily in
IV unlike cycles, and it can be used to
thicken the mood and kind of limit where
the light can reach. Notice those darker
shadows in the IV example. If you switch to
cycles right now, you'll notice that
the bounced light actually completely
fills in this area, for instance, flattening
it out considerably, is because not only the
directional light can reach there more easily as its
flow hasn't been modified, but also the bounced
light from this spot, from this one as well,
can reach it more easily, and it just flattens it out. Even though, we can do a
pretty interesting thing. As you remember, we've already limited the directional light from these area lights
or the window lights. We've modified the
custom distance so the light doesn't
fully reach this wall, turning it into a
Christmas tree. So we've already limited the distance in the previous
part of this video, but only for a direct light. But we also have indirect
light to take care of because it can reach places and flatten
things out, as well. The bounced light generated
by ray tracing, basically. It also has a distance
parameter that we can tweak to limit the spread of
the bounced light itself, which is pretty cool. So we can, for instance, make it barely reach that t wall. Cool, right? But let me reset it back to zero for a moment to show
you something else. As you know for sure, there's another issue with
unlimited bounds in IV, and that is screen space
global illumination, meaning that the bounce light disappears when the camera
turns away from the light. Because IV works
in screen space. So that leads to that
jarring popping effect. Here it's pretty mild, but something like that
could be a better example. See it going on and
off. Like, Whoop. Gone. That is a limitation of the screen space rate
racing or screen tracing. Well, there are hacks to
get around this issue, but we won't go there in
this particular video. What we need to know
right now is that this limitation
exists by default. But fortunately, in the
rate racing settings, there are things that
might help us with that. So what happens when we override
that distance and limit the indirect bounces
a bit is that we also greatly reduce
this popping effect. Let's have a look
at it. Now, there's less popping because
the bounced light doesn't reach that
far wall anyway. But mostly it's all
about controlling the light spilt and not
let it spread too far. Actually, the windows
emission material also generates bounced lighting that potentially can hit that
wall and other stuff. Yeah. So if we don't
limit it, guess what? It will also
illuminate this wall, and it will all
add up eventually. So I'll set the fast GI
distance to something like 13 meters to
limit it a bit. This also shows that this thing has probably
incorrect dimensions, but it doesn't matter. Let's pretend that
it doesn't matter. Finally, when all the
light sources are back on, you might discover
that there's something else that spills a bit too much. It can be indirect or direct
light like this area light. The point is you can
always fine tune these things and
artistically direct them. And that is really
a huge pro of IV. The controls for modifying
the light fall off so easily. The rest of the GI
settings should be fine. The bias in this scene
works pretty interestingly, allowing to fine tune the
direction of the light bounds. It's pretty cool for
fine tuning the GI look, though, in this scene, at least. There is no such thing
in cycles for sure, these visual sliders, but
tweaking GI like that. The resolution is
simply the quality of the fast GI
approximation pass. Naturally, the lowest
quality is the fastest. Then the default one to two
is the nice balanced setting. Then one to one drops the FPS a bit while being the nicest. I think 12 has the best
balance to be fair. Though it totally
depends on your GPU. And finally, I'll switch the
denoising off completely. Not that it would matter much. It's kind of subtle, and it mostly shows in
glossy reflections. Usually, I really don't
know if you can see it. All right, here's
a better example. Reflective PBR materials look
smudgy in Ivy by default. That's because denoising with its various filters and effects
is turned on by default. And once you switch
these guys off, which is the same as just
switching the whole thing off, the reflection becomes
much crispier. So that's the thing
about denoising. Sometimes it's much better
to just switch it off. Actually, if you
want to deeper dive into the retracing
parameters like these, we cover it in other
chapters of the course, mainly in the HGRI and Global
Illumination chapters. Watch those to learn more. And we are moving
on to fog again. Well, haven't we done that
already in level one? Yeah, we added some fog to
create separation between the foreground and
the background and make the whole
thing more mysterious. Yeah, in level one
of the tutorial, we did that via the World Shader simply by adding the
principal volume to it. And actually, it looked pretty decent right away,
surprisingly good, actually. But anyway, it's level two. So let's try something a bit
more unnecessarily complex. Just kidding. I'm going to create a new collection
for the fog object, and the container is going
to be a simple cube, which I will scale up so it
engulfs the shaft like that. And actually, I will
stretch it down, so it spreads out in the shaft. Imagine filling this shaft
with gas or something. Mm hmm. Right now, obviously, this object is solid. It needs a new volumetric
material instead. But first, I want to
make it invisible in the solid shading view. So I will switch the
display mode to bounds. So it's nice and
transparent there. Now in the shade editor, we'll need the object
tab to be opened to delete this default one and replace this shader by
the principled volume. True. I'll reduce the
density right away. Why does it, yeah. It's temporal reprojection. Okay, what I want to do is
give it a really low density. Right. As far as
anisotropy goes, here, higher anisotropy
makes the sunshaft kind of less prominent.
So I don't know. Yeah, higher anisotropy like 0.6 makes the sunshafts
less visible. They almost disappear in fact. But also, higher
anisotropy kind of reveals the issue with the area
lights in the windows. You see those harsh rays
spreading out from the windows. Actually, it looks
like that when jitter is turned off
in the light settings. Upon switching it on, look
what happens, soft scattering. And still, I will leave
it off for now because it won't be that visible once
we reduce the anisotropy. Okay, that's honestly
pretty darn fantastic. The sunbeams look so great. Now the container fog is much more versatile
than the world fog. Why so? Because you can
move the container and thus direct the fogs placement and fall off and
all these things. Or maybe you want multiple
layers. No problem. You can just duplicate these
containers and move them independently or change
any parameters like color. That's pretty cool.
Maybe you won't need it. Like, I don't think I'll
need it in this scene, but when it comes
to three yard and, well, stock market,
having options is good. This is it for level two of the elevator shaft environment lighting and rendering tutorial. As a quick recap, in level one, we established the base
layer of lighting. The soft overcast window light. It being simple doesn't
mean it's not effective. It has a solemn overcast vibe, and if we needed that sort of mood, that could
have done it. I Level two, we added
sunlight on top of it. We haven't touched on
the doughnuts anomaly. It's just there. Every blended tutorial is
better with doughnuts. Anyway, apparently.
Yeah, we went to be deeper in Level two with
the light source types, screen space settings,
global illumination, and custom light fall off. The artistic tools for tailoring IV lighting to your needs. It still renders fast as hell. And next we're going to move to Level three of environment
lighting in IV.
4. Elevator Shaft Advanced Scene Details: Welcome to Level three of the elevator shaft lighting
and rendering tutorial. In the previous episodes,
we built a real time lighting setup for this
scene and Navy and honestly, it already looks pretty cool. Most of the core atmosphere
is already here. You know, when we just started, the difference between this and this was pretty tremendous. Level one scored many points
on our cinematic principles. Then Level two extended it, making it even more
three dimensional, compositionally sound,
moody and realistic, and it provided a bit of a
vibe shift at the same time. Now, level three will be the mastering phase over the lighting scheme that we
have already constructed, giving it a layer of
professional treatment. Walking this last mile is
always a very thankless work. The changes are sort of
cosmetic and minimal. Working on tiny lighting
details that nobody will ever notice unless you mess up,
then everyone notices. And yeah, running the
risk of ruining the work. Yet, the reward is the extra
sauce that makes people go, Yeah, right, this
lighting is so good. Actually, this is independent
of the render engine. Alright, so what follows
are some tips and tricks that go beyond that
specific lighting setup. I don't want this to do this than this,
that kind of thing. What I really want is for you to understand the
principles behind it. Yeah, let's hand hold. In this one more about showing the lighting principles that
actually make a difference. The first one, fake GI. Independent of the
render engine, real light sources can be
supported by the fake ones, channeling the artistic truth and just painting with light. So it works like this. You
pick a light like this slash, for example, will switch
off the fog for a moment. And now we want to
augment it with the point light or any type
of light for that matter. Its brightness and color
shouldn't be wildly out of touch with that real
light you want to supplement. So if it's orange, then this extra light
should also be orange. And then you just literally
paint with light, adjust its color, and try
to make it believable. It can be any type of light. For instance, area. I will behave a little bit differently, yet it's just as good for imitating the directional
light bounds, like the sunlight is
bouncing off something. The size sets the
softness of that bound. Then you can adjust
the proportions of that area light and whatnot. The point is to augment that main light with
the fake light. Tip two folders. Now, really, over time, lighting setup
gets more and more elaborate. At first, it's not a problem, but once you get
to the point where when you're adding details, once you get to level three, you will need some way to
keep it organized. Otherwise, it will turn into a mess and folders
or collections, if you wish, are
a time proven way of keeping things tidy. One folder per light entity, the window lights,
the sun, whatever. I actually checked
the final version of the scene
features, 32 lights. If not folders, it
would be a total chaos, I tell you. Compound lights. In addition to the
fake GI effects that we've covered before, we can do something
more radical. Instead of using single lights, like a single light
for each sun's streak, we can use multiple lights
for each sun's streak, a hard light and a soft
light, for instance. You can call it compound lights. It's an important technique to wrap your head
around when it's time to add nuance to your lighting and lay the finishing strokes. So, for instance, the sun,
it has a bright core. That's the sun lamp and
blender, for instance. It may also have a
wider glow around it. So these are technically
two lights in one, the bright core and
a more diffuse halo, making it a compound
light source. I use this trick all the time. This is just how
the sun lamp looks. Pretty cool, but see how complementing this
harsh sunlight with a bigger softer light
source will give it so much more richness.
Pretty cool, right? It can even be moved
around independently if you want more
control over its shape. How do you turn a sun lamp
into a compound light source? Just add a softer area light pointing roughly in
the same direction. It should have much lower
power, but here's the key. It should be roughly of the same color as the main source. Otherwise, the trick won't work. It should also be bigger and
softer than the main light. There should be some
difference in size between those elements to make
it visually interesting. Otherwise, it will look like two separate sources and not
the compound one, right? Now, suddenly the
next step is going to be technical fixing
the shadow pool issue. When you have many
lights in your scene, you will eventually
run into this problem. You'll open your
scene and instead of proper lighting that
you lovingly crafted, you'll see that
most of the shadows are gone, like totally missing. And on top of that, you'll see
this rather dreadful error saying shadow buf or full may result in
missing shadows and lower performance and showing
that you're of some budget. The way you can
fix it is that you go to random properties
performance, and there you'll see
the shadow pool size, which is currently
set to just 16 megs. And as it says, a
bigger pool size allows for more shadows. So if you have enough
GPU memory for that, you can just increase it to whatever higher value you can. Look how shadows are
improving as we go higher. So basically, you can
just go 1 gigabyte, and that will most
likely cover it. This is sort of a
nuclear option, though. You might still add more lights later on and surpass
this memory budget. Then what? So let me
switch it back to 256 megs and show
you something else. Basically, we're way
out of budget still. Damn it, the shadows
look so glitchy. You know, the weird
light leaks and stuff. Now, we're two times over
budget for shadow maps. So what we can do
is go to shadows in the end properties and decrease the global shadow
resolution a bit. Like, Whoa, yeah, at 0.8, we just fit into the budget and the shadows are
back to normal. Alright, let me switch it
back to one for a moment. Actually, you can tweak the
shadow resolution per light. It sounds like a lot of
work, but it's not that bad. Basically every light, out of many we have has its own
shadow resolution limit. By default it's set very
low, meaning great quality. But if we crank it up a
bit, see what happens. To. Boom, 300
megabytes shaved off. Now we can do it for
every other light. Like, literally, for
every other aerial light. We can just do it manually. And then for the secondary
sun lights as well, Um, and then after you tweaked it
for the individual lights, you can reduce the global
resolution on top of it to just 0.9 this time. And this would fix this
issue completely and bring back our shadow
quality and performance. So that is how you fix this shadow pool
memory issue in Ivy. This is a little TLDR for you. And where is my coffee? Another tip for adding a professional polish to any lighting scheme once
the base has been set is to divide
it into zones and treat each one as a
separate scene if you wish. Taking a step back,
that's something that we've already done to
some extent in level one. We clearly separated
the shaft and the dark brooding foreground where the character
or the camera stands. These can be thought as separate stages within the main scene, and it is actually
a very nice way of adding visual
interest to any render. Actually, in Level
two, we introduced yet another stage.
Remember what it was? Sunlight. Part of the
reason why it works so well is that it creates a
whole new stage or zone, one can say, with a
separate mini light in set. And then we kind of get yet
another lighting zone here. The whole bottom
part of the tunnel is also like a separate scene. It's way darker and all that. That's a really powerful
concept to muster. It's level three for a reason, because that's not
necessarily the kind of thing you think
right of the start, although I imagine
that professionals do. But you can definitely think of these zones at the later stages. Like, literally, you can
think of it after the fact, after you have set up your
lighting scheme and all that, and then you kind
of start zoning it. So how does it look in practice? Okay, you just go in there, pick the part you want to zone, create a folder for
it or collection. Then it could be something
simple like a point light. You can even give it
a different color, maybe something a
bit more saturated. I don't know, a Sci
fi blue or something that leans into that
half life vibe. Maybe it could also flicker
later on, you know, like a combined force
field buzzing on this tech floor the
player is standing on. Or maybe it's red. The point is to zone it to give that spot its own little
pocket of lighting. It could be an emergency
light, perhaps. Mm hmm. Just don't make it
too bright or something, as it will probably
break our setup. It still needs to sit
naturally in the world. As for what lights
to use and so on, feel free to treat
it as an exercise. Maybe it's a bunch
of area lights. That could definitely work. Or maybe something
entirely different. I'm sure you got the
points, experiment with it. I ended up adding these two can lights here pretty
subtle intensity, just to kind of set
this part apart. Now, as for other spots
that could be zoned, I'll leave that up
to you, as well. That's your chance to
tell your own story. Maybe something's
happening on this floor. Like, what's actually casting
that con light there? Mmm. Or maybe it's
a creepy red light. It's really a chance for
some ambient storytelling, if you want to light
up a certain area and give it its own
little mini story. I'll delete this for now, though, and move on
to the next tip. Practical lights. In cinema, practical lights
are just practical. So those lights that
actually exist in the shot, they're part of
the world itself. It looks cool and
it allows you to sneak in some colorful lighting where you
normally couldn't. And it's a fun way to explore
the world a bit more to think about what kind of lights would actually exist inside it. So in this location,
I don't know. An industrial emergency lamp
wouldn't feel out of place. You don't need to follow
along with me here, but I animated the
emission strength of this lamp using this
little expression. If you're copying it, just remember to put a
hash tag in front. Then the numbers control the strength and timing
and all that. Even makes it super easy to
preview it in real time, as well. But I digress. Practicals like these are great for your lighting
refinement pass. What's really powerful
about that is that it is a legitimate way to sneak in some really colorful
lights if you need to, because if it exists
in the world, you've got a perfect excuse to use any wild
colour gel you want. Again, it mostly comes
down to motivation. The tricks like these let you do crazy stuff composition wise without it feeling
totally random. I mean, how else would you add a red light there
without a practical? Hmm. And also, if you don't want to model any extra
objects like this or anything, just add a hint of
practical lights. For example, just a red omni
over there as if there's some kind of emergency
light nearby or just a tiny touch of
red somewhere else. That's a nice little trick. Just don't make your
practicals too bright, if it's supposed to be daylight. Well, by itself, I mean, if you remove the
sun and all of that, these guys would look
pretty bright, okay? Like proper emergency lights
if it were nighttime. The practicals or just these omnolit
simulating practicals would look really strong and
powerful and Kudos to them. But because it's daylight, the stuff like that should be totally overpowered by the sun, so you should resist
the temptation to make them strong
and powerful, and that brings us
to an important tip. Keep your light ratios and
dynamic range believable. That might sound complicated,
but it really isn't. When adding lights in general, but especially those
little tiny details, it's tempting to make all
of them super powerful. Like, Hey, I added
this elevator light. Let's make it juicy
in Hollywood. Sure, it looks cool when
all lights are bright. There's that visceral
response to it like kids get in a candy shop,
and then it spirals. Maybe these lights
can also be bright and punchy and so on and so on. As soon as you do that,
you're committing a cardinal sin of breaking
the light ratios. And once you do that,
everything goes flat again. Remember our little checklist of what makes lighting
and images look good. It becomes the opposite
of that. So it's flat. I puzzles the eye. Maybe it's moody, but I don't think so. And most importantly,
in this case, it breaks the realism. In the real world, lights have certain ratios attached to them. Let's say the sun is 100, just some abstract units, then the halo around it or
maybe it's bounds will be 20. But then the skylight, ten, much weaker, and
that's still more powerful than any
artificial lights. Like elevator light
will be five. It's practically nothing
compared to sunlight. And then this light will be one, and then the room tone will be ten times weaker than that. I may very well be
that the ratio between the room tone and the sunlight can easily be in thousands, probably way more than that. That's sometimes
called dynamic range, and that is something
level three explorers need to be aware of. It might not look as
flashy right away, so it's very easy to fall into that trap, but this is the way. You can absolutely bend
it to your artistic will, but in my experience,
it's always good to keep the
baseline realistic. This brings us to the
next tip the glare. You might be
thinking, What is it? So level three about a
simple glare effect? You just open compositor, add a glare node, and the
bright parts go bloom, right? Oh, and by the way,
fog glow is slow. Bloom is way faster in Navy. So what's the big
deal about glare? The thing about glare or
bloom is that it works best and more realistic when your light ratios are set right. In other words,
when you're scene actually has a wide
range of intensities. Actually, you might
not even realize how hot certain areas are until
you add the glare effect. Like, take this sun right here. If you just render a frame, and then right click this bright part to
sample its values, you'll see something crazy. Notice how the values in
this part are way above one, and sure that's all relative, but here's why it
matters. Watch this. If you go there and sample a
darker value in the shadows, you'll get something like 0.001. So that's 1,000 times
weaker. You can say here. Okay, this is almost
black. No wonder. Fair enough, let's
sample this gray area, 0.1, that's still like
50 times weaker light. Or this spot looks
pretty bright, right? Also 50 times weaker
than that sunny patch. Oh my God. Even this bit right
next to the sunlight, 20 times weaker than than
the sunny patch itself. And that's the point. The
sun is really overpowering, and it will trigger
a lot of glare, and it will look realistic. Like, Oh, now I see and subconsciously understand that some things
were really bright, seeing how much
glare they trigger. And that's the reason why
it will look believable. We are good at noticing
these contrasts because the real world
has crazy contrasts. Then, of course, you can
tweak how strong you want it to be the thresholds
and all that stuff to include more
areas into glare or reduce it depending on how stylized you
want the look to be. And from here, you just
fine tune it to taste. If that's not crazy
enough for you, level three has more surprises. We didn't talk about
this in Levels one or two of this EV environment
lighting tutorial, 'cause that's a
bit mind boggling, but now we can.
It's level three. After all, it's supposed
to be a bit mind boggling. The tonal ratios via
color management. In addition to the
physical light ratios, the power of your lamps and
sunlight and all of that, there's another set of ratios, the tonal ratios, which are controlled from the
color management tab. By tweaking these settings, you can totally reshape the
relationship between shadows, mid tones, and highlights, which helps you emphasize certain lighting qualities
that you have already set up. Let me unpack that for you. First of all, I made
the render gray scale so we can clearly see
the tonal relationships. Okay, so in the render tab, you have this color
management panel. Every twig you make there has a huge impact on how your
tunnel values are arranged. Exposure, for
instance, not only it lets more or less light hit
the virtual camera sensor, but it also changes
how the tunnel ranges relate to each other. For example, with
a higher exposure, the mid tones and
highlights get really, really close together while
shadows get pushed away. With lower exposure, the
mid tones and shadows come closer while the highlights suddenly stand out like crazy. Do you see that? That's a
totally different feel. Both versions are valid, but they emphasize different
lighting qualities like that sunlight slash, it really pops in
lower exposure. You can also tweak other things
like the contrast levels, and that will also affect
the tonal relationship, especially together with
exposure. Follow the thought. Now we are basically left with just shadows and
highlights, midtones, almost gone, and that sun patch becomes the
main point of attraction. Now watch this, a lower contrast plus lower exposure will
create a very different, very soothing balance,
emphasizing not the sunlight but the room tone and all the ambient qualities
of our lighting scheme. So this tab, my friends, is your secret tool for
rearranging light values or even changing the entire
look of your lighting scheme. And I'm not even talking about different color
arrangements that come from different
view transforms. This is way beyond the
scope of this video. Tip number ten is light linking. Let's say you've added a few
hero assets into your scene, and now you want to add a
light that would affect just those assets to give
them a little extra punch. Dish. Good news. It's super easy in IV. Yeah, but first of
all, it's so awesome that lighting in IV
is fully dynamic. I mean, the real
time ray tracing. So when you drop new objects
into a elite environment, they automatically get all the right direct and indirect light. And usually that looks
great right out of the box, but maybe you want to go
beyond realism and add that extra rim light
just for these assets. Of course, you can
just add new lights, normally, and illuminate
these objects. But then it will
spill everywhere, lighting up walls and other
stuff you don't want. And that's pretty bad as
it can ruin the mood. And such a spill can
look really, really bad. So what you can do
instead is create a light source and area light, for instance, outside
the building. It doesn't matter where exactly. Just give it a lot of power, so it illuminates the
whole thing like that. Now with that light selected, go to object properties and
click New light Linking. That will set up the light
linking group for that light. Now just drag the collection with your acts into that group. Swoosh. Pretty cool. Now this extra light should illuminate just these objects, but it still shines
through the windows only, and I wanted to ignore
the environment completely as if these
walls don't exist. So I'll go back to
this panel and create a new shadow linking
group and again, drag the objects
collection into it. And now this light
will only take these objects into account
when casting shadows, ignoring the rest of the scene, except the fog for some reason. So with this light
still selected, I'll go to the light
setting stub and kill the volume scatter influence
there all the way to zero. Now this light should truly interact just with
these objects, which is really useful because you can position it
however you like. This way, you can add a
really nice back light or some extra fill or
whatever you want, really. And it will affect
just these objects. That is so useful if you want to create some extra
emphasis for it. Oh, and by the way,
if your vi viewport starts shimmering with noise
while playing animation, turn on temporal reprojection
in the endo settings. That usually fixes it. Tip number 11, dust particles. A very, very level
three thing to do is to add some
floating dust modes. Like from our dust particles, Dondes acid, for example. The free version would do. Dust particles are the ultimate high frequency light in detail. You just need to tame
their Bronian motion so it's not that crazy and
make them much smaller, barely visible, just tiny
modes, catching bits of light. And that's it. So
that was level three, the polishing pass for the
elevator shaft environment. Is that quiet invisible
layer of care that takes us from looks nice
to looks professional. Even though these
changes are subtle, they teach you something
crucial about lighting. It's not about the
tools or even about IV. It's mainly about how
you think about light. Okay, it's also about
the tools and IV. And we've covered the main ones that will help you with
environment lighting. If you've followed
through all three levels, you've built a full cinematic lighting setup from
the ground up. So congratulations. You've officially mastered the elevator shaft
lighting setup. Now take what you've learned
here and apply it anywhere because these principles will follow you far beyond
this one seen.
5. HDRI Essentials: Be in nary let's start by comparing how HDRIs render in cycles versus IV straight
out of the box in blender. This should come
with no surprise, but cycles offers an extremely realistic simulation
of the light from the 360 degrees HDRI panorama plugged into the environment slot of the background Sheda. You can really see
how the light from the virtual backdrop wraps around the objects in
a very realistic way. Switching over to
IV by comparison, looks a bit underwhelming, if not straight
out disappointing. Yeah, it runs in real
time, but oh, boy, look at these harsh shadows and pretty flat and not super
realistic lighting. What can we do to fix that? First, let's take a look at the environment settings,
namely environment shadow. I will jump into the world
tab, expand the options, and here we can find
the sun threshold and the sun angle and the rest of the environment
shadow controls. The Sun threshold tells IV how much of the
bright areas in the HDRI should be extracted
and treated as a sun lamp, since HDRIs in IV alone can reproduce that
directional light alone. So using the threshold, we decide how much light from the strong sources within HDRI gets converted
into the sunlight. For instance, I'll set
it to ten here to get that main shadow mass falling
in the camera's direction. This doesn't look very
realistic straightaway because this shadow
is raised or sharp, but we can fix it with
the angle slider. As soon as we raise the value, the shadow and even the
reflections become much softer. That's actually how
HDRIs behave in cycles. They naturally give
soft wrapping light, and that's one of
the trademarks. So by pushing the envelope, we can get that same
kind of softness. It's a little tricky to
notice right now, though, since the ambient light is
overpowering the shadow, but we'll take care
of that in a moment. By rotating the HD Rye, you can see the shadows
are definitely softer now, though still pretty faint. Alright, let's compare
it to cycles. Oof. Not quite there yet.
It's an improvement, but the result still
feels a bit flat. In the world settings,
there's also the jitter check box that would make it look
slightly crisper, yet I'll leave this
section untouched for now. The real secret to making
the lighting look crisp in EVs rate tracing, it's settings. So next, I'll head over
to the endo tab and expand this and enable
the ate tracing checkbox. Right way things
should look more plausible with the screen space, contact shadows and stuff. Nice. That is much better. Of course, that's as
long as we don't put it side by side with cycles, which I'm about to do anyway,
just to spoil the moment. Yeah, it's definitely
closing now, but still not quite the same. Well, look at that. Disabling the fast
GI approximation and denoising actually should bring the look much closer to what we expect from our beloved
path tracing engine cycles. Well, obviously, that still doesn't look exactly
like cycles, but it definitely gets
into the same ballpark. Why did it work like that?
Let's break it down. What does this
have to do with us just nuking these
two settings in IV? Alright, denoising is
sort of self explanatory. When it's on, the IV's GI
rays gets smoothed out and denoised using various methods that you can find in this tub. Spatial reuse, for instance, it kind of averages the
neighbor's pixel rays at the cost of some accuracy. That kind of helps
to fight the noise, but it also makes
everything a bit smodgy like it's low
rays or something. Now, add something called
temporal accumulation on top, and it would make it even more smodgy like it has been
smeared with vasolin. Without getting into the weeds, these settings greatly reduce the fidelity or precision of
EV's global illumination. So they have to go if you want to make your render
look more like cycles. Alright? Then what is
fast GI approximation? Well, if you want a
brief explanation, it's a way to make IV's GI look smoother at the cost of
ray tracing precision. So it also has to go if we're trying to hit
that realistic look. A longer explanation
will sound like this. The way the raw rate
tracing works in IV without any extra optimizations and with this checkbox turned off, I mean, is that IV just throws rays onto the scene using the
screen tracing algorithm. This algorithm is pretty simple. It has just a few settings. It's just casting rays that hit objects and registers
this noise that you see. You scroll to the top and
set it samples to basically, if you give it just one sample, you'll literally see these
rays and where they have hit it's literally these bright dots that's all there's
to it pretty much. You throw more rays and
the image gets cleaner. And when you give
it enough rays, it eventually becomes
really, really clean. It works a bit like cycles from that perspective, you know? So Ib casts these
rays or samples, and there's also the resolution that affects the
final number of rays. It's going to be one rape
per pixel or one ray two pixels per four pixels,
so on and so forth. And this is pretty much it. These are all the
controls we've got over the quality of ray raising
in IB in its raw form. Now comes the crucial
point how well the raw ray tracing
works depends on the materials, namely
the roughness. If that sphere were made of solid metal and had a
perfectly glossy surface, the roughness, in other words, then Ivy would have
a very easy time tracing rays for that sphere, as they will just bounce
off like they do on a mirror in a perfectly
deterministic direction. The same for this floor. If it was made of a metallic material, which had zero roughness, then IV would have no issue
tracing that single bounce, even just having one sample to work with or one ray per pixel. It would just know where the ray would go for every
point of the surface. That's like the best case
scenario for ray tracing. But as soon as IV has to deal
with a higher roughness, it's no longer deterministic. The rough surfaces can bounce the rays in unpredictable
directions, and some of these rays will hit and some rays will
miss the camera. That's where the noise comes from. The same for the floor. Make it more rough and
you'll just get more noise. That's how ray tracing works. Then, as we've mentioned,
the blenders developers added denoising to
help with that, but sometimes it's just not effective enough with
this much noise. So the deep also added this fast GI approximation
thing that is a completely different
rendering technique meant specifically for
high roughness materials. It has a threshold
that you can control, and you can think of it as a
mix factor between the raw ray tracing pipeline and
this optimized technique. The biggest drawback of fast GI is that it is pretty imprecise. Kind of averages the light
values and can't really reproduce sharper reflections
and shading in crevices, that sort of realistic stuff. It's an approximation, really. This slider is actually
pretty smart, though, as it allows us to
mix the fast Gi and the real ray tracing based
on materials roughness. So, for instance, if some
materials were really shiny and metallic like this sphere and some other highly
diffuse like this floor, then this threshold will make it possible to use real ray tracing for the metallic sphere and the fast method for the
diffuse floor material. So that is pretty clever and sometimes
it's pretty useful. Unfortunately, though,
when working with HDRIs, it just over optimizes
it a bit too much, making it stray away from the cycles ground
truth a bit too far. That is easy to prove. And actually, without it, it looks much, much
closer to cycles. So that's the entire reason we have switched these guys off. Sure, it makes Iv
a little grainy, but honestly, that graininess feels pretty path tracy, too. First of all, let's get
rid of that graininess. All we need to do is raise the viewport samples
to something like 32 or 64 or even
higher, like 256. In fact, if you set it to zero, it means infinite or
automatic sampling. That clears things up nicely, but I also noticed an
odd little outline. I wonder if you can
spot it on your end. It's that thin, almost a
pixel white bright edge. The culprit here is the
resolution parameter in the ray tracing tab. It is caused by not
enough resolution. I mean, this edge, and it gets a lot
worse if you drop it down to one eighth
of the full rays. Now, you could hide it with the fast GI approximation and denoising or even
just denoising, but that's not really
the right fix. The straightforward
solution would be to simply set the resolution
to one to one. And with that, it should
look just perfect. Actually, with these settings,
it doesn't look too bad, even with denoising
enabled. Mm hmm. Especially if temporal
accumulation is off. Since that tends to reduce both brightness and
amount of detail, spatial reuse should be fine. Still, I'm going to
switch it off for now. Now the screen tracing parameters become
pretty important, especially since we're
using pure ray tracing without any extra optimizations
to hide imperfections. Take precision, for example. It has a noticeable effect
now on the contact shadows. I mean, those tiny shadows where objects
are close together. These contact shadows
are, in fact, part of what makes cycles
renders feel so grounded. And in EV adjusting precision lets us
fine tune that look. The thickness parameter, let us fine tune the contact
shadows even further. If it's near zero, you
get almost now shadows, and it ends up
looking pretty weird. Then thickening it
out leads to bigger, thicker shadow in effect. It's a really interesting
slider to experiment with. I think something like 0.3 should make things
feel more grounded. In some cases, you
might even push it higher like 0.7 or something. Why so? Look at that. See how that keeps the
screen space shadows visible even from
different angles. You know, because the
lower values like 0.2, the contact shadows
can disappear once the intersection
between the objects moves out of the view. I could look awkward. That's why you might want to
adjust the thickness. It just helps the shadows
persist a bit longer. It's just one of those real time screen space trade offs
we have to balance. Anyway, this is
looking pretty good, and now it's pretty damn close to what cycles
is producing. Honestly, that's already
pretty mind blowing. It's impressive to see that level of realism in
real time in blender. At this point, it's
just looking great. If you want to stop here, you've already got the basics
of the technique down, but we've got more to cover, so feel free to grab
a quick coffee, and we'll continue to
make it look even better. Now that we've nailed
the overall look, there are a few more
tweaks we can make to reduce graininess and fin
tune the look of the scene. The fast GI approximation
is one of them. We can turn it back on, which will undo the realistic
look a bit, anyway. Remember, there's
the threshold that we can set much higher
to reveal more of that pure ray tracing
effect while still reaping some benefits of that fast GI
approximation smoothing. It could help to
mellow things out and make the lighting
feel a bit smoother, even though it will also
wash out the shadows, but honestly, that can
still look pretty nice. So this is one of
those sliders you can experiment with to get
the exact look you want. Next, the GI resolution
doesn't have much effect. Since we are not relying
heavily on this feature, the steps though can
make a big difference. It can either make
it much crispier. Or on the other hand wash it out completely at the lower values. See how the conduct
shadows disappeared. So if the checkbox is enabled, it's usually a good idea
to increase the steps from the default eight all
the way to 24 or more. In my experience, 24 or 32
tends to be a sweet spot. It affects the
performance though, so it's good to be balanced. Precision doesn't have much
effect here in this tub. Distance can be used to guide
the spread or the fall off. For now, I'm just going to
leave it at the default zero. Thickness won't do much here, and the bias can be
useful for tightening up the shadow a bit in
theory, at least. So now I'll leave it at the default value since I
think it already looks good. Just as a quick reminder, this is how it looked in cycles. And as you can see, it's pretty similar to what
we've set up in IV. It's up to you to leave
that fast GI thing on for a slightly smoother or
arguably more polished effect or go for a more aggressive unfiltered rate raising effect. From here, we can revisit shadows to see what
can be cranked up to 11 the render
properties, shadows. There's a global
parameter of steps there, making it higher makes the
shadows a bit more defined, which is usually a good thing. From here, I'll jump to the world settings and enable
the shadow jitter there. That should make
the contact shadows even tighter in the render. And if we tick that checkbox, then in the viewport as well, although it would also cause
this flickering effect when updating the view or moving the objects with a key or
anything of that sort, this jittering effect can be a bit annoying to some people. Actually, now the
trailing effect, too. That's also low key annoying. You can fix it by turning
temporary reprojection off that will add
some noise and grain, but at least the
trails will be gone. So maybe now that would
work better for you. So it's really pick
your poison situation, choose the lesser of two evils. Now, ambient occlusion is one more card we
haven't played yet. That is, in addition
to jittered shadows and other such enhancements. So to activate it, I'll go
to the view layer stub, check the ambient
clusion pass there, and then turn on the real
time compositor right away. Then we can just go to
Compositor click CE Nodes. You'll now see the AO or ambient occlusion pass available there among the render layers, the one that we've
just activated. From here, we can add
the color mix, mix node. And plug AO into
the second socket. Then we can blend between the beauty pass and the AO pass. That's how it looks at
full mix, by the way. The key and really
the only parameter to tweak here is the
occlusion distance. It controls how far the
self shadowing spreads. The value of 0.2 is a
good starting point. The follow off can be somewhat
adjusted with the help of the trusty and totally
overused color ramp node. Coffee. We can squash the
contrast levels like that, for instance, to tighten
the transition if needed. Now we just need to change the
blending mode to multiply. And Valla, you've got that extra self shadowing all
still in real time. Again, the distance can
be fine tuned here. It's better not to push
this effect too much as it can make
your three D scene look a bit dirty, you know? A resolved approach works best
if you're going to use it. Something around 0.4
usually works good. Yeah. In some scenes, this could be the
finishing touch that really helps to ground things if used in moderation and
not in extremo, you know? It's. Anyway, that's the core of this technique. After following these steps, your HDRI setups
should look just as good or almost as
good as in cycles. Actually, if you don't like
the noise in animation, you can bring back
temporal reprojection to make it a bit smoother. I wonder if you agree that
looks pretty damn realistic. Okay, as an option, you can also enable denoising for
extra smoothness. That said, the
temporal accumulation adds its own blotchiness, which I don't particularly like. Also, feel free to fine tune the fast GI approximation
threshold if you want a cleaner or
more stylized look if that's something
that you want. And that is the whole technique. I hope you have a blast experimenting with
GRI lighting in IV without compromising realism of that type of
lighting and rendering. As a post scryptum
cycles HGRI renderings, you may notice this
double shadow or more accurately
multiple shadow thing sometimes with subtle
color variations. That's part of the
signature look of the real world lighting data. And this aspect
is missing in IV, but you can emulate it by
supplementing the HGRI with a few smaller area lights placed at different
angles like that. This helps to recreate that
intersecting shadow's effect, and these lights
can also be given some warm versus cold
color variation. That should make it
resemble that look. The difference will be subtle, but it should register as
a bit more photorealistic. Feel free to download this
scene from the project files. I can't wait to see realistic
HGRI renders made in IV, renders that look
just as convincing and strikingly photo real as those from Cycles or Octane or any other physically
accurate render engine.
6. Table Closeup Setting Up Product Lighting: First of all, we'll start
with the cycles reference. Okay, take a mental snapshot. Here's what we're aiming for. Realistic GRI
environment lighting, and we are going to achieve
this level of quality in IV. The way I prefer working with cinematic shots like
this is first of all, by turning on Passport two in the camera settings and
setting it to maximum. That creates a picture frame. So now that is our canvas. It's too bad O Canvas right now is extremely flat
and uninspiring, but good lighting will give
it depth and dimension. And the first thing
to check in IV to set it on this path is the
right tracing settings. Right now, the scene is lit by the default wal background only, which has this solid gray color. It doesn't look super
exciting, right? To make it a lot prettier, you can go to the render
settings and turn on ray tracing that
will already look better and definitely more grounded due to the extra
shadowing underneath the objects and in the crevices and where the
surfaces touch each other. It's also called
ambient occlusion. Now let's set up an
actual HGRI environment. It's usually done via the
Shader Editors Worlds dab. By default, it's
just a solid gray world light light in this scene. It's like a complete
overcast sky. And not that it's
inherently bad. The solid color world lighting can work really well
for certain scenes, mainly carried by
the red racing, generating all the indirect
shadow information, which could make it
look really good. Yet in this scene, I want
this to be an HDR image. So I'm going to press Control
T to add the texture nodes. And now we just need to
load in an HGRI texture. I have one from Plyhaven which I downloaded
a few years ago, and I'm just too lazy
to download it again. So it's an HDR
format and not EXR, I mean, which actually
makes no difference here. Open image. So here we go. Now our scene should be lit by this 360 degrees
spherical panorama. Right, from the start, though, it still looks a bit flat. So let's work on it. To
do to environment shadow. If you rotate this edge
DRI in the mapping node, you'll notice it actually casts a really sharp shadow.
What is going on? If you check the world setting, you'll see it's the sun shadow. Basically an IV optimization, converting the brightest
parts of the edge DI into a sun lamp,
casting direct shadows. Again, what happens is that this feature analyzes
the gGI image for brighter spots like these windows and converts
them into sunlight. The threshold defines the
contrast of that light. And the angle sets the softness. So a higher angle can be used
to soften up this light. It's all nice and
fancy, but by default, the softer shadows in
Ivy aren't too precise. If you zoom in, you'll
notice the lack of proper shading or shadowing, especially where the
objects meet the floor. If you want it to look more
photo real and grounded, there's a nuclear
option called jitter, which also needs
to be activated in the global settings as well if you wanted to
work in the viewpod. It'll be much slower to render, and it causes this
annoying flicker when moving the camera or just
navigating in the viewpoard. I know for a fact that this
flicker annoys some people. But it makes the shadows
cast by the edge of the ye so much more solid and
of a much higher precision. With Jitter, it should
be possible to push the angle much higher to 50 and above and still retain high quality shadows even
at that amount of softness. And that actually brings us way closer to the cycles
look already. If it hurts the
performance too much, it can be turned off
for the viewpoart. But the jitter shadows will still show up in
the final render. You'll still get them.
So that could be a workable compromise if your viewpoard gets
sluggish and all that. Next, light blocking. In cycles, objects placed behind the camera can actually aclude
the incoming light. It makes it possible to
cut the front light spill, that is making these
render so flat and maybe cut the top spill as well to make it look more
three dimensional. People also call it cinematic. But none of that works
in the IV because IV uses screen
space ray tracing, meaning it only
sees and calculates lighting for the stuff that
is in the camera frustum. So there is no behind
the camera concept for IV when it comes to real time
global illumination yet. So the way to block some part of the light in
IV is to actually come to the world shading
and manipulate the A. First of all, I'll
change the strength from five to a lower number because it was a
little bit too bright. And next, I'll add the mixed
note from the Shift A menu, and we'll give it a purple
debug kind of color. So we can clearly
see what's going on. So currently, I'm just blending this new color with our HGRI. I'm going to add the
gradient texture as well and plug it
into the mix factor. I want to color ramp
this gradient to fine tune its contrast or
to be able to fine tune it. But actually, where
is purple now? The purple now appears on
that side of the scene. Basically, I'll
press in and change the focal length
of the viewboard so we can see the entire thing. So basically, the
entire rear side of the world has turned purple
due to that gradient. And this color ramp is how we can fine tune
the transition. Okay. I'll press Control T
now to add the mapping nodes. And basically, what
I'm going to do now is set the X scale to a negative value to
move this gradient to the other side to this side. So now it's here.
Um, and watch this. I'm going to flip
the color ramp. And tweak it so it
actually becomes a window. See that? Now it's a window. Now it's just a
matter of replacing that purple with black. Now it should completely
block the frontal light from that gDI because the black part of the gGRI won't
emit any light. I'll press M to toggle before and after so you can see
what's going on here. And here is how it
looks in comparison. Combined with ditter shadows, it should create a very
nice three dimensional look with shadows falling
in our direction, you know, on all objects. That's like blocking
in a nutshell. If that's too much contrast, then the threshold can
be set a bit higher. TLDR, blocking the
frontal spill coming from an HDRI image is a way of making it more
three dimensional, more cinematic in a way. So that's a really cool
technique for that. And still, when zoomed in, the lack of contact shadows
is a bit of a bummer. Contact shadows help anchor the objects and are one of the
hallmarks of photorealism. To make it better in
the rate racing tab, we can turn off
these two defaults, denoising and fast GI, and it will actually
improve that. For an in depth look
at the settings, check the HGI essentials
video from this course. In which we walk through
these parameters in detail, based on a simpler example
to make it easier to digest. All right, precision,
all the way to one. Thickness also to one. Higher precision and thickness usually correspond
more closely to the cycles ground truth if we
take cycles as a reference. The resolution? Mm, let
me show you something. I'll switch over to the diffuse
light mode for a moment. So resolution is responsible for the indirect light
bounces quality. Basically, anything that isn't the direct light isn't the sun, isn't area light and so on. So you can crank it
up if you want to have a better quality
light bounces, and it should also positively
affect contact shadows. So I recommend to max it
out if your GPU allows it. Okay, let me go back to the combined view in the viewpard. Okay, so maximum resolution. And these are all the
settings at a glance. For now, anyway,
it's fairly minimal, as you can see, if you
know where to look. And guess what? At this point, it should be looking
so close to cycles. You know, it might be even challenging to
spot the difference. Maybe if you zoom in and
check for contact shadows, cycles will still be a
bit more convincing. But at this point, it does take some effort to spot
the difference, right? It's getting pretty easy to
mistake one for the other. If the occluded parts
end up too dark, try fast GI approximation, but then increase the
steps to at least 24. The rest of it can be default, as it doesn't matter here,
except the threshold. At one, it will mean it's just the pure screen tracing again
as if no fast GI was used. So for the best results, I recommend setting it to
about 0.9 or something, or even a bit higher than that. So there's a tiny bit
of fast GI mixed in, so the contact shatters
are still there, but there's a tiny little
bit of extra fill. That's how you can add
that extra bit of fill, right? Then fog. It almost never hurts
to add some fog. In, it's a breeze, just adding a cube, scale it to cover the contents. Then I always make it display as bounds or wireframe
in the viewport. Then it's a matter of creating
a new material and giving it pretty much any volume
shader in the shader Editor The principled
volume, for instance, which should go into the volume input of the
material. Be careful with that. It doesn't have to be super
dense or anything like that. Something like 0.01
should be fine. That I often go for higher
anisotropy right away. It is always hard to
explain what it does. But basically, higher
anisotropy pushes the fogginess towards the light source
to create that gradient. Here I made the fog much denser so you can
actually see the effect. But then I'll go for an even
lower density because I want it to be a really
subtle effect. Yeah. The fact that we can pull off amazing volume lights in real time doesn't mean
we need to overuse it. Oh, we can, if you wish. It's really your choice. Who, frankly, Coffee.
Extra key light. HDRIs can be augmented by regular lights Aerial
lights, for instance. I'll add one, make
it nice and bright. And basically, I'll
try to line it up with where I think the windows are on that HDI, roughly speaking. What I want to do is emphasize that main light direction a bit. The custom distance should cover the full
length of the scene. Okay? And if you want
the maximum quality, Jeter should be turned on. I think it can be
brighter as well. Just a bit of extra punch. Yeah, it looks
great. Next, depth. The cycles reference
render actually included a shallow depth of field effect
and a crazy vintage lens. But anyway, here's
what we can do. First of all, turn
on depth of field. A lower F stop makes
depth of field more raiser thin and a high ratio, add an anamorphic squeeze
to it, and I'll go for it. There's a comparison between the default anamorphic ratio
and a heavily squeezed one. And just for comparison, 0.2 should stretch it in other way. That is as close to the
vintage lens look as we can get in IV with the
help of this ratio. But anyway, that looks
really convincing to me, especially if you throw
in some film grain. Alright, now I'll just focus on this horn and open
the aperture a bit wider for a more
shallow depth of field. Okay, this is it. Oh, before I forget, it
won't show in the viewport, but the jitter camera
setting in the depth of field tab simulates a much more physically
accurate depth of field. Look at that off and on. Off, again, and on. It's simply a more
photorealistic depth of field. It has better transitions
between in and out of focus elements and
even some extra noise and much better
preservation of detail. Just look at that.
The quality jump is especially evident in
animations with shifting focus. I don't know if you can spot the jarring border between the in focus and out
of focus elements, but it's really bad. Now, compare that to a
jitter depth of field. The transition is
much smoother now. You can't really tell where
the border is anymore. It flows seamlessly just
like in real lenses. Needless to say cycles and octane and other path
tracing render engines are still kings when
it comes to life like HDRI lighting
and rendering. It's really hard to beat that. Yet with the right workflow that we cove it in this video, if we can look
sufficiently close, I'd say incredibly
close to that.
7. Table Closeup Final Animation : Here is a full
animation, by the way, that I was able to
render pretty quickly.
8. Light Leaks: One of the most
effective tools in the lighting artist's arsenal
is the ability to direct a light beam exactly
where you want it and let that beautiful bounced
lighting handle the rest. It's often so effective
and looks so good that it can actually carry
entire scenes on its own, injecting a mysterious mood
and a specific aesthetic. Seriously, this simple
trick is regularly practiced by cinematographers to make the mundane interesting. Let's actually start
with some negatives. It's a shame that one of the best tools that we have
in the blender for focusing the light
exactly where we want it is actually only
found in cycles. It's called the beam spread. It allows you to focus a beam
of light to the point of making it laser focused and
laser sharp, if you wish. It is very convenient,
and in cycles, this makes it a breeze
to shape the light and move it around like a tiny
window of illumination. It probably sounds funny like
it's such a basic feature. And yeah, we don't
have it in IV yet. But wry not? In this video, I'll show you how to achieve
the exact same results using only the
built in IV tools. From the lighting
theory standpoint, what do all these
renders have in common? These are some cycles
and IV renders mixed. What do they have in common? See these light leaks. These pools of highly
directed light is what makes it look good, this contrast of
light versus dark. And that trick has
been well known to photographers and
cinematographers for ages, if not centuries, you know? This is what Patrick
O'Sullivan from wondering DP YouTube channel calls a little bit of light
and a lot of darkness. You might have also heard
the term Kiarascuro, which is an Italian term that
literally means light dark. Okay, let's do some Kiaroscuro
or light leaks in Ivy. Imagine you have a
model like this, nice little hard surface snippet and you want
to turn it into a cinematic scene or just
showcase it in a cinematic way. How will you go about it? This is, by the way,
just a blockout. I created it by generating
depth from a photo. It's not even a prop
hot surface mesh, but the lighting
we're gonna use will make it look good,
believe it or not, because adding a
strong light leak and submerging the rest into darkness is one of
the fastest ways to make anything look cinematic. The easiest way to go really
directional in IV is to use the sun lamp with a piece of cardboard with a
hole in front of it, casting that little
rectangle of light or any other shape
we want to project. So you'll need a sun lamp. Shift A, light, sun. By default, it doesn't
matter where it's placed. It only matters from
where it shines. It's very directional,
so it's great, and it produces nice
crispy shadows by default. This is also something that
is going to be useful for us. In fact, Sun lamp casts
better shadows than other types of lights
in IV. Wait, what? Why does the Sun lamp cast better shadows? What
are you talking about? Did you know that IV's
Sun lamp produces better quality shadow maps over long distances than
other types of lights? Shadow maps cast by
the Sun lamp are nice and have clean
outlines while the shadows from a
spotlight positioned at 38 meters away from the
object are super jagged. To fix that, you can apply some filtering in the
spotlight settings. And that will make it look a bit cleaner at some
cost to precision. The spotlight at 85
meters away will produce shadow maps that are even worse
than that, though. Filtering this mass will
somewhat help to hide that, but this is just
the limitation of IV's cascaded shadow maps. The further away is
the light source, if it's not a sun lamp. The lower resolution of
the shadow maps you get. That is the way IV
works currently. The solution to fix
that jaggedness, either turn on the shadow jitter and that will make
it look much better. Or use the sun lamp for the light sources that are
supposed to be far away. This way, you'll get the nicest, cleanest looking shadow maps compared to all
other light sources. Alright, so we've added
the sun lamp and it's nice and bright and
it has great shadows, but it floods the entire scene. And we want to direct our light like that into this
nice little stripe. How do you do that? Now
you need a blocker. It can be a simple plane. I'll control C to copy the
location and rotation from the sun to line it up
like this, as to scale. So for a start, I'll make
sure this object covers the entire scene. Mm hmm. It also blocks the camera view. That's unfortunate, but
that's okay for now. As I'll immediately jump
to the object tub and switch off the camera visibility so it doesn't block the view. And I will switch its
viewport method to bound, so it doesn't block
the viewport, as well. So this is our blocker. A noun it's time to punch a
hole in it. No, seriously. The easiest way to do that is to press tab to enter
the edit mode, eye for inset, and delete the central polygon.
And look at that. There is some light. Now,
I'll press dot to switch to the median point so I can scale it from the middle
of that selection. I'll hit S to scale, then shift that twice that
will allow me to scale it like this so it stays on
the surface of the plane. And so you can
change the size and the shape of that hole
to direct the light. There are some useful
shortcuts seen on screen. You can slide it
around like that. You can rotate it. And most importantly, you can reshape it. Now I want to make
it into this kind of a stripe that slashes right across the form of that door or hatch
or whatever it is. To make it a bit easier to
move this setup around, I'm going to parent
it to the sun by a control p so we can just move the sun and the
blocker will stick to it. After that, you just set
the settings of that light. Usually, you'd want it to
be pretty darn strong. So you increase the
power like that. And usually you want
it to be sharp. But if you make it soft
by adjusting the angle, then don't forget to turn
on Jitter here and in the global settings and crank
up the viewpoint samples. Otherwise, it will
look not good. In EV, jittering makes softer shadows much higher
quality and precision closer to how cycles would
render it at the cost of some annoying flickering
effect in the viewport, where you update
the lights or move the camera and also slowing down both the
viewport and the render. But if you're going to
use soft shadows anyway and want it to
look slightly more precise, then use Jitter. For render efficiency, though, and also for aesthetic reasons, I'll keep the jittering off now, both here and in
the light settings. And I'll keep the angle low. I want this light to be
really sharp anyway. Next shadow linking. I'm sure some of you will
stumble across this issue, say, you want to copy this setup
to have two strips of light. But once you do that like that, you'll notice that
something is wrong. Basically, these
objects are blocking each other, and it's a mess. So we have two blockers. How to exclude them from casting shadows
for other lights. Select the first sun lamp, go to object properties, and under shadow link
and click New and drag that second light blocker into this field and uncheck
this box to exclude it. Do the same for the second light and drag the first
blocker there, and again, unchecked to exclude. And now it should all work fine. Now these blockers
should only affect those lights to which
they are attached to. Now you can play with as many
light leaks as you want. Think of it like
painting with light. These are your brush strokes, and the object is the canvas. That is a bit of a cliche, but here we are literally
painting with light. I also love using three Dcursor for rotating these
lights around. So shift right click to
position the cursor, then set it as a
pivot point here, and then double tap R to
rotate in a trackball style. And so this is a
really fun way to come up with different
shapes for these lights. Well, you can also make certain shapes softer by playing with the angle parameter
in the light source settings if that's something
that you want to try. But again, I will stick to the party line, and I
will keep it sharp. Now, instead of cutting these shapes by
deleting polygons, it's possible to use textures to influence the transparency
of the planes, using the transparent shader. Yet, we won't go
there in this video, as I want to show how
much you can get just by using the simple
rectangular shapes. But on screen, you can see the setup for doing
it with textures if that's something that
you want to try. It's really simple. It's just a black and
white mask that goes into the transparent
BSDF and this is it. For this tutorial, though, I want to keep it nice
and sharp and geometric, so I'm going to stick
with a simple approach. Anyway, simple light shapes can look really strong
compositionally. Those angular, bright, solid
shapes draw attention. It's like a magnet
for the viewer's eye, but also in a peculiar way, it tells its own story. It's almost like this shapes suggest there must be
a very specific window or windows right behind the camera from which this
light is shining supposedly. This is a frame from
Romulus, obviously. So even without showing a different angle where we could actually see that window, the viewer will be able to infer some information about it about that part of the
ship or space station or whatever, just
from that light. So there's some storytelling about choosing the light shapes. Alright, so the core of this technique or light
style is made of two parts, the direct light or
that bright shape and the beautiful indirect light that bounces off that shape. That is the soul of this
technique, bounced lighting. The gist of it is simple. Turn on this checkbox that says rate racing, and
that should do it. Thank God, if it has a built in screen space rate racing
support or screen tracing. So that should look
pretty good right away. I'll zero out the background to make it a bit more Kiara scuro. And just look at
that. The nerd in me rejoices seeing GI
simulated in real time. I still remember radiosity in three days Max
times and so on. Again, it's pretty fun to
orbit the lights around the three Dcursor that's such a blended thing,
and I love it. Now, if you want to really
see the pure screen tracing, you can turn off the
other GI optimizations, denoising and Fas GI. Let me reiterate a
few key things about how ray tracing and indirect
lighting works in IV. And why do I want to
switch to its raw mode? In IV, by default, denoising and fa Gy
are switched on. And in most cases, that provides a noise free and pretty decent indirect illumination pass
or these light bounces that irradiate from the brightly lit areas in all directions. Use in these settings, these are noiseless
but not very precise. It's like a cheap version of the original indirect
rays that IVt traced. And if you want to
see the raw layer of this rays that IVt raced, you can do it by switching
off these two settings, Fas Gia and denoising. Then you literally
see those rays that also register as noise
at lower sample count. So this is like an
unbiased version of IV, and I'm putting it
in quotation marks because it's not
really unbiased, but it's as physically
correct as you can get in IV. It's the closest thing
to cycles that you can get in blender,
aside from cycles. And the cost of it is the noise. This is noisy because IV
has to calculate thousands of rays or samples for
indirect lighting. If you change the
viewport samples to one, you'll see that it would
get much worse than that. Even though the GI will
still be kind of truthful, there aren't enough samples, so we can appreciate it. And cranking the sample count up is the only way
to fill the picture. 16 samples is the default
and it's not enough. Setting up to 64 kind of works. But realistically, if you
were dead set on getting the highest quality
global illumination and IV you'd have to set this
to a really high number. 256 or so, and naturally that won't be
super optimal, either. So I'll set to 64 for now, and later we will explore
some solutions to optimize it a bit like
turning fast Ja back on. But as a starting point, I always want to see the
raw screen tracing. Then I usually set the
precision really high, just maxing it out and cranking up the thickness
to 1 meter here. In this particular scene, it doesn't make a
tremendous difference. So let me reiterate that
part from other videos. Higher precision makes indirect lighting slightly more detailed, and thickness makes the AO and bounced lighting kind of
spread over bigger distances, which often looks more realistic
depending on the scene. Here's the thickness
comparison from another scene. So here, the high
thickness makes the indirect rays fill more
space and bounce a bit more. High thickness almost looks
here like a second bounce, which can't be true
because if we can only simulate one bounce,
but it looks like that. Now, this raw ray tracing is
nice and fancy and unbiased, but we need to decide
if actually going from 64 to a higher number of samples makes sense
in this scene. After all, it will not only increase the quality
of the image, but it will also
increase the rando time. So is it worth brute
forcing it like that? This scene is fairly
minimalistic, and it will render
pretty fast anyway, so I'm not too concerned
about performance, and I will set 256. Then to double down on that, I will max out the
resolution, as well. I want the bounced lighting to be of the highest
quality possible. So I will just set
it to one to one. It's worth noting that the higher resolution will
also help to reduce the noise. Think of it as a multiplier
for the number of samples. So cranking it up
should help with both the quality and the noise. And now it should
look pretty gorgeous. Man, I love this effect. If you also happen to like this effect and want
to make it stronger, you can just pump up
the light strength. That's the most
straightforward way. Or actually the strength of indirect light rays
in pretty much any rain ranging depends
on the materials albedo, or simply put how
bright its color is. And here's where it gets
really interesting. There's no default slide of tweaking the indirect
light and intensity in IV, at least not yet unless you're watching this
from the future. But you can make
the indirect bound stronger by making the
materials lighter. Take this comparison,
for example, the direct light here has exactly the same power in
both shots in absolute terms, I mean, because it's basically albedo multiplied
by light power, yet the image on the right has so much more bounced light, simply because the
surface color is lighter. White versus dark gray. So yeah, altering material
to albedo is actually one of the easiest and
most natural ways to boost bounced
lighting in Navy. Next, let's take a look at
some more racing options. For instance, FAS GI and denoising that we have
disabled earlier. What I want to do is smooth out our indirect lighting a bit. So denoising is actually not an option because it will just break it by making
it way too dark, basically treating all the
bounced illumination as noise. Without temporal accumulation, it will be slightly better, but still a bit splotchy. So it's pickier
poison situation, so I'll just disable
it altogether. The fast GI approximation is
more interesting, though. What it does is that
it switches EV to the faster and slightly
less precise pipeline for global illumination rays, which at the same time
looks a bit smoother. I think our image can
use a bit of smoothness. Right away, I will
set the resolution to the highest possible level, which is one to one, and
we'll max out the precision. Next, the steps is
an important one. If you set it to one,
you'll notice that GI becomes super weird
looking and super weak. So steps is like the quality, but also the intensity
of the light bounces. With more steps, the bounces start to spread out beautifully, getting both smoother
and stronger. I can describe it like that. So cranking it up to 24 or even higher could
make things look great. But also, it comes at a
cost at a performance cost. So these settings in the
fast I approximation tab can make IV really slow. You can see the irony.
It's called fast GI, but it can make EVA really slow. So it's all about balance. I'll leave the rest
of the settings in the Fast GI tab at defaults. Since this is a pretty
lightweight scene, I'll go pretty extreme
with the steps, all the way to 64, actually, which is the highest
quality you can get. There are some diminishing
returns at that point, but hey, I'll take it. And lastly, I'll raise the
threshold a bit to let in more true screen tracing as opposed to the fast
GI approximation. Without going into the weeds, bringing this slide
higher basically reduces the strength
of the fast pipeline, letting in more raw pipeline. The values around 0.8 or 0.85 usually have a
very nice balance. Here you can see a comparison
between the EV default and the high quality settings when it comes to ray tracing. I know it can be pretty hard
to pick up the difference. Yet by looking at these
images, basically, the difference reveals
itself mostly in the areas that are just
indirect illumination. The high quality settings have a slight edge in terms
of realism and also make the bounce look
a bit fuller and stronger like it has better
chances to bounce around. So look at these images to see if that makes any
difference to you. It certainly does for me, but I have a professional
deformation. This is it for the
render settings. Now let's talk about
something else. I want to show you an
alternative method for shaping that hole. The light shines through.
A pretty easy way to do it is to use the
boolean operations. Select the cube, then
shift click the plane, and then press Control
minus on the numpad to cut that hole using
boolean operations. And then you can adjust
the shape of that object and move it around and do
whatever you want with it. You can shape it in
any way you like. You can rotate it
and even animate it. It's a non destructive way
of cutting that hole in the blocker object that also gives you the option
to animate it. That concludes the first
part of this video. So even though one
of the best tools that we have in blender
for focusing light, the beam spread for Aera lights exists only in cycles with a bit of technical
know how we were able to recreate it
beautifully in Ivy. For that, we use the sun lamp and the block your object,
and it looks fantastic. The recipe for this
dramatic mood is simple. Blast a certain part
of your scene with light and let bounced
lighting do the rest. The beauty of learning lighting techniques like this is that, A, you can use them for the rest
of your creative career, refine them, make them your own. And, B, you can apply them
anywhere in different scenes, different range engines,
even outside of three D, and they will still
look amazing. Some scenes naturally
lend themselves to this. They already have
windows or openings that can direct light leaks
just where you want them. This one, for example, actually, it was rendered in 2020 using the old SSGI Adon fa blender, and it still looked great. In the next part of
evilighting and rendering, we'll upgrade this setup
by adding light shafts.
9. Advanced Bias & Resolution Fixes: Alright, guys, welcome to the second part of the
light leak tutorial. Previously, we've talked
about the basics of the QR squur directional
lighting technique, and it's two main
pillars a strong leak of flight and a gorgeous
diffuse bounce. And yet there's a third thing, something that let's be honest, people just love.
I love it myself. Even though it can get a bit cliche if you go
too far with it, it is a staple in Hollywood, a staple in games. I'm talking about light shafts. Let's start this one
with a super tip. How do you create
a light lake in a room with no windows in blend? Hmm. Use a sun lamp with a go boo to
shape the light beam, then go to object properties, shading tab and enable shadow
inking for that light. After that, just drag your room object from the outliner
into the shadow Lincoln list and uncheck this checkbox to exclude
it from casting shadows. Using this simple method, you can throw a beautiful
beam of sunlight from any direction into any
environment you want, practicing the artistic
freedom you deserve. You can even make it volumetric. So in this video, we're
going to be talking about volumes and
volume lighting. Direct light is perfect for creating those
beautiful rays of light slicing through the air once you add some fog
or haze to your scene, but it also makes the shape
of the light visible. And that's why the
type of lights that we use for creating
light leaks matters. See this? If your beam is conical, it doesn't look like sunlight, as the sun rays
should be parallel coming from a practically
infinite distance. Actually, that's one
of the reasons why cycles beam spread in
aerial lights is so useful. It lets you straighten
those rays, making them behave more
like real sunlight. Okay, so back to our
Kiara Scura technique. In addition to a strong leak of light and a gorgeous
indirect illumination, we can add a third
element to enhance this combo volumetric haze. It doesn't have to
be over the top. It can be a pretty
subtle effect, but you can very
well go full load of the rings lighting
department with it. Like, you know, in this
balance tomb scene, you can do that if you want. Okay, so here we've got an
ancient temple environment, and it looks extremely flat under the ambient
light conditions. By the way, feel free to
download this project file. Once we add the light leak and then global illumination via ray racing and then
a bit of fog or haze to show those light
rays dancing in the dust, that combo instantly makes
the scene come alive. The more direct and
sharp light source are, the sharper light shafts
will look naturally. Sometimes it's
called good rays or crepuscular rays when light passing through a volumetric
medium becomes visible, rendering that effect is
one of IV's superpowers. We cycle struggles a lot with clearing it all up,
IV just excels. And So back to this scene, I'll start from the blank
screen. No lights at all. Then I'll add a spotlight
with a blocker object with a square hole in it to blast light through it
right onto the temple, similar to how we did it in the first part of this chapter. Yeah, to double down on that, the only difference is
that in the Part one, we used the sun lamp with a plane with a hole
in front of it. And here I used the spotlight with a plane with a
hole in front of it. Absolutely the same
purpose of focusing the light beam into that tiny
little rectangle of light. If you want to see the step
by step explanation of this light blocking technique,
check the first part. Okay? So the
spotlight this time. Wait, wait to white spotlight. Well, yes, as a quick reminder, the sun lamp in EV produces the highest quality cascaded shadow maps over long distances. For Adults, spotlight, including the further
away you place them, the worse the shadow
map resolution gets. Mm hmm. To the point
of being super, super pixelated.
Really bad, right? Fortunately, though,
with shadow Jitter, it can actually look okay. Here's without and with, even with lights other
than the sun lamp. The workflow is the same, which is direct that
spot where we want it. And we use EV's
ray racing to get that marvelous bounced light with most of the lighting actually coming
from that bounce. Before moving on to
the volume lights, let me quickly share the ray tracing settings for this scene with this stuff is covered in other chapters and
earlier in this tutorial, too, but there are a few interesting
things you might enjoy. Okay, so basically, aside
from the direct light, the rest of the illumination
comes from IV's ray tracing. Without it, it would be
extremely unimpressive. So that's a major component of the look when it comes
to this lighting style. Here you can see this tab basically at its
default settings, so I can quickly show you kind of pro preset
that we create. Not that it looks
bad by default. Actually, here it
looks pretty fine, but usually we can
push it much further. First of all, I almost
always switch off denoising as it tends
to eat a lot of detail, especially in the darker areas. Then I temporarily switch off fast ja approximation to
see a pure screen tracing, which has just these
few parameters in EV, so it's really simple to tweak. The resolution is basically the main quality control for it. And yeah, the lower values don't look great
compared to higher ones. One to two can be okay, but one to one is a no brainer
when you scene heavily relies on indirect elimination,
like this scene does. Then I usually take precision
all the way to one, but I think I just
skimmed on it this time. Now, thickness to
me reads like how far the light bounds or
amd occlusion can reach. Or you can think of it as having more light bounces in a way, even though I can
only simulate one. This setting when
cranked up really high definitely makes
it look like there are more bounces happening. If we set it to an
absurd hundred meters, even those buildings way
at the back will receive some indirect
illumination compared to, I don't know, 10 meters
or just 1 meter. So it's really like how far
the light bounds can reach. Thickness, one, ten, 100 Coffee. Ten, one. I think ten works
great in this case, and it's mostly an artistic decision rather than
a technical one. After that, I usually
enable FAT GI, the alternative algorithm
for global elimination, which looks way different and
has its own pros and cons, not necessarily better or worse and not always
faster either. Sometimes it's way slower. Yeah, really. But anyway, it looks way different from
the pure screen tracing and the great thing that you can actually choose the
mix between the two. So the choice between
the fast GI and the raw screen tracing
also is an artistic one. Even without diving
into technical detail, you can tailor the look that
you want with this slider. In fast GI, the distance
controls how far the light can reach
a literal limit, which you can tweak very
visually like this. At zero, it's like infinites. Usually, though, I go straight
to steps to crank that up. The default eight steps is way too low in almost all cases. Steps control both the quality and the reach of the GI.
It's like two and one. So I usually set it to at
least 24. That's the minimum. Naturally, the
higher you take it, the slower we can get
so be careful with it. But at least 24. Okay, then raise isn't that
important, but resolution is. The default is fine.
You can go higher, but I certainly wouldn't
recommend going lower, since that makes GI
look all blobby. One to one, the max
setting makes sense when the scene look depends
on global illumination, which it does in this scene. And finally, the threshold,
as we have mentioned, is a mixed factor between the two flavors of
global illumination. At one, it basically
disables fast GI entirely. So it's really a creative choice what the
balance should be. Usually, I go for
about 0.8 or 0.85, as it gives a really
nice balance. Here's a comparison. The one on the right is the
one with FAS GI. It looks a bit punchier
and a bit less noisy at the cost of some physical
accuracy and performance. Even though it's called fast, it takes its toll. Never believe three D software. Another random setting worth
mentioning is clamping, specifically indirect
light clamping. But if it's set to ten. But if you want to reduce the GI intensity and
kill some noise, you can set it way lower. That will trim down
the indirect bounds. So it's handy for calibrating light ratios or reducing
noise and flicker. Flicker, I mean, animation. I personally love the
bounced light in this scene, so I don't want to trim it. I think it looks fantastic. So yeah, I wouldn't dare
to kill it like that. The LDR, if you are
a visual person, here are the retracing
settings at a glance. By the way, I don't
always drink coffee while recording these
videos, but sometimes I do. And right now, I've
got this pitch washed, slightly fermented, strawberry
compost tasting espresso. And I've just pressed pause
and down it in one go. Okay, back to work, folks. Then on to volumes. I'm going to create a cube, and scale it up so it
covers the whole scene. Then in the object settings
shadows off just in case. This play a bounds. Then we need a new shader and we can just get
rid of this default one and add the principled
volume, for example. To volume, it should go. And don't mess this up
as I do it very often. It's volume, not surface. Density needs to be, much lower so the light can
actually penetrate that haze. At zero, it still kind of
lingers. That's weird. You can either shake
the viewport a bit or actually it's the temporal
reprojection thing. I'll just switch it off for now. That ghost in effect is
playing tricks on us. Now it should be snappier. How thick do you want it to be? Ask yourself that I this what you want? A
really thick shaft? Or maybe something a
bit less dramatic. Alright, anyway, now
our light source should have this Volmeric
effect attached to it. The stronger the light, the
more visible it will be. If your directional light
isn't super bright, the shafts will
be pretty subtle. And if there's a lot of ambient
light in the scene, too, you'll get a softer haze instead of those distinct got rays. I mean, diffuse lights create
softer volume scattering. Directional lights create light shafts or crepuscular rays. Just by using different lights, you can achieve a variety of interesting volumetric
effects in blender. You can have stronger and
more focused light casting really pronounced shafts
like Sauron's eye, you know? And you can also have softer, more diffuse lights to sort of enhance the overall haziness. So you can really build
the look you want. When it comes to
volume rendering, fog and haze doesn't
have to be uniform. Both cycles and AV can render variable density using
three denoise textures. In a nutshell, you need
the noise texture, and then plug it into the
density of a volume shader. Then just tweak the contrast using a color ramp,
for instance. This way you define how
splotchy the volume should be. After that, you add
the mapping nodes and slide the noise
coordinates around. This way, you find
the best looking seed for the noise or best
looking placement. And suddenly your fog looks
way more interesting. Let's just say that again. Eve is great at doing
this stuff in real time. Now, positive anisotropy
should look more like vapor, while negative, more like dust. But often it just comes down to whether you
want to make those got rays look stronger
or on the contrary, tone them down a bit, since anisotropy directly
affects their strength. The bottom line, experiment
with the anisotropy to see how negative and positive
and neutral values affect the volume light shafts. That is a decent tool for Taylor in the contrast
of this effect. Finally, we'll need
to multiplier, so we can easily make the
fog thinner or thicker. That's the math node with the multiply operation
quite literally. And then you just tweak
this volume, and that's it. Okay, volumes have their
own resolution control in IV that you can find
under the volume section. Well, first of all,
setting the start and end ranges properly to match the actual scale of
your scene already helps to increase the
effective resolution. Then there's this
resolution drop down, and most of the time I wouldn't recommend setting
it up too high, as it can get super, super slow. This is one of these really
dangerous settings of Ib, that if you said it wrong, the computer just explodes. I don't know. Usually, it looks quite
fine right out of the box, once you said the start and
end ranges according Dev, if you want to tweak
the strength of those light shafts directly
in the data panel, every light source has
the influence sliders. And what you want to
tweak specifically is the volume scatter value. When set to zero, that will remove that light
from the volume rendering, meaning it won't interact
with the fog anymore. It is super useful,
for instance, when you just want
to have a light that illuminates objects, but you don't want to
have the trails of light shafts when it passes
through the volume shader, then you can just zero out
this slider and you're done. Volumetric effects can
make or break the shot, but they can definitely be such a beautiful addition to
the light leaks technique. They really tied it all
together and give us another important tool for realistic lighting
and rendering IV. TLDR, Kiascuro is a very effective and very
versatile lighting technique. Blast some area in
your scene with a directional light suggestive
of some environment, potentially, and
allow the bold shape and the realistic bounced
lighting to the rest. Optionally, use volume shaded to reveal those light shafts. Keep in mind the
shape of the beam. To imitate cycles, beam spread, use a sun lamp with a gobo. Or if you don't care about non parallel rays and shadow
flickering and animation, then spotlights are also fine. Light linking will help
you to use the sun, even in the enclosed
environments.
10. Global Illumination: Global illumination
or GI in short. We all know that when it
comes to light transport and global illumination
cycles is a beast. You click a button and get a jaw dropping glee
photorealistic result. But what if I told you that
with a few technical tricks, you can get pretty much the
same level of realism in IV. This video is all about tuning the real time global
illumination in IV for realism using g tracing, light probes, and a
handful of other tricks. If you're new to IV and want
to make realistic renders, simulations, and animations, this is the perfect
starting point. The ultimate benchmark for GI in blend rays,
of course, cycles. So the first thing I'll do
is switch over to cycles. And just to show you
how easy it is to set up realistic GI in
cycles, what we can do, for instance, is use the
environment light to illuminate the entire room
through these windows. So under the world setting, simply increase the
strength value, and that will just
fill the room with ambient light by tracing
thousands of rays. It's really that easy. Cycles handles all
the light bounces. The result just looks real. Of course, it's a bit noisy due to the way path
tracing works, but a simple deniser will
clean that write up. Then if we wanted to
add sunlight in cycles, that's also incredibly easy. Shift A, light sun. I'll press G to move it
here for convenience, although it doesn't
really matter, then I'll hit M to put it
into its own collection, and finally R to
rotate or double R to use the track ball and aim the light
through the windows. And that's all there is to it, really, when you use cycles. It calculates all the global
illumination on the fly. And all we do is adjust the
light settings and whatever, do our artistic stuff. We can make our lights brighter, give them different colors to simulate a cozy evening
scene or whatever. Next, for instance, we can
make the ambient light, bluish color like that. That's the thing about cycles. You just do things and you don't have to set it up
in any particular way. It just works right out of the box and looks
incredibly realistic. The photons are bouncing around. Everything looks
perfectly grounded, and the materials are beautiful. Unlike in IV. Wait, isn't
that IV course, though? Yeah, right, of
course, of course. Uh, so now let's take
a look at how to set up realistic global
illumination in IV. Step by step. I'll switch the render engine
over to IV now. And what's the first
thing you see? It looks like garbage. It's not realistic
at all anymore, especially that
environment light. So let's start with that. Right away, the first
thing that comes to mind is that we can turn on
real timord racing. This is going to
make everything look 100 times more grounded, but not nearly as realistic
as in cycles just yet. So let's start with the
basics, volume light probes. Let's work on just the
environment light first, turn off the sun and
Android tracing, as well for the time being. I'll also go ahead and create a new collection here
specifically for light probes. Okay, so I'll go Shift A and
add a volume light probe. This tool would capture all the bounced lighting
within a specific area. Okay, in the front
orthographic view, I'll make it larger like that, why the S shortcut the S and X to stretch
it along the X axis. So it covers the
whole thing, but the points are still inside. Or better yet, so they are inside the
thickness of the wall. Now in the side view, I'll just scale it up so
it covers the whole room. It has a weird irregular shape, so we're out of luck positioning all these points
within the walls. But anyway, let's
see how it works. I'll come over to the data tab of this volume probe and
bake the light cache. That's, that doesn't look good. The light leaks are everywhere. Well, we can try to scale
this probe somehow. Making it bigger like
that to cover it up. But ultimately,
that just doesn't quite work. It looks awful. What we can do, how to
unscrew this, so to speak. You know, the issue
is that some of these tiny probes are
located outside the room. They're capturing
the environment brightness and liking it in. I'll switch it off for now because that isn't
going to work. And I will show you a
much better technique for illuminating
interiors and IV. Let me start with the
light path trick. IV needs a ton of these
to make things look real. So in the world tab, we have our environment
or ambient light, which, as you saw, creates a mess when used
with light probes. So in the shader
editor world tab, I'll zoom in a bit, and here we have it the
background color and strength. The goal here is to keep this
brightness of the window, but at the same
time, stop the light from actually coming
into the room. The way we're going to
do that is by adding the mixed shader first
from the Shift A menu. Mm hmm. Then I'll shift D to
copy this background shader, and it goes right into
the second socket. I'll set this one to zero. So now we can mix between the full light and
no light whatsoever. But I want to mix it based
on what the camera sees. So I'll shift A to add the input light path node to separate just
the camera array. The E camera ray switch goes
to the factor like that. So Damn. I want that to be the
other way around. So let me just swap this. This one should be 20, and this one should be zero. Okay, now the environment that could have been
an HRI or whatever, by the way, still
has some brightness, but it's not actually illuminating
anything in our room. Cool. I'll tidy this
up a bit by hitting control He to collapse
these unused outputs, I mean, again, this
color could have been an HGRI image from
Ply haven or whatever. It doesn't have to
be a solid color. From there, I will add the window area light all by
myself, you know, manually. Back to three D viewport, I'll go Shift A and add
an area light G to move, R, to rotate, S to scale. These are the shortcuts
every blender user eventually etches into
their muscle memory. I'll make this light roughly
the shape of the window, maybe slightly bigger and
position it right outside. I don't see any effect just yet. And that's because
we need to go to the light settings and
take custom distance. And if we want this to
correspond to cycles, this should be a very big number as light doesn't get
dimer over distance. It's just a matter of few
rays hitting the objects, but this is not the same. And then I will give
it a bluish tint to match the environment color, and I will make it stronger. This is our first Aera light. Let's create a new
collection for it. I'll hit Shift D to duplicate it and place it here outside
the second window. Okay, then we'll need
the third one, as well. And finally, the last one
at the top. R to rotate. G to grab and move, R and Z to rotate it like that. It doesn't have to be exact, roughly the size of the window. In fact, it can be a bit
larger. No problem whatsoever. Yeah, actually, I'll make
all of them a bit larger, just to be absolutely sure they properly cover
the openings. So these are our
four window lights. Nothing too complicated so far. A bit of renaming naturally. In EV, there is a setting
for jittered shadows. Every light has this
checkbox called Jitter. Turning it on should make
the shadow rendering for these chosen lights
slightly more precise or actually
a lot more precise, depending on the lights,
softness and a few other things. And then if you want to
see it in the viewpoard, feel free to turn it on here as well in the rendered settings. Keep in mind this will make
the viewport a bit slower. If you don't tick it there, this better shadow
wing will still be present when you render
out the final image. Even if you don't enable
it in the render settings. I mean, the shadows
will still be jittered. It only matters what you said in the light settings,
in other words, just as a bit of a
foreshadowing forgive upon, I want to remind you again that this joke box only
works in the viewport, and we're going to
leave it unchecked for now for the viewboard. So there is no flickering or popping on moving the
camera and stuff like that. You know, jitter shadows
tend to flicker a lot, but when it's time
to bring it back, if you see a missing contact
shadows or whatever, we can bring it back anytime. And now we can get back to our volume light probe now that we have
proper window lights. I'll actually enable the
sun collection as well, because I want the
light probe to capture the sunlight, too. Okay, now for the
light probe itself, doesn't matter as much where
these dots are anymore, but it's still good practice
to keep some of them, if possible, inside
the walls, right? The thing is, now these
extra guys won't leak the environment light
into our room because there isn't any
environment light anymore. A, gotcha. We turned it
off completely, remember? It's been replaced with
our window lights. Now, let's see if
it actually works. I'll leave all of these at
the defaults and it bake. And after a split second, we get this, which is
way nicer than before. It might not look unbelievably
realistic on its own, but it's a huge step up
from where we started. Actually, on its own, it looks kind of like that. There's a bit of light leaking here and there,
but that's okay. We'll fix that in a moment. And it's not as
important as before. In Light probe, we have
a bunch of options we can play with. The biases. Usually, I just kind of play
with these to see if they help reduce the light leakage
or smooth it out somehow. It's usually about the normal
and view biases, mostly. These have a stronger effect on the look of that baked GI. This is looking pretty
nice, by the way. This isn't supposed to be
a final look, by the way. Then, of course, intensity
is an important one. And as we'll see later, it allows us to easily adjust the amount of bounced light, which is a bit easier
to do than in cycles. Again, this isn't really supposed to be
viewed on its own. So let's switch our
main lights back on. The probe's intensity now controls how much of that
light bounce we want to have. And you can set it to a value
higher than one if needed. As for the resolution, I usually don't try to crank
it up too much. Counterintuitively,
sometimes it looks nicer and smoother at a lower s. Then these settings doesn't
do much, to be honest. This surf of
resolution, however, can safely be cranked
up to 60 or more, as the default value, like Andrew Price has
also mentioned in his EV tutorial is way too low. The values of 60
or 80 usually give a much better and
more precise GI bake. Well, to be fair,
in this example, the difference isn't tremendous. Maybe the corners received slightly more detailed GI
bake and got shaded nicely. This is a fairly minor thing, though, at least in
this simpler example. If the scene was slightly
more involved, though, like this classroom
with lots of chairs and a slightly more
complex overall shape, then the default
surfalRsolution of 20 will certainly
be way too low. It might look okay
on the surface. Like, there are
no horrible stuff happening, leaks or
anything like that. But secretly, the tiny little probes capturing
the bounced light, you know, these guys, they
are secretly underperforming. I'm sure they don't capture as much
information as they can. So let's take a look at
80 now. I'll re bake it. I bet the GI bake will
look much brighter after it finishes baking and
much more detailed, as well. Yeah. So now these guys
do a much better job capturing the new answers of the light rays bouncing
around that environment. By the way, there's still
no ray tracing here. SflRsolution 20 and 80.
See the difference. If anything, this setting
pretty much always makes it look better when
you bring it up to 80. Alright, where are we at so far? We've added our fake
environment lights. Then the baked GI,
then window lights. Well, I got the sequence wrong, but anyway, and the sun. So far so good, it's really
starting to look good, and we haven't even fired
our biggest guns yet.
11. Baking Indirect Light Perfectly: Rate tracing. That's what makes Eve's global illumination
look so much more real. For a slightly less cluttered
view in the viewport, you can switch off the overlays. Preset and toggle
it off from there. So in the render settings, I'll go ahead and set that
real time red tracing on. This is a big one, and that changes everything. It just took it to a
whole other level, right? Let's take a look at the
fast GI approximation tab. I'll go right to the distance. We can use this to limit
our rate tracing effect, so it's not everywhere, although there is nothing
inherently wrong about it. But in a moment, I will show you why we might want to
limit it like that. This reason has to do with consistency upon changing
the camera angle. We'll see it in a moment. So let me show you something. Let me solo the sun lamp. Now watch what happens when
we change the camera angle. As long as the light pools from the sun are within the
frame, it is okay. In another direction, and the
GI effect will disappear. This is because it's a
screen space effect. If there are no lights on the
screen for Rive to sample, it has no data to work with. That's the main drawback
of screen space effects. They're dynamic and fast, and they look good, but they have this
fundamental limitation. Let me switch the
light probe back on. It will already help
with that transition. I mean, when we look in
a different direction, there will be at least something a bounced light
captured by the probe, but there's still a bit of an abrupt transition or at least not as smooth as
I would like it to be. That is why I will
limit the distance of the screen space GI to
something reasonable, like, I don't know, something like 7 meters in
case of this scene. But it very much depends
on your project. That's going to mellow
out that transition. There's still a
little bit of it, but it's much more bearable now. Let me switch the
area lights back on. And now that should make it
a really smooth transition. It's already starting to look pretty damn fantastic,
wouldn't you say? There's more we can do
to make it even better. Let's give it a quick check against the cycles ground truth. I'd say it's pretty
comparable already. There's some sampling
noise here and there in IV or this
kind of splotchiness. Let's dive into
the advanced rate raising settings
and unpack that. I will start by turning off the fast GI approximation
and denoising. That's going to lay Es tracing samples or
noise completely bare. And, oh, gosh, it's noisy. It's almost like cycles. Among these noise lets, there are even brighter
dots here and there. What is that? Basically,
it's caused by the sun. If we turn it off, it will
become much smoother. With fast GI and denoising, it will be almost
perfectly smooth. The sun, however, would
still look pretty bad, even with those
settings turned on. To fix that, come
over to clamping. You see, if the indirect light clamping were zero or none, it would make things even worse. The violent sun rays that are bouncing around this room
will be even brighter. So what we can do is
limit it maybe to something like five or even
less. Two, for instance. The direct light is noisy, so we can skip that, and after that, it should
look much better. Setting the resolution to one to one in fast GI
could also help, but one to two is also fine. Really, it's going to be fine. The step slider is a
really important one. It controls the amount of
screen samples per GI array, and that affects two things the power of the
global illumination. By bringing it up, you
can make the GI brighter, but also it would throw
more samples at it, effectively reducing the noise. At 64, it looks
pretty impressive, but it comes at the cost
of the performance. Now, let's compare it to cycles. Yeah, it doesn't bounce as much diffuse light around
as cycles at the moment, but we are getting closer. Well, if the distance
would set larger, it would fill the room even more effectively, something
to keep in mind. As for the steps, 24 usually
works best, in my opinion. Everything about that
creates an extra burden on your frame rate and doesn't really contribute
much more light. The bias could be
good for making artistic tweaks to the lighting. Honestly, I can't explain
exactly what it does. Look, with some of
the Eve settings, you just use your
intuitive judgment to see whether it makes things
look better or worse. And that is okay. Increasing the
thickness near and far can help create those
contact shadows, making the intersections
between the objects produce more produce a thicker shadow,
let's put it like that. Look at this space where
this torus meets the ground. The high thickness makes
it less likely for the GIR to miss these crevices, so you get better, more
detailed occlusion. I know it can be confusing, so let's have a look
at another demo that focuses on thickness. It's very instructive to
see what thickness does when fast GI approximation
is turned off completely. With that off, thickness becomes pretty much the only
thing we can tweak. That makes it easy to
see what's going on. So basically, if it's at zero, all the occlusion shadows
will be completely gone, and your objects will start to look like they're floating. Raising the thickness will bring back those
contact shadows. That's pretty much
the gist of it. And not only that, but the
higher thickness will make these contact shadows stick for longer when changing
the camera angle. Otherwise, if thickness
is going to be low, the GI rays will start missing the occlusion from
certain angles. Like shadow, shadow,
shadow, boom. Gone. Shadow, gone.
Shadow, gone. This could be an issue for
animations, of course. So a higher thickness helps
those shadows persist. Okay, back to fast
Ji approximation, thickness far has a
very similar effect, thickening the contact shadows, but it also has a pretty
interesting effect on the bounced lighting. How much of the red color from that monkey is bouncing
around, for instance. It can be pretty tricky to tell the difference
between the two, to be honest, or even
see what's going on. So I'm going to show it in a new demo scene so we
can get a better look. So thickness far and near the FAS GI approximation is on the rest of the settings
at their defaults. Well, first of all, as I said, these two have a
very similar effect. Still, there's something
to be said about them. So I'm going to
zero them both out. Thickness far can't be
less than one degree, but anyway, this is
how it would look. Very little conduct shadows and almost no color transfer
from one object to another. Great. Now, let's nudge the thickness near or
geometric thickness up. This is really helpful for getting the contact
shadows going, like we've mentioned before, it helps put the
objects on the ground. You usually set this
value to taste, and usually doesn't
have to be gigantic. Now let me reset it
back to zero and check the far or
angular thickness. Nudging it higher should bring
up the colour bleed from these objects onto
the environment and between the
objects themselves. And it's kind of what is
actually happening, right? There is some red from
the monkey reaching onto the spheres and spilling
onto the ceiling and walls, yet it's pretty
faint, to be honest. It's pretty weak,
even at maximum. There is something going on. There are some rays bouncing off the monkey coloring
these other objects. But the caveat is at
the default settings, it's just way too weak. The thing is, there's the steps parameter
that can be adjusted. Think if it is running
more and more iterations of the global illumination or throwing more and more rays, although it's confusingly
called steps. Think of it as an intensity
or energy of the GI rays. At 64, the color bleed
is so much stronger. It's pretty crazy how much of that red color is
actually bouncing around, reaching every object
in its vicinity. And now the far thickness will have a much
stronger effect. Now it legitimately
works almost like a boost slider for the light
bounce intensity, you know. And I get the impression it's meant for that kind
of far interaction, like Ray's traveling
a pretty big distance to colour the entire
room, you know. While thickness near
is meant mostly for capturing the
shadowing that should happen near the objects, it's not so much about that
far reaching light transport. If that makes sense, it's mostly for nice little crevices
here and there. While the far sister of this parameter is
mostly about far reaching color and light
bleed and that sort of stuff. And indeed, if I move this
monkey head over here, then thickness near helps
with the occlusion shadows, while far is mostly for fine
tuning the light bounds. The step setting serving as an energy multiplier
for all of that. Its default eight steps is way
too low, so in most cases, 24 works much better, but it can be higher
like 36 or whatever. But 24 is usually enough. The GI resolution is the
quality of that pass. It can affect your FPS as well. So if things are
getting a little laggy, you might want to fine tune it. Or on the contrary, you might want to go one to one
for better quality. But usually, I just
keep it at the default one to two as it's
a good balance. Alright, what can we do when the bound sliding looks
noisy, though? Like, look at this
unpleasant grain on the right wall and
pretty much everywhere. Well, we can try to
increase the number of rays in the GI settings
to help reduce the noise. There's a chance the video
compression will eat this, but hopefully you
can see that it gets much smoother with more
rays thrown onto it. Actually, to make this
example a bit better, I'll reset it back to the
default two rays per pixel. Okay, now, if we scroll
all the way to the top, here we have a global
samples parameter for the viewport
and for the render. Here we're tweaking the
viewport one, of course. I'll give you just
one sample now. Now we should literally
be able to see those GI rays and
where they hit, we can also see it
became noisy as hell as there's clearly
not enough rays as it's just one
sample per pixel or two rays per
pixel or just one. You got the point.
The race control allows us to budget more
rays for each pixel, 16 being the maximum. If your GI was noisy
to begin with, adjusting this control could
really help with that. And don't forget that
this number gets multiplied by the number
of global samples, the viewport or the
random samples, I mean. So at some point, it
can start getting a bit laggy in the
viewport specifically. So usually I try to
keep it moderate. Let me reset the
samples back to 16. 16 by nine should
look pretty good. Anyway, I'll stick with
the default for now, which is just two
rays per pixel. It doesn't seem
like it's enough, but it will be enough once we get all the other
tricks working. But anyway, it's good to
know that you can play with a number of rays if the global illumination starts
to get noisy. That's one of the first
things you can try to tweak.
12. Eliminating Bake Glitches: Now let's dive even deeper
into the EVs rate as settings. If you notice that reflections, especially on highly
glossy materials look a bit muffled
compared to cycles, actually, let's take a look
how it looks in cycles. Um, yeah. In comparison, the IV's reflections
seem a little blurry and smodgy and that's
because of denoising. Switching off the
bilateral filter or even that and temporal
accumulation usually fixes that. It might be a bit hard to tell by just looking at
the smaller window. So let me show you
a Zoomed in demo. This is the default relatively smodgy look caused by denoising, especially by something
called temporal accumulation. And if you just switch it off, the glass and other
reflective material should get much sharper. The spatial reuse usually
isn't that aggressive, but it can also
cause reflections to appear slightly lowers. So switching these
denoising options off can make a world
of a difference. It may not seem like a big deal, but it's the things like these that make you render look real, you know, just like
contact shadows. So that's an important
setting to be aware of. Another great example
of this is PBR shaders. If your scene had a
reflective PBR shader on the floor like this worn
tile floor from Plyhaven, you may notice that by default, the specular reflections
aren't as sharp as you'd like. And that's because these
denoising settings mostly temporal accumulation
were holding it back. Special use too,
for that matter. Also guilty. And after
switching them off, it might become a
bit noisier, right? But it will also
make PBR materials, especially highly
glossy stuff like this wet floor look so much nicer. A long story short. If you feel like Eve isn't looking as detailed as it could, these guys might be a
part of the reason. Often, I just turn
them off completely. Usually, just make
things look better. Now, there's a way to
make IV slightly more precise and cycles
like in other aspects. Here's how it goes. Switch off the fast GI approximation to
see the primordial noise. That is as pure ray tracing
as possible for IV. After that, give
it more samples, actually, much more like 256. Go to screen tracing and
max out the precision. And give the thickness a boost. 0.2 meters isn't quite enough. It should be around 8 meters to match cycles in a close
away in this scene. Anyway, here's a
quick comparison. These are the default
settings, low precision, low thickness, and this is high precision, high thickness. The key takeaway is that the default screen tracing settings create a light bounce
that is a bit too weak. If we are going to make
it look like cycles, we need to bounce much
more light around, and these settings bring it
a bit closer to that look. Alright, that looks pretty believable for screen space
rate racing, at least. Now, this isn't the real thing. Obviously, it's not proper
world based rate racing, like in cycles and
other such engines. If it still takes into
account only what the camera sees to bounce
that light around, but this screen racing looks pretty decent now. I'm
very happy about it. It looks decent because we are throwing many, many
samples at it. 256, in fact. If it was just one sample, it would be noisy as hell. Alright. So this screen
tracing method requires an unholy amount of samples to fully converge and
clear up that noise. And here comes the catch. How is this any different
from just using cycles? If we have to brute force
the samples like that, jacking them up and up and up and then having to wait
until the image clears up, eventually, that is
pretty insane, right? We could have just done
the same in cycles. And we decided not to use
any denoising. Crazy. So here's the next
step. I'll dial in back to 256 samples, and here's what we do next. And next after tuning
our screen tracing pass, we are coming back to
fast GI approximation. What is that again? Basically, this is a faster and smoother global
illumination technique for higher roughness
surfaces and only for them. Why do we need to optimize
higher roughness materials? Basically, screen
tracing works great for perfect reflections like
these glossy spheres or these pretty shiny
plastic material or the material on
this black doughnut. The only surfaces that actually look grainy in the viewport are the higher roughness or diffuse surfaces like
these walls and the floor. That's because pure
screen tracing kind of has to use a
lot of rays for them. These things are diffuse, so the rays gets scattered around on bouncing
off these objects. It creates a lot of
noise to be resolved. So Blenders developers added the fast GI approximation
method to solve that and give us a
better technique for approximating these higher
roughness surfaces. After switching it back on, they diffuse white material on the walls and the floor is
now rendered more optimally, even though it's slightly less precise compared to
pure screen tracing. So why did we bother
setting it up if we are going to replace it
with this faster method? Well, the thing is, we don't
have to fully replace it. Among the fast GI settings, there's a slider right at
the top called threshold. It's the maximum roughness
allowed for screen tracing, and everything above that value will use the fast
GI approximation. If we set it to zero, every surface will use
fast GI approximation. Like, even this glossy
sphere will use fast GI and this
monkey and everything. Look at how this sphere has lost the light bounces
from the monkey. It lost like all the
precision of screen tracing. Now, by increasing
the threshold, more and more surfaces
will actually start using proper
screen tracing, you know, instead of
the approximation. And at some point,
it will become a blend between the
two techniques, the precise and the fast one. You know, somewhere
around 0.8 or 0.9 perhaps near the
end of that slider. It becomes a blend, kind of the best of both worlds. So it's pretty smooth now, but we are still getting
some nice bounced lighting, a nice light bleed from that red plastic onto
the floor, for instance. We get the best of both worlds. It's no longer as precise as
pure screen tracing, okay? But at the same time,
it's not as noisy either. Mm hmm. By the way, taking
this all the way to one is the same as not
using FAS GI at all. So there's no point
in dialing it up to the maximum But near the
maximum is a great idea. The sweet spot in my tests
is around 0.85 or something. That is, if you want to reap the benefits of both techniques, it should be around 0.85. It doesn't have to
be exact, though. When the GI is set up like that, we no longer need a
crazy sample count. So we can dial it back to 64 or whatever.
Pretty cool, right? Or maybe 128, just to be sure. Alright, that's brilliant. Actually, thinking of it,
I think we've lost a bit of contact chasing with
this fast Ji pipeline. So it might be worth dialing up the thickness near and far in
the fast Ji settings, too. That might be a good idea. I'll probably leave
that up to you, though. I think it looks
pretty solid as is. I don't want to tweak anything. So that is how we set up rate
tracing for realism in E. It's time to bring back the
rest of our lighting setup, the baked GI probe and
the window lights. If UI distracts you
from seeing the beauty, again, just turn it off. Now, at this point, it should
look largely like cycles, except for a few minor things, and I'll bet you can easily
tell me what they are. Take your time spotting the differences while
I'm drinking coffee. Here's a comparison to
make it easier for you. Personally, two things
still bother me. The glass that looks
a bit weird in Ivy, not the same as in cycles. And then the other thing that
mildly bothers me is that the contact shadows beneath this torus object
looks great in cycles, nice and thick and a
bit flimsy in Ivy. Why is that? What
have we missed? Why the torus is floating again? It should look like it
should look like this, isn't it? Nice and thick. When stuff like that is
happening and you're sure you've set up
right racing correctly, then it could be the
jittered shadows turned off in the viewport. Boom, somewhat helps, right? It boiled down to shadows
not being precise enough, and jittering them
helped with that. There is something else
causing this effect, though, which is
our light probe. On switching it off,
you can see that the shadows becomes
even thicker. So it was the bounced light
captured by that probe that was making it float
alongside the jitter shadows. But it doesn't
bother me as much. The main thing was
still the jitter. That was the main thing, indeed. One thing that I don't like about enabling
jittered shadows in the viewport is that it makes it flicker and flicker a lot, and it's a crazy effect, very tiring on the eyes. So I'll keep this checkbox
turned off for the viewport. Even if it means a few floating
objects here and there, it will still be fine
in render, remember? This checkbox is just
for the viewport, okay? We're largely there. It's
just the reflective, glossy and glossy
elements that aren't quite behaving in
a realistic manner just yet. They're
pulling us down. The rest is quite good.
Really good, I think. Nothing reflection probes
can solve, though. Okay, the shaders like glass and other reflective stuff might not look right in IV right away. Unlike cycles. Yet there
are ways to tackle that. Namely, what we can do is use a sphere light probe
or reflection probe. So I'll put cursor to select it. So it's right in the
middle of the sphere. Then shift A, light
probe, sphere. We can adjust its scale
with the S shortcut, and that will affect
reflections in that area. The thing is, it makes reflections more
plausible, more realistic. Yeah, it has to be placed and adjusted manually like that. So I can imagine it isn't super convenient for more dynamic scenarios that
involve animation, yet it works pretty
good in static shots. I'll press Shift D to copy it out and move it to
that other sphere, or we can just shift click that other object and
copy its location. As you can see, that makes
a big difference in how that reflection and
refraction are rendered. Without it, it's
close to being black. So probes make a big
difference here. Of course, they deserve
their own collection, which will be aptly
called light probes. I'm going to run a
quick cycles check next. What I can tell. Inching closer and closer. Maybe Ivie already looks
a bit more interesting, even, hmm? Here's a comparison. I don't know. Ivie is
even better, I think. It's slightly more artistic, slightly more stylized in a good way while still
being realistic. It has a bit more color as well. I don't know. Both of these
are good looking renders. After all that is set up, you can always go back
to that volume probe, the baked light bounce
and see how much of it do you want to have
in the scene, ultimately. That's pretty cool
that it can be tweaked like that on the spot, alongside its more
artistic sliders, like biases and other stuff. At this point, it
really boils down to your preference and some
intuitive judgment. There is no single
inherently realistic set of settings that would
work every time. Sometimes you just have to keep tweaking it a bit
until it clicks. Eventually it will
click, I promise. By the way, feel free to rewatch this video as many
times as you need. Before we call today, I would love to mention
something that works arguably more conveniently in EV right away
compared to cycles. It's volume fog. I will create a new
collection, fog. For that, I'll use
a regular cube. It would encapsulate the
entire scene like that. It will need a new material. With appropriate naming. Now I usually check
the object properties, shadow ray visibility,
and I just turn it off. It might get candled
automatically once we add a volume shadow, but I like to make sure. And then I also disable
transparent shadows here for pretty much every material that isn't supposed to be
semi transparent. And finally, I set the
viewpod display to bounds so it doesn't
block the view. I think we must have done
that 1,000 times already, yet I'll jump into the
shadow editor to show it to those who might be unfamiliar
with volume shaders. Um, so I'll add the principled
volume shader here, and there it goes into
the volume input. Mind the input. It's the
second one that says volume. Okay, I just want it
to be a thin haze with high nisotropy. The light shafts are still a
little bit weak, you know? So I'll grab the sun lamp and I'll make sure it blasts
enough exposure into the sea. Uh huh, now we are talking. IV is just marvelous when it comes to these kinds
of volumetc effects. Compared to cycles, it renders these light shafts
100 times faster. While it looks, in many
cases, not that different. It really is a superpower of IV. I very much agree with how Andrew Price formulated
it in his IV tutorial. It's a really good
tutorial, by the way, too. This is it. This is how to tune EV's global illumination and other settings for more
realistic rendering. It looks a lot closer now to
path traced light transport, and even though it's not
entirely physically correct, it's definitely good enough
many times out of ten. In fact, it might even be better in its own slightly
stylized way. So I hope you enjoyed this
video and learned the thing or two about IV lighting
and rendering.
13. Character Lighting: Welcome to the character
lighting guide for Blender Zeb. The latest versions
of Blender are absolutely incredible when it comes to rendering characters. Thanks to Vulcan and
other advancements, it became possible to render hyper realistic portraits
in real time using IV. And honestly, the results look production ready and
pretty stunning, making it a total
joy to work with. So in this very
exciting tutorial, I'll show you four cinematic character lighting
setups representing four levels of complexity and how to set up and
render each one in IV. No matter if you're already
familiar with IV or have just started dipping your toes in with this vendor engine, you're definitely going to pick up some useful techniques. Level one, studio lighting. This entry level setup involves just one light source
and no backdrop. It is the most minimal
setup possible, which certainly doesn't
mean it's ineffective. In fact, it's super
effective and is a fundamental
skill worth knowing. A single light is often all you need to create a
striking portrait. And it ties with the essential
properties of light. We're starting here in
the random mode using IB. We'll spend some time in the rand settings
later in this video. But first, when
working in a studio, you don't typically need
the default ambient light. So you can switch
it off completely. The simplest thing we can do
really is just press Shift A and create an area
light, one area light, a soft box, basically, to make it behave in a
physically accurate way, turn on the custom distance, and set it to a
high enough value. We can also make it
nice and bright by increasing its voltage or power. To make the shadows more precise and realistic turn on jitter in the light settings and also in the global
render settings. Shadow jitter makes a
big difference when you're working with
soft area lights in IV. Look how pro pisado
appears under the nose and the chin and the eyelids in the right image
where jitter is active. For small and sharp light
sources like the sun, Jitter is less critical, though. It's mostly the soft lights that benefit most
from jittering. I'll switch it off for now, though, because it can
sometimes flicker. Alright, now you
need to decide where exactly to position this
light and whether it should be larger or smaller because that will
affect its shadow. It's really simple. Larger lights, cast
softer shadows. Here is a bit of a comparison to help you with that concept. Now, not all light angles
are created equal, except for perhaps
the dead front angle, which flattens the
image quite a lot. And usually it's not good. So what's a good angle
for the main light? Essentially, anything
other than frontal. Any direction other than
frontal is better from the standpoint of creating
or sculpting the form. Even if this angle is just
slightly above the model, you know, it's already
a massive improvement. So you can bring it
slightly above like that, and it will immediately look pretty nice for a
studio portrait. Incidentally, this is the
exact lighting scheme that was used in the
original render by Y. See, you don't need much. Next, how close the light is
to the subject also matters. If the light is very
close like this, there's a dramatic light
fall off from here to here. It's almost like manually reducing the influence in
the IV light settings. You know, when the
light is closed, you get a very similar effect. When light is further away, this difference in
levels disappears. I want you to really
look at this image and see that gradient
of light to dark, which is looking totally different based on how close
or far away is the light. That is called light fall off, and usually having
some fall off is better than having completely
uniform brightness. Well, maybe not as
dramatic as in this demo, but you get the principle. When lighting for
portraits and characters, there's one thing that can
make or break the realism of the entire rematch no matter where you
place the lights, and that's subsurface
scattering. This is the shady
property that allows the light to travel under the skin and illuminate
it from within. Sounds gross, but it's
a very nice effect. I'm going to hop over to the shade editor to demonstrate
a few things there. First of all, here, we can tweak the specularity or IOR level. With IR, zero is just going
to be the base color. So some specularities must have for realistic
lighting of characters, but then subsurface scattering is really, really
important, too. With the default settings, the characters might
look a bit like resin, so I'll show you the settings
that I typically use. What I'm going to do first
is reduce the red, green, and blue contributions. 0.020 0.01. And then we are
left with a scale, which is essentially a
multiplier for this effect, defines how far the light
penetrates under the skin. But also, there's the
thickness output often missed. I'm going to set it to
a very low value like 0.0 or something to make it
look more like actual skin. Alright. See how changing that value allows to fine
tune this scattering. It's pretty cool that we
can do that in real time. And then the scale that we can tweak to honing
on the skin look, I just can't stop thinking about the fact that it all
works in real time, Ivy. Somebody wake me up. So here are the subsurface
scattering settings that I ended up using. Now, as we've mentioned already, when using a softer light, shadow jittering is also vital. See how without it, some areas don't receive a proper shading. And these microshadows are absolutely critical for
realistic character portrait. Absolutely critical. Then turning on tracing should help to fill
in the shadows a bit. It's a little bit
hard to tell here. There should now be
a touch of light fell in the darker
shadowed areas now. Alright, that is the first
level of character lighting. One light, no backdrop, the most minimal setup ever, which can still look super effective with the
right model, that is. Now it's time to explore
level two, nature or HDRI. The second level will
involve a full 360 degrees HDRI panorama of
some nice location in South Africa, for example. The goal is to
place the character within this location
lighting wise, and then peek into the
EVs weight raising settings to get the soft and natural portrait
lighting going. So it will be just a
little bit more involved. This time, I'll go straight to the shade editor, the World tab. Now I'll click the
background node and press Control T to set up the texture nodes automatically. Now you need to find that HDI that you have downloaded from
Ply haven, for instance. I'll use the Forrest Burg
Mountain Lookout too. Mm hmm. Okay, now the character should be
in this environment. It doesn't look great so
far, but we'll fix that. First of all, it's blown out, so the strength
should be much lower. Then right away, real tembra
tracing must be turned on. It will look better right away. Just look how it removes those
weird light leaks behind the ears and stuff like that by simulating a proper occlusion. That's already a ton better. Next, you can spin
that HGI panorama on the z axis to find the
best looking angle. I mean, for lighting the face. And again, I don't want
it to be too fronty. I want the light to come in at an angle to create some
shape and definition. And usually, there are a lot of different ways to rotate
the HGI to achieve that. For instance,
something like that looks pretty three
dimensional to me. Now I want to make just
the background a bit less bright, more
like the evening. When I simply reduce
it from here, the background
looks pretty nice, but the face is now
just way too dark. So let me show you
a different way. To be able to adjust
these things separately, we need a mixed
shader first to mix between two backgrounds. Okay. But then we'll need
the light path node. Which, by the way, works
in IV, at least partially. We need its I camera ray inputs to mix between
these two backgrounds. Control H to minimize
it like that. Now, the first one will be just for the character lighting. Mm hmm. So you can fine
tune it however you like. So you can make it weaker or stronger, whatever
you wish, really. It's just for the character. The second one will be
just for the backdrop. So you can also fine tune
that, however you like. For instance, to
make it nice and muted to make the character pop. You can do really
cool stuff with that. T LER, you can always tweak the levels of the character and the background independently. The left image is technically a physically correct result, but what matters most is the artistic or
cinematic realism. So it's absolutely fine to cheat a little like the middle image. On the other hand, if you go too far with that, like
in the right image, Mmm, it may start to
look a bit artificial, or as cinematographers
say, it looks lit. How realistic the EV
is HGRI lighting will look heavily depends on
tracing and its settings. For better results, you
can get rid of denoising, and that will add a
lot of crispiness. Pay attention to
the fine detail. Fast GI approximation can
also be switched off. This one will be harder to spot, but there is a
difference in precision. Maybe if we zoom in
right down to pixels, you'll see the better
contact shadows. See that? Or zooming in on the detail, see how it makes it look
slightly more realistic. After that, it's a error of
maximizing the precision. Check the hair and the detail. And increasing the thickness. Notice the ecluded areas now receiving a more
natural shadow. The resolution here is the quality or fidelity
of this effect. It affects primarily
the indirect light. So if you set the
samples to one, it'll be immediately clear. So that is resolution, and it's better set higher
for higher quality portraits, at least one to two or better if your GPU allows
to its maximum quality. The iter shadows doesn't
necessarily matter much in this HDRI setup, but they can matter under
certain conditions. If in the sun tab of
the world settings, the jitter is also turned on and the sun threshold
is low enough to actually create
direct shadows from the brightest parts of the HDRI, which will be somewhere here, by the way, then it
could really matter. Notice how these
shadows are actually flackering when I'm
changing this value. It means they are jittered. But anyway, if the
threshold is set high, there will be no
direct shadows at all, and there will be
nothing to jitter. Notice there is no
flickering anymore. So that is something
to keep in mind. Under certain conditions,
jitter can still be pretty important
even in this setup. This was the second level
of character lighting in IV, natural HDRI lighting. Level three will be the
double HDRI lighting or location lighting.
14. Refining Mood & Accent Lights: The third level of
character lighting is the on location interior
setup using WH DRI. It's more complex than the second one because
the lighting will be completely decoupled from the
backdrop in this technique, and it requires some fiddling
to make it look right, but it's such an
incredibly useful setup that will breeze
right through it. We already know how to separate the actual environment
lighting from background from the
previous part, right? So it will be actually
pretty straightforward. First, I'll set up the
HDRI for the backdrop. Right now it's on a bright side, killing the mood, so I'll
tone it down quite a bit. And then I'll start rotating it on the Z axis to
see what kind of composition we can get Mm hmm. You need to be
patient with this. Okay, these lights are
quite interesting, but maybe something
like that would work. I'll roll the
intensity back a bit. Okay, that looks great. Like
a warehouse or something. Imagine this as
establishing the location. Next, I'll use one more HDRI for the actual lighting here. Do do do Control T
to set up the nodes. Now I'll just plug
in the new HDRI. The first glance, the question
arises, Why airplanes? How is this supposed to
work with the previous one? What matters to
me is that it has an amazing door over here, which will work as a key light, you know, nice and big light. So that second GI will be just for the lighting
on the character. Your task as an artist is to find a good looking
angle for it. You do it by changing
the rotation of the HGI. Remember, all angles are
good except the frontal. Frontal angles often
simply tend to be flat. I thought about some wordplay, like flattening, not
flattering, you know. Anyway, another task is to
set the right softness. Remember, in the world settings, there's the sun
tab, the one with the shadow Jitter
and sun threshold. I want it to be super
soft in this case, so I'll just put 45 there, and that will surely almost entirely remove
the direct light. Obviously, it's up to you
whether you want the light from this HGRI be
harsher or softer, but that's how you control that. Ultimately, after we get this
double HGI setup running, it's a matter of moving
the light around, adjusting the levels of the
backdrop and the character, and perhaps moving
the light again. It's all it takes
going back and forth. A quick tip. Don't
hesitate to use X and Y axis for rotating
your HDRI environment. It can yield some pretty
interesting results like helping new model catch some nice reflections
like the one here or just an unexpected
light direction. Like, look at that.
It now turned into a really interesting parking lot lighting slightly from below, a complete vibe shift. So that was the third
difficulty level of setting up lighting
for characters, the HDI technique
for location shots. Now, I hope you're well
rested and hydrated, my friend, because there's the
last fourth level upon us. The one that old timers
call full cinematic. By the way, it's
not better than the previous three or
anything like that, more. Involved. Using HDRIs to
set the stage and mood, then cranking it up to 11, using the studio
lights on top of that, resulting in a cinematic
character portrait. For setting the stage, I'll use the vintage measuring lab HDI, which has really nice shapes
and colors to it and works great as a base motivation layer for the lighting setup
I'm about to build. I'm going to use the
double HDRI trick for tilting the
backdrop like that, straying away from the
default orientation of it and giving
a dynamic angle. Technically, we could
also tweak the power of the first character
GRI separately from the backdrop if we wanted
to, but I wouldn't bother. This time, I'm going to set up the studio lights to create
a moody dramatic look, still motivated by the colors and values of this environment. First, I will create a sun lamp, a pretty harsh and strong one. I want it to be a back light to separate our character
from the backdrop, a classical cinematic kicker, still motivated by
the bright lights of the background plate. Next, I'll duplicate
this light with Shift D and an increase
its angle to make it way, way softer and more wrappi. You know, so it wraps
around the head like that, maybe off to the side a bit. Alright. Now, this light helps to sculpt a bit of
the facial features, but mostly just wraps around
the face a little bit. It is paramount to
match the colors of these extra lights you
set up to the environment, at least roughly
green environment, greenish lights or at
least cold by temperature. Otherwise, it may come
across as artificial. For all the lights. For instance, this one,
it is looking okay, but I think it can still be
matched a little closer. Maybe to that tone marked
with a red circle here. It may not seem like a big deal, but it looks a bit more from the same world when your
lights match the backdrop. Compared to the
previous three levels, this one has glasses because glass is notoriously
difficult and heavy. It's not even clear
to begin with, how to make it refract and reflect at the
same time, you know? We definitely have a whole
chapter dedicated to glass in this photo area
lighting and rendering course. And now, the inspiration
for the vitals has absolutely nothing to do with
my recent recycling bin. Now, to wrap that back light
around the face a bit more, I'll add another
aerial light and make it more of a side light. I want to sculpt to
the face a bit more. Right away, as this
light is pretty soft, I'm going to activate jitter and as always custom distance. I imagine that this is a
bounce of that back light, and I'm bouncing back that back light from that direction. Again, the color can be matched to the environment colors. There's a lot of green
there, so technically, it won't be out of place, even if you go really
bonkers with green. But I want it to be
slightly more neutral, so I'll roll it back
to this pale green. Now, one more light
from the other side, I think that will look
great as if the back light bounces off some surface there and highlights that
side of the face, maybe it could
bounce off something green like crocodile over there. Paints the face green
from that direction. As long as you base these movie lighting choices
on the environment, which is dictated by our HDRI, it won't feel out of place. Here's the progress so far. Set, ambient movie light. Sometimes they even add
the highlights in movies, a tiny detail that works
wondrous for adding emotion. An area light would be ideal. You know, you just place it
a little bit further away. Take custom distance just in case I'm gonna place it really far out and try
to capture that glint. Now, the problem is now the glasses also
capture that glint, which, by the way, can
be of different shapes. So what we can do is with
that light still selected, come over to the
object property stub, shading, light linking. Click New to create a
new light linking group and drag the eyes into it. That sounds gross.
Now this light should only affect the eyeballs. See that tiny little glint? That's emotion. Here's
before and after. Oh, by the way, if you
don't want the whole eye to get brighter and just the glint, what you can do is kill the diffuse influence on that light. Or just leave it a little bit. Raw, with the glasses
and the eyelight. How can we elevate
this even further? If I wear you, I
would add some haze. Maybe actually quite
a lot of haze. My Ai is a cinematographer, and he's a very generous
person when it comes to haze. But really, it works wonders for making the characters pop. As usual, we can
just add a cube, set its visibility to bounce, do not interfere
with the viewport, then add any volume shade like principal volume and greatly
decrease the density. We just want it to
be a subtle haze. It really does make
characters stand out. If you want some
extra visual punch, there are transforms
in blender that have more pop in them than
the default AGX like A is 2.0 or AGX high contrast with a
slightly increased exposure. Personally, I think Cronos PBR
doesn't work that well for portraits and for realistic
or photographic style at all as it over saturates, the colors way too much. I'd rather choose a more
classic aesthetic with slightly desaturated
highlights like in these other vietransfms. On this last level, you can also use the post
pro effects like real time bloom to simulate how a real camera
lens or human eye, for that matter, reacts
to intense light. And to polish it up, maybe the film grain
or sense of noise, anything that can add a touch
of analog authenticity. Obviously, alongside the
chromatic aberration to break digital perfection. Depth of field in IV is amazing.
Honestly, it's so good. You can experiment
with a lower F stop for a shallower
depth of field, and a higher or lower
ratio of assimilating the vintage lens weirdness or an anamorphic
squeeze, if you wish. This could be that final
photographic touch to your IV portrait for that fourth and the last
level of IV carcighting. To recap, in this tutorial, we explored four cinematic
character lighting setups, representing four
levels of difficulty, from a single light in
a minimalist studio to a full blown cinematic
rig, all rendered in Ivy. Now let's be clear,
great character lighting doesn't have to be complicated. Each of these workflows can produce stunning
results on its own. But if you're looking to
level up your renders, these setups offer
solid options for compelling character
lighting in blender. And now, thanks to Vulcan
and other advancements, it's finally possible to render ultra realistic
portraits in real time. In Eve what a time to be alive.
15. Ambient Occlusion: In a real world, even
if the weather is extremely overcast and there
are no direct sunshadows, there are still minus self
shadowing in crevices, and we can still read the shape. If you strive for photorealism, this occlusion is extremely
important to simulate. L compare these two renders, which one looks more
believable to you? Obviously, the one on the right. It's the one with
ambient occlusion. Actually, in cycles,
that darkening effect, frustratingly for IB
fans comes for free. The way path tracing engines
work is that they actually simulate physical
light transport by throwing thousands
of rays into the scene, and naturally, some of those
rays just cannot reach certain places like here
underneath that car. It's where Pennywise the
clown will be lurking. Whereas IV's ambient
light render may seem totally
flat in comparison. Well, of course, there
are other scenarios where IV seems to
outperform cycles, like simulating the light from a smaller window in an interior. That's where cycles
clearly struggles. But in this scenario,
cycles look realistic right out of
the box while IV is not. That being said, I bet you won't believe how realistic
IV renders with ambient lighting can look by just simulating some
ambient occlusion. And there are three distinct
ways of doing that in IV. And in this very, very
exciting tutorial, I'm going to show you all three. Ambient occlusion. But if at Ivy's self
shadowing falls short of rendering the
details cycles capable of, and you may think that
IV is a lost cause. But we can fix that
with the help of the ambient occlusion effect for better realism in your
real time renders. Ambient occlusion or AO
for short originated in the early 2000s in film
and game rendering as a fast approximation
of global illumination, a way to get soft
realistic shading without full ray tracing. It was either painted
or baked right into textures or later on applied as a post processing effect
to help ground objects in space and make lighting
feel more believable. Since then, the technology
for AO has advanced in EV, so AO comes in three flavors, a post processing effect, like in early games,
a light probe effect, and a ray tracing effect. Let's see how it works. Ambient occlusion using tracing. Alright, so here we are in IV, and I want to compare
it with cycles. So this is our reference for realistic
shading of this guy. Look at all these folds
of the space suit. These are shaded
really, really nicely. Cool. Now back to IV. So B default, it's fairly
flat in comparison. So the first thing we can
do is enable ray tracing. And right away, this should
make it look a lot better, especially if you turn
off these two settings and maximize the resolution
alongside the precision. And maybe crank
up the thickness. If you watched other
videos from this course, you are familiar
with these settings. These are the
settings which make IV's rate racing
produce higher quality, more precise self shadowing
or amient occlusion, you know, simply due
to increased precision of that entire rate
tracing system with all the knobs turned to maximum and all the
optimization turned off. Compared to default parameters, these settings blow the rate tracing default
out of the water. These settings work great
in the outdoor scenes, too, dominated by indirect light, and in fact, it brings it way closer to the realism of cycles. So now if we compare
it to cycles, we won't see such a striking
difference as before. Actually, the thickness
slider in IV can be used to artistically fine tune the depth and the balance of
the indirect hedoin. The second method of doing
ambient eclusion is to use a render pass in
real tempos prosen. I mean, like in computer games. Let me turn on fast GI, tone down the rate
race in occlusion because I'm going to use the
compositor to add some more. The A or render pass can
be activated in this tab, ambient occlusion with the default distance
being 0.2 meters. Actually, this pass is
always rendered under the hood and you can
turn it on here. I mean, turn the visibility of that pass with the occlusion
distance set in this tab. The higher you go, the wider
the effect spreads out. So it's pretty cool to
be able to preview it in real time like that.
But let me go back. To overlay it on top of our viewpoard we'll
need a compositor. Um, where is it? Yeah, compositor, I said. And to see it in real time, the viewpoard
compositor should be set to always or camera. And now we should
be able to control Shift click through the
nodes to preview them. That's our ambient
occlusion pass. Pretty amazing. I'll
set it nice and thick. 5 meters. Now we need to mix
it with our base render. It can be done via
the mixed node. I'll drag the AO into
the second socket of it and set the mode to multiply. Okay, the problem is that our HDI backdrop is
also affected by this. While it shouldn't,
we need a way to apply it to the three
D objects only. And for that to
work, we'll need to activate the environment
pass as well. It's also available
there. Mm hmm. And then in the render settings, enable the transparent film. It will show us checkers, but it's actually transparent if you never used Photoshop. Then I'll add the Alpha ov node. Plug our environment there. And the objects, then it
should all be alright. Basically, what
we've just done is separated the objects
from the environment. There are other
ways to do it, but it's the easiest
one in this case. And now this AO pass or
rend layer, oh, by the way, look at these neat
background and foreground labels
in five point oh. So this pass will only be
applied to three objects, and that will help
to ground them. If for some reason
you want the AO pass or any passing blender to
be mixed stronger than one, just uncheck the clamp
factor in the mixed node, I mean, and this slider still
won't let you go over one, but you can override it by using the secret technique of clicking and typing any value. And, hey, now we went totally overboard,
but that's alright. You can go as bold as you
like with Ambeclusion pass. I would have chickened
out, though. I'll just stick to
enormous value of one. Before we go any further
and get over excited, there is a big limitation
associated with this method of using amio occlusion as a post processing
effect in blender, at least, as it's applied
after everything else. So using depth of field or any other depth effects will
likely break the image, as AO will still
be drawn on top, leading to this funky
cell shading effect. Could be pretty
cool, to be honest, not very realistic, I guess. There's an easy fix
to that, though. Go to render properties, depth of field, and take the
Jitter camera setting there. And then this issue
should be fixed, but only in the final
render, not in the viewport. With this simple fix,
all render passes, including AO will be rendered
with Jitter depth of field. Another critical way of adding ambient occlusion effect
in IV is light probes. So far we explore ray
tracing, random passes. And the third method is to use volume light probes to make
the ambient occlusion. But wait, aren't light probes
supposed to be used for adding the extra light to the
scene, the bounced light? Well, yes, but they're
also good for subtracting or occluding parts of the environment light to
simulate self shadowing. That will work better
in the static scenes where lighting and objects
aren't moving too much. But it's pretty
cool nevertheless. All we need really is
a volume light probe, which encapsulates
whatever we want to make the occlusion for the astronauts
in this case, obviously. Something like that.
And in its settings, I will increase the resolution greatly to make it
really precise, and I will bake the light case. I just took a few seconds. And yeah, it does something. Actually, if you
can't see the effect, it could mean that
there's not enough memory for light probes. So let's check the
performance memory tab and dedicate some more
memory to light probes. Yep, see? That did the trick. So now we can turn it on and off to see the
occlusion effect. There's not much bounced light, so it mostly creates
the occlusion. Now, the surfel
resolution can be brought much higher
for better quality. And now, actually, before baking it out by
pressing this button, what you want to do to
be able to manipulate the intensity when working
with the environment light is tick the world checkbox and then bake because otherwise,
the intensity won't work. I mean, this one. Yeah, so that's the light
probes AO method. The catch with light
probes is that they don't work with
animated measures. For that, you'll want to use a tracing method instead
or cycles for that matter. But for mostly
static scenes like this forest one we are
about to dive into, they can do wonders when
it comes to simulating ambient light and
ambient occlusion. Right, so right out of the box, Cycles handles ambient lighting so much better while
IV looks super unrealistic with the
factory settings and needs more
bells and whistles. And as we've pointed
out already, the most tremendous
bell and whistle for that realistic overcast weather lighting is ambient occlusion. And there are three methods of creating ambient eclusion
effect and Ib we can choose from or using combination to get
that realistic look. So by default, Ib's
ambient lighting looks so flat and boring. Nothing has contact
shadows just yet, not even these leaves. Let's reiterate that.
The first thing that you can do is
use ray tracing. And if you want to
see just the shading, you can go viewport
settings, and actually, it's not the ambient
eclusion pass. It's the diffuse light that
shows the ray traced AO. In racing, ambient eclusion
is kind of built in. It's part of it, so it shows
in the diffused light pass. Okay, there's definitely
some contact shadows visible now. It's a lot better. Yet, what else we can do? You probably remember
from other videos that these guys should go
denoising and fast GI. Then these two,
and the resolution are the only things left. Resolution is no brainer now. Low residue doesn't
really allow for much intricacy in
the contact shadows. It becomes pretty
gross and pixelated, so it should be set to
at least one to two or preferably higher if you want to nail these tiny
little shadows. Precision and thickness
can be safely cranked up too for a deep, far reaching occlusion
effect that usually, in my experience looks way more convincing with the
higher thickness, a more substantial, you know. Here you can see the comparison of different levels
of thickness. Here's what denoising doge
to the retraced lighting. Smushy, smushy. It's the
temporal accumulation but also spatial reuse
that are to blame. So it probably has to go if we're aiming at
photorealism here. As a quick reminder,
we are still in the diffused
light preview mode. Combined is the default
view if we want to get back and see with colors,
shaders and stuff. It's looking great, by the way. Who would have
thought that IV can produce such a
picture? Now, really? Anyway, next, I'll
plunge back into the diffused light preview and turn ray tracing off temporarily to add some
light probes instead. Baking light cache makes most sense for the
static scenes. But, hooray, this is
apparently a static scene. So we'll have a
field day with that. Shift A light probe volume. It needs to cover or encapsulate the part of the scene that you want to bake the
illumination cache for. As for the resolution, I'm
going to set it crazy. I know my computer
gonna handle it, and I don't have a super
powerful computer, so it should be fine. It won't be a good look if blender crashes now.
That would suck. I want to check the
performance menu to make sure there's enough
memory for probes. No 16 megabytes, but
512 or something. Now, I'll just yeah, the surf resolution can be higher and the world
contribution turned on. And now I'll just hit
bike Now, look at that. Already looking pretty good with all the shading info
appearing out of thin air. Some of these parameters like dilation threshold can be tweaked after the
BC is complete. If you set it to one,
then you'd be able to use radius to blur the
whole thing if needed. Then you can tweak the biases for certain artistic effects. It's not that they are
right or wrong values. You tweak it to either fix errors or make it look
in a certain way. The bottom line, it's good
that it's fairly tweakable. So far, we've set up
two different flavors of amen occlusion
for this scene, each with its own
quirks and advantages. The good news is that these two can be used in combination, and it's where it starts to be really different from cycles. It is as simple as turning on right tracing on top
of the light probe, which will create an
interesting mix of these two methods and a pretty intricate
indirect shading. Then in the light
probe settings, what we can do is
tweak the intensity of the probe to make the
whole thing brighter, for instance, and that will create a slightly
different look. It's where it gets
really interesting. We can start playing with these settings to make the occlusion slightly more or slightly
less prominent, you know. This is where you can nudge it wherever you want,
really artistically. This case, I would
actually skip on using the ambient occlusion rando
pass in compositor, I mean. I think it will just make
it a bit too strong, as we're already
using two different and two pretty
powerful AO methods, although it is
completely up to you. You know, you can still overlay the ambient eclusion rando pass on top of everything else. Did you know using
all three methods of ambient seclusion
in IV at once earns you the fabled three
way AO badge. True story. This is it from me. We started this video with marveling at how cycles is so much
better at rendering ambient light in the IV
right out of the box. But after learning
about ambient seclusion and its different
flavors available in IV, we actually managed to make
IV look just as realistic, or one may say photo realistic or beautiful
in its own way, anyway. So thank you so
much for watching.
16. Realtime Reflections: Compared to cycles getting reflections right in IV
can be a bit tricky. Screen space rate racing
almost gets you there, but sometimes it
still looks weird. IV reflections can
sometimes just completely vanish when
you move the camera to a different angle or they might look a bit softer
and mushy instead of crystal clear to the point where you start doubting whether
IV can do it at all. Here are a few
tricks to get clean, stable and most importantly, realistic reflections in IV. As usual, let's first see how it works in cycles
for reference. Right, here we are in cycles. Immediately, it's pretty
noisy this particular scene. So I'll turn on denoising
to just get a clearer look. Then I'll jump into
light bounces and set all bounces to zero to add just one glossy
bounce after that, a single reflection bounce. So that is pretty much how we expect reflections
to look in IV. I mean, IV can only
do one light bounce. That's just how
the engine works. It can't do two or
ten or reflections within reflections like cycles and other path
tracing engines do. Multiple reflections
are the domain of unbiased path
tracing engines. They are way slower
than IV by nature, but they are amazing at physically correct
light behavior. So if you want that level of precision, cycles
is your friend. What I can do is render a pretty convincing
single reflection or just glossiness
at real time speeds. So let's take a look at a few
tips to make it look great. You'll find this scene
in the project files, by the way, if you
want to follow along. It should look like this,
basically a strip down room. When you open the file,
you'll discover that right now there's only
one light source in here, this baked volume light probe. In other words, the
environment light has been baked into light
cache of this probe, but just the diffuse
light because IV's light cache doesn't
store reflections. Okay? Loaded the scene. IV has a few types of probes. The volume probe is just for global illumination,
mostly diffuse. The others are actually meant to capture glossy reflections, and we'll get to those
later in the video. Hey, ray tracing is the first
thing you want to enable to get reflections
going in IV. Swoosh. And instantly you
get like 80% of the cycle's look.
Thanks for watching. See you next time. Just kidding. But seriously, it's kind of amazing how good it
looks right away. It's not perfect, though. Look how IV's reflections
vanish in the certain places. Whenever something
isn't visible to the camera like the back
of the red monkey head. Ivie simply has no
data to reflect there. We'll fix that in a moment, but this is already
a strong start. Now if you expand the
ate raising panel, you'll see it split
into two sections. This one controls
glossy reflections, think mirror like surfaces. And this one below, fast ja approximation
controls diffuse reflections. Basically, everything
that isn't shiny. And this red slider is the
mixed factor between the two. Before tweaking
glossy reflections, I'm actually going to limit the diffuse bound
distance a bit. Otherwise, if we can accumulate diffuse light too strongly
at certain angles, I think it might be a bug. Anyway, if you notice weird bright spill or
over accumulated light, maybe in really
bright environments or something like that, reducing fast GI
distance fixes it. Right, that's just something I wanted to mention
really quickly. Alright, glossy reflections quality
is controlled right here. For instance, changing
the resolution here affects mostly the
glossy surfaces, or you can say
mirror like areas. See what parts got pixelated. That's exactly where the
glossy reflections happen. And which part count as glossy is determined by this
threshold slider. At zero, only the
sharpest reflections are considered glossy and
passed to screen tracing. And at one, pretty much
everything is treated as glossy. Fast GI even gets grade out because screen
tracing takes over fully a more truthful but also
noisier rendering method. So the purpose of this
fast GI approximation is to actually limit
that noise and limit real time screen tracing to
only the sharpest reflections and use the faster GI approximation pipeline
for everything else. The LDR, Screen trace excels at rendering glossy surfaces
yet struggles with diffuse, and FAS GI is great
for rendering diffuse surfaces and cannot
do reflections at all. And a threshold is a mix
factor between the two. FASGI also has its
own resolution, but it doesn't affect
reflections at all. It's mostly for AO and
global illumination, so we can ignore it for now. While this resolution, that's
the reflection resolution. If you ever see a weird
border around the objects, like a few pixels wide
outline or something, switch to one to one
pixel resolution. Now it should be pixel perfect. Here's a comparison. Look at the weird outline
around the edges at 18 resolution and the pixel
perfect outlines at 121. Again, screen trace is
essential for reflections. Don't ever switch it to
the light probe mode, or your reflections will
just vanish like my coffee. Apparently, I run out of coffee. Tragedy. Anyway, moving on. Comparing it to cycles again, you'll notice
reflections in cycles feel fuller and more complete. Like, look at that monkey. While in IV, some parts of the reflection
just aren't there. That is because IV
is screen space, meaning if the camera
can't see the object, IV can't reflect it. Change the camera
angle like that, so these parts can now be seen. They will also appear
in reflection. Mm hmm. Just look at these parts they disappear
from the camera view. They also disappear
in reflection. I mean, these parts right
here, And now they are gone. Just a fundamental limitation
of screen space effects. But IV gives us a special light probe designed to fix
exactly this problem, plain probe to show what's going on with
floor reflections, I unplug the environment light. Now, if you look around, you may notice that
from some angles, it looks okay, like
from this angle. But if you tilt the
camera down like that, a black patch creeps
into the reflection. Pretty strange, right? Especially if the floor
were fully metallic. That would become painfully obvious and really, really bad. The unintuitive thing about screen space reflections is that when the ceiling is on screen, the floor reflects it. Okay? When the camera can't
see the ceiling anymore, if it has nothing to reflect and defaults to the
environment color, which is black right now. To fix that, I'll make
a new collection. Name it reflection probe, plane. Then I'll press Shift A
and go light probe plane. Now you can scale it so it
covers the entire floor. Actually, let me
extend it a bit. Mm hmm. Now press G and Z to move it up or down to
position it correctly. Then in the probe settings, you can adjust the distance, so it only spans the
floor's thickness. In wireframe mode,
this distance or thickness will be represented
by these stacked layers. I like how Andrew
calls it pancakes. It definitely looks
like pancakes. So we want these pancakes
to just cover the floor, and that should fix
the reflection. So yeah, this is our
reflection probe, which just fixed the
reflection for us. And if you click capture, you'll see what it's
actually sampling. It could be useful
for debugging. Now I'll just revert the material to non
fully metallic one, just a little bit metallic to retain that clear reflection. So now it shouldn't
matter where you look that probe actually captures
the scene in a world space, not in screen space. Think of it as an invisible
camera pointing up from that floor and capturing the entire scene from
that perspective. You can toggle it on and off to compare how it looked before. We had that black
void and after. Now, for instance, if
you want to enhance the reflection in
that wall as well, you can just add another probe. So again, shift A,
light probe, plane. So simply rotate it into place and basically line it
up with that wall, hide and on height to
see the difference. So multiple light probes
can work at once. Just remember there's
a performance cost associated with it. So use them only
where it matters. Pretty cool. See, this probe captures that view of
the scene, you know? How am I supposed to
work without coffee? Actually, that's also how
you do mirrors in IV. Now with that probe in place, move a plane over there and assign a perfectly
reflective shader to it, zero roughness 100% metallic. Just like mirrors. If you place it such that the probe covers it,
you will get a mirror. There's one big nasty
limitation, though, if you won't reflect
other reflections, as we've mentioned before,
compared to cycles. Again, cycles can handle true
multiple glossy bounces. Actually, let me show it to you. Zero means it's black. One is a single bounce, and then cycles
can do as many as you want for true
reflection chains. So yeah, IV definitely lags
behind cycles in that sense. It is fast, but it just isn't that sophisticated when it
comes to reflection accuracy. Back to IV, everything in the
mirror now becomes diffuse, which is a bit of a bummer. But it works nevertheless. Incidentally, that's also why games rarely have
mirrors everywhere. I know you like comparisons, so here's another one for you. Multiple bounces cycles can do. We can dig one
Besides plain probes, there's also sphere
probes in IV, and like its name suggests, they are used for 360
degrees panoramic captures. Light probe sphere. Let me hide the mirror. Okay. And here's a reflective sphere. Notice the black void again, even though it should be
reflected in this room, right? It's also a pretty easy fix. Select the sphere, Shift S, cursor to selected, so it's in the middle and add
a sphere probe. Dster scale to about that. Actually, it's the
same as tweaking its radius in the settings. It should roughly surround
the object like that. So that should remove
that black void. Now it should get you roughly
comparable to cycles, not identical, but close
enough for most use cases. You can copy probes to
other objects, too. You know, maybe to this one instead as
it's more reflective. G to move, S to scale, blender hot keys alive. And I think it is looking great. Definitely much more
believable than before and much closer to
cycles, for that matter. With all three probes combined, the gap between IV and cycles
gets much, much smaller. Lastly, if you want to tweak the resolution of the
spherical probes, you'll find it in the scene
properties, light probes. And here we go.
In my experience, you rarely need super
high resolution. It usually doesn't make
a visible difference. Well, maybe in lab conditions, it does, but practically no. Especially if the objects themselves aren't
perfect spheres, and the reflection
gets warped anyway. Or if the objects have
roughness texture disturbing the reflection. We haven't talked
about that a lot, but when the objects
have roughness texture, it can make it really
hard to tell if the reflection is right or not. Mm hmm. Even if the resolution is low
or probe is slightly off, nobody could tell once
materials get complex, or maybe it's better
like that, you know? In a scene with some
materials and stuff, the inaccuracies of IV are kind of masked. See what I mean? In a way, that
makes life easier. There is an important
tip for roughness maps. If a floor or other material
looks mushy or smudged, that's likely not because
of the probe resolution. Why such materials as smudge
it comes down to two things. First, it's screen
tracing resolution, not probes or anything. Naturally, the higher it is, the crisper going to
be the reflections, and it should peak
at one to one, but it doesn't, and here's why. It is denoising that
kills the clarity. Specifically temporal
accumulation but also spatial reuse. Turn those off and reflections
become razor sharp. So if you need max clarity,
disabled denoising. Just turn it off. That's the trick to the crispy specular reflections in navy. Alright, last tip before
I go get some coffee. Light leaks. You know, when environment, color leaks into reflections
like a parasite. The fix, use a light path node. So you want a bright outdoor
environment, not black, so you plug the
environment light back in, and you get what you want, but your reflections get polluted. To fix it, you can add mixed shader and another
background shader now, which will have zero intensity. I'll also give it black color
just to make it clearer. Anyway, so that is the
second shader in that mixer, and now just add
the light path node and plug the e camera ray
thing into the mix factor. So now it's black
for the camera, and it should be
other way around. So I'll just switch these nodes around and reconnect
them like this. It's true. So now for the camera,
it's a bright day. And for the actual
illumination, it's nothing. It's void. So there's no
environment lighting now. So this technique
solves the light leaks, and crucially it frees you up to choose any color or
any HDR texture you want for the outside environment without actually messing
with the lighting. TLDR. IV has different types
of light probes. Volume is great for
capturing the diffuse light, and the plane and sphere probes are great for
glossy reflections. We cover volume
probes elsewhere. For reflections, the main
things are enable ray tracing, watch your resolution, and focus on this panel
screen tracing settings. This is what gives IV
its glossy reflections. Plain probes are great for flat surfaces to capture
their reflection right. Sphere probes are great
for everything else. Put all those tricks together, and the will be almost
as correct as cycles. Now, it's not entirely
correct, and, yeah, we're definitely carrying
a bunch of limitations, but otherwise, it
looks absolutely ace.
17. Shading EEVEE Glass: Ready to finally make glass in IV that doesn't look
like cheap plastic. Here's your IV Glass guide. The truth is, IV can create a pretty convincing
glass if you know which switches to flip and
which has to use. So in this video, we'll tackle all the classic pain points, including the cursed glass
inside glass problem. We'll break glass down into simple building blocks
like reflection, refraction,
roughness, and so on, actually using cycles
as a reference, and then assemble five
different shaders from clean, simple glass to full on
the life orb complexity. Before doing EV glass, let's take a look at
cycles as a reference. So switching render engine
to cycles for testing it. I'll add a UV sphere. Right click smooth. And of course, now we need
a simple glass shader, which in cycles is
really simple, indeed. It's just glass, literally. Done. In path tracing
engines like cycles, that's essentially all you need. You might throw on
a solidify modifier to simulate actual
wall thickness, so it's not just a
solid sphere of glass. This is pretty much
the whole setup. You're done, soldier. And to add insult
to injury for IV, I mean, Cycles has
absolutely no problem rendering multiple
layers of refraction. In IV, that stuff is tricky. So to succeed in our mission, we need to manually create a checklist of
essential properties in IV transparency or how
much light passes through, refraction, how
light bends inside. Reflection, how light bounces off roughness, how
light scatters, thickness, solid
object or shell, thin film, all the chromatic
effect, and texture. Fingerprints, dust, or subtle surface and
perfections that the game marketing departments always point out in
their tech demos. Oh, look, attention to detail. Breaking glass down this way, makes Shader creation
much easier. So in this video, we'll set up five different shaders from
simple to more complex. Some will use only a
few of these elements while others will take almost every single checkbox
on our list. Starting with level one glass
shader the easiest one. Quick reminder, grab
the project files if you want to practice with me. So a good practice is to delete that default shader and start
by adding a glass BSDF. That seems pretty
intuitive so far, right? So this is EV glass. Mm hmm. These different types won't really work in IV,
so don't bother with that. And before we tweak anything, we have to enable a
few key things in the IV render and
material settings. So turn on race the render tab, and next in the materials
panel settings, turn on ray trace transmission so light can actually
travel through that object. But now we have some
refractive action going. Look how refraction is turned upside down, just
like it should be. In addition to that, you
need to make sure that random method is set to
dithered and not blended. Otherwise, refractions
won't work properly. Another parameter you can
tweak is the thickness mode, which can be set to
either sphere or slab. Slab will assume it's a
flat object, essentially. So now it'll look more
like a lens than a sphere. Notice how the refraction
isn't upside down anymore. It isn't better or worse. It's just a completely
different rendering method. For this simple
level one shader, let's just keep it
simple with sphere. Over in retracing panel, resolution is important
because it literally controls the resolution of the rays passing
through the glass. So at lower values, you'll get a really pixelated glass look, and you definitely
don't want that. So setting it to
one or two or even maxing it out is
no brainer here. As for denoising, you
can keep it turned off as it can sometimes
make a glass a bit murky. It's fairly hard to see here, but once you add textures
like a roughness map, for instance, it will definitely look better without denoising. Now fast GI approximation, it is completely irrelevant
for gloss and glassy stuff. Remember, in EV, the
pipeline is split. Screen tracing is used for
glossy reflections while fast GI is resolved for
purely diffuse surfaces. We cover it in detail in the reflections chapter
of this course. It's a long story
short, we don't care about fast GI in this one. Also, just ensure the rendering
method is not switched to light probes accidentally
or it won't work properly. One more basic parameter
you can use for this level one
shader is thickness. So I'll just add the value node. And plug it into this
parameter into thickness. You can use this to simulate
how thick is this object, basically, for a variety
of interesting effects. This is a wisdom right here. Not a lot of people
know about this. I got a mixture between Deckard cane and Yoda
here for some reason. Anyway, I'm going
to skip it for now, so it uses the object's
actual dimensions instead to keep it simple. Then color is how much light gets absorbed while
passing through. Usually you want it
very transparent, but you can also add
a colorful tint. And roughness, this blurs both the refraction
and reflection. Great for adding that
frosted glass look. I will keep it crystal
clear for now. It seems we've already covered the basic properties
like transparency, refraction, reflection, roughness, and even
a bit of thickness. These are really the
basic building blocks of the glass shader
and so far so good. Yet, there are some
things that are slightly more advanced. Like the IOR or
index of refraction. This allows you to simulate different substances like glass, water, alcohol, different
minerals, and so on. At one, the light rays will
just pass through like air, and any other value will make the rays bend in
interesting ways. It's pretty influential. You can see how
the material looks completely different
depending on the IOR. So it's a pretty important
thing for tailoring the look. You can find IOR values for
common materials online to simulate whatever,
fused quartz. Maybe coffee, my God, or wine and beer, or even stuff like
polyethylene and sapphire. Back to our simple glass shader. The other thing that
can massively improve the look of IV glass
are light probes, sphere light probes,
for instance, as to scale, so it should be lined up to the
object like this. It doesn't have to be exact, but if you want to be precise, you can shift, click the sphere, and then Control C to
copy its location. What this probe does is
sample a spherical panorama, basically an HGI of
the scene to help render a more correct
worldpace reflections. The radius can also be tweaked
here in the probe settings alongside fall off and
some other settings that aren't that important
like clipping. Now the reflection of the
environment should be a bit closer to what you'd see
in cycles, for instance. Seem much more precise. Alright, that's how it
would look with the probe, but I'll delete it for now. You guys, why to keep it simple. Alright, that's the Level
one glass shader for IV. For level two, I'll duplicate this shader that we just
created on a separate object, I mean, and next we can experiment with
the thickness mode. Let's switch it to slab to see how that would
change the refraction. Slab naturally better suits
flat or slab like surfaces, but you can use it for anything else for creative purposes. If you do it, make sure to control the thickness
in the shader. This is often overlooked. Don't make this mistake. Lower values will
make it look like a super thin cellophane
or I don't know, a thin polymer film, and larger values will make
it look more like a lens. It's pretty weird,
but it can be useful, like, depending on the specific
look you're going for. And you can still
adjust the roughness, however you want,
really, and the IOR. And again, the thickness. So it's mainly between
these parameters where the main look
death happens for now. So now it's become a
thin sort of glass that bends the light
mostly near the edges. So that is another
totally different glass like material you
can achieve in IV. You know, sometimes you might
want to make something like epoxy resin or other types
of similar plastics. So the slab method plus increased roughness can give you some really
interesting results. The problem with IV glass
is that while it may look pretty good when
it's just refracting the environment like that, it falls short when it comes to refracting other glass objects. And that's especially painful
to see compared to cycles, which naturally has no
problem doing that. That is just a limitation
of IV's rendering engine, but there are ways around that, and we'll look into
those in just a moment. This is quite important because the scenes where you might use glass shaders often involve
liquids within glass. Whiskey in a jar, you know, milk in a glass, et cetera. Level three of the
dungeon, presumably. For this one, I'll
copy our first shader, the one using this sphere
thickness mode. Uh huh. Here we have this
new object with a fresh material. A is good. Alright. A nice little trick that often makes
glass look pretty cool is to use
multiple glass shaders for that extra bit of
visual complexity. So I'll duplicate
this one and then add a mixed shader then we'll use the layer weight node
for mixing between them. Specifically, it's
facing output. So now you can give these
two shaders different IORs. So this one can be
1.5 or something, and this one below one. This makes the center
and the edges of the sphere actually behave like two different types of glass. You can do some weird
stuff like that. TLDR, the layer weight node is a black and white mask based on the surface angle
relative to the viewer. You use this mask to blend between two types of glass or two shaders,
generally speaking, to get a more complex looking
shader with different IRs, roughnesses or even colors, as the surface goes from facing the viewer to viewing
it at a grazing angle. It is a surprisingly simple and surprisingly
powerful method of achieving vastly
different looks. We're not using it
as bluntly here. We're not mixing crazy
colors or roughnesses, but still it adds a nice nuance. I'll move it there, and
now I'll hold Shift and right click slash this
connection to reroute it a bit to add a
color ram here. This lets us fine tune that
mix factor that fall off. This is how it looks
when visualized. I'll control shift,
click it, priv it. Basically, it's an
angle based mask. Black is the first shader and white reveals
the second one. So we can fine tune
the reflection and refraction properties
exactly how we want. You have to try it to fill it. So this is level
three, if you want this kind of extra control. See? We're slowly adding
complexity by introducing new blocks or new
ways to combine the blocks. In Level four, we're going
to tackle the glass inside glass issue that literally
haunts IV users. Basically how on earth to do
it and where to even begin. We're already familiar with the concept of angle
of reflection. Sometimes it's called
frenll effect. This physical effect makes
dielectric materials, including glass more
reflective at grazing angles. Even in cycles, if
the glassy object isn't fully solid and has walls, both the reflection and
refraction will mostly appear near its edges at
grazing angles, leaving its center
which is kind of facing us, mostly transparent. And we can use that
to our advantage to implement one of the
craziest IV hacks ever. Okay, our next shader
is also based on the glass BSDF and now I'll
add the mixed shader again. And we'll mix it with it. Transparent shader. Mm hmm. The transparent shader
just does that. It makes things transparent without bending
light or anything. And Iva has no problem rendering multiple layers of
transparency, by the way. So it goes like that. You just mix in some transparency
to the shader. And then you guessed it. Use that layer weight
node. Layer weight. And it's facing output to make the surfaces facing
the viewer transparent. By the way, there's
also a dedicated frenll output for that. Yet the face output does
practically the same thing. The mask seems to
be inverted now, masking the edges
rather than the center. So you can just swap the inputs, I think. And it should be good. Now, it's just a
matter of fine tuning the fall off of
that transparency. Alternatively, let
me swap it back. Alternatively, you can
use the color ramp node with the flipped flags. This will also allow you to calibrate the transition
between these two shaders. And if you want to tweak
the amount of transparency, that white flags color is
the maximum transparency, so you can just tweak it. You can tone it down, and it will create a pretty cool half transparency effect, like seeing multiple things
at once through that glass, which I think is really, really, really cool thing
as it adds layers. That would be 100%
transparency in the center, and this is 70 for
some extra layering. There is no right or wrong here, just some pretty cool
options to choose from. Lastly, for this level, you can add a solidify
modifier on top to generate some actual
thickness for this sphere. That will create even
more layering of refractions and hopefully make it look even more believable, simulating that important
property of glass. What does it gives us, including the transparency
component and all that? Well, it's actually tremendous. This is our essential workaround
for that limitation of IV where you just can't render glass through
glass natively. This is the best hack ever. In fact, IV will have no problem rendering multiple layers of glass once we give it the
solution or hack, if you wish. It's worth noting that it
won't be true refraction in the sense that it won't be physically correct,
but it will work. As a nice bonus to
using transparency, the shadows will also
become transparent, which is honestly
pretty cool feature. Too bad if we can't rent a
colorful transparency yet. But maybe that's
something that will be added in future
versions of Blender. So far, we've tackled four levels of making glass shaders, introducing new things, and
ramping up the complexity. Now we have to deal with
a boss on Level five, with diable of glass shaders, where all these concepts
will be brought together. We will create a glass
shader that ticks all the boxes on
our list of things that make glass glass.
18. Realistic Frosted & Colored Glass: Alright, level five,
the Uber glass shader. Alright, folks, we
created a lot of glass shaders already.
Let's create one more. The ultimate fusion. I'm starting from scratch with a new object and a new material, and I'll delete this one
right away and start fresh. This time, instead of
glass or principle BSDF, I'll start with refraction, going straight down to basics. Swoosh. This is the
basic building block of glass and
isolated refraction. I'll duplicate it right away, 'cause we'll need two of these and we'll need
them mixed together. Okay, now shift again and
bring in the layer weights. That's going to be the
mask between the two. It's facing output. Remember what it does?
It's our angle based mask. We'll need a color ramp
to control the fall off one of my favorite nodes. I'll invert it now. And actually, now we
can set the index of refraction for each
shader separately. So maybe. Something like that
for the edges, 1.45 and this one actually below one to get this sort of
diminished image in the center, like a subtle fish
islands effect. I think that's interesting. Feel free to play with these values with IORs
and with the mask. I mean, with the follow anyway, you don't have to
follow along exactly, but I think something like that looks pretty cool already. I'll put these nodes
into a frame with Shift P and open the
toolbar and add a label, refraction, because
this is our refraction. Just like in our reference, remember, one of the most
basic building blocks. Next, I'm going to grab
another mixed shader. And what's coming is
tremendous. Mm hmm. I'm going to use
that transparent shader in the second socket. That'll give us the transparency for the angles that
face the camera, which is essential for that
glass inside glass problem. Once again, it solves
the glass inside glass problem.
Alright, just in case. Now I'll just copy
these two guys with Control C and paste them
here with Control B. That'll be our mix
factor again or mask. Coloram tunes the transition and how gradual
that needs to be. This blend factor is
the angle threshold. Use your artistic eye for
getting the look you want. I think it looks
pretty cool when it reflects a lot of
stuff near the edges. Like, it has this thick
layer of reflection. Actually, maybe we can reduce the maximum transparency to add some visual layering
to the center. Let me enlarge that for you. See that doubling
effect near the center? Yeah. That totally works for
me as a spice, you know. So this was transparency, and we already have refraction. Now we just need reflection. That should be pretty easy. Let me create some
room over here, then shift A and add
another mixed shader. Then shift again. And we can choose glossy, but we also have specula, which has some pretty
interesting features. So let's go for this one. Plug. For tweaking its look, I'll
temporarily set mix to one. So we just see specula. It looks like a pearl
now, which is cute, but I'll zero out its roughness and make its base
color pure black. Actually, it specular all
the way to white or 100%. I'll copy that trusty
lay weight plus color am combo again over here and plug it into the mix to make that reflection or specularity appear only at the
grazing angles. I think we need to reverse it. There we go. Now it only
appears at the edges. I'm tweaking these
parameters to taste, not following any physical rules or anything like that
this time, at least. Okay? This is before and after. See this nice reflection
running around the edge. That's what color
ramp is for if you want to tighten it
up or vice versa. Oh my God, I could spend
hours tweaking this stuff, I tell you, probably going
in circles, you know? This pecularity can
have its own tint. If that's something you need, maybe I'll just
give it a slightly. Off white, beige color. Oh, actually, it can also be brighter than white for non
physically correct effects, you know, way exaggerated
brightness and all that. But I'm going to stick to
the energy conservation law. Yeah? Let's not
get carried away. Another way to infuse it with color is to tweak
the base color. It can give it some nice glow almost, some sort
of I don't know, some sort of washed
out quality to it, almost like imitating some
chromatic light scattering. Not physically, I
mean, but visually. Of course, I'm not talking about more physically based
light dispersion, like what you find in the
small shades ads for blender, like splitting the spectral
frequencies and all that. But we can at least
add a hint of that color shift
near the edges by offsetting all colors
ever so slightly. I mean, by making them off white rather than simply white. So this is our reflection,
reflection block. And so far, we
added three blocks, refraction, transparency,
and now reflection. You know, it's kind of amazing. We can get a whole variety of looks with just
these three blocks. Okay, which building block
comes after reflection? Roughness, and also thickness. So let's sort
thickness out first. For thickness, I've just added the solify modifier that gives it some physical wall thickness for that nice multi
layered look. Now, for roughness, you can
use any texture you like. It can be a random grunge
image or whatever. It's best if it's seamless. And just plug it into the roughness input of
any shader you want. For instance, both
refraction shaders. And let's not forget about
the specular shade roughness. Where is it? Okay, found it. I need to admit this Uber shader
is getting pretty messy. I want to make this roughness
effect more noticeable. But first of all, I'll
hold Shift and we click slash over these three lines because they will give me OCD. That will add a re rote. Now, I want to
boost the contrast, so I will add the color mp. I'll preview it first, and then crunch it
down very hard. So we get that super
high contrast. Yep next up, I'll find the main shader and control
shift click it again. Actually, I think I
ended up fine tuning this contrast by flipping
these guys eventually. It just looked more wholesome
that way for some reason. Maybe it gave the texture more satisfying
feel or something. Anyway, it should look a
bit more like that now, like a frosted glass. Usually, you don't want
it to be that obvious, the roughness variation effect, but here it works pretty well. As a finishing touch, the refraction colors here and here can also
be made off white. That will add that
chromatic flavor to it. I mean, like
chromatic aberration. To make it slightly
more interesting, I will add our trusty
lay awight note again. To make a color
gradient from it, we just need a color ramp
now and the facing output. What I want to do is
basically colorize it using this color ramp. This black flag will become, I don't know, bluish gray. Then I'll hold control and start clicking like mad to add
a bunch of stops and assign a different color to each symbolizing different
wavelengths of light. This will be our Pooh man's
chromatic aberration. Finally, I'll plug
this resulting color. Oh, it's getting messy into both color inputs of
our refraction shaders. You know, this effect
can be reminiscent of the thin film effect as well. You know, this rainbow like shimmer you see on things
like soap bubbles, oil slicks on water, camera lenses and so on.
So maybe it can be this. This gradient can look anywhere you want and go
anywhere you want. You can absolutely turn
it into a gasoline on water type of effect
if that's what you want. Or you can keep it like I'll do slightly off white, you know, just a little bit of color as if the glass is a bit
old, and that's it. So this is white, and this is slightly off white.
See the difference? H. I called this effect thin film, but you can call it dispersion or whatever you like, really. But really, it's
just a little huck. Anyway, there's only
one thing left to deal with, and that's thickness. Wait, didn't we already tackle that with the
solidifying bodifre? Well, yes, but here's the catch. If you drop another object
inside this sphere, say, to make it look like
a diablo style life or things can start
to look a bit off. Something about the
thickness feels weird. And remember, materials have their own thickness input, too. Easy to forget, right?
Just give it a value. And you can tweak it
until it feels right, like so many other
things in Ivy. Here's what zero looks like. No thickness, but the inner
object sits perfectly inside. And actually, that could
be pretty useful for multiple Matrohka
style nested objects. Or, honestly, just
play around with this value until you
find what works best. With IV, it's always that back and forth game
tweak something here and watch something
break over there. But hey, at least you're not descending into the catacombs unto the abandoned cathedral to take on the
butcher or whatever. Right, that's all for
me for this video, hopefully takes
some of the paint out of making decent looking, believable glass in IV and helps you navigate
those headaches like glass within glass and similar IV quirks.
Here's the big picture. Cycles give us perfect
glass right out of the box, but in IV, we have to build
the illusion ourselves. And the way to do it with
confidence is to break glass down into its core
ingredients, transparency, refraction, reflection,
roughness, thickness, thin film effects, and just a touch of
texture for realism. In this video, we took these ideas and turned
them into five shaders, from simple to advanced. So now you know
exactly how to tackle IV glass and blender instead of just
guessing at settings.
19. Lighting & Rendering a Realistic Bottle Scene: In this tutorial, we are taking on this beautiful bottle scene. We'll break down the cinematic
lighting setup and figure out how to make it look both real and seriously eye catching. First up, you might be asking, why not just use
cycles for glass? That's a fair question. In fact, this render started
a few years ago as a test of cycles
glass rendering. And let's be honest, cycles as a path tracing engine is the obvious go to for
complex refractions. It's pretty much built for this. The downside of
cycles is that it can still be pretty slow
or pretty noisy, especially on mid
range or the GPUs. And if you rely on
heavy denoising, things can get a bit
muffled or a bit soft. That can make producing longer animations a real challenge. Meanwhile, IV breezes through this at interactive frame rates, making it easier to
work with animation, letting you navigate your
camera in real time to nail the fill of your shots is
just a different workflow, even if it's not 100% accurate. IV is all about
smoke and mirrors. In IV, convincing glass
boils down to three pillars. Your shaders, your
render settings, and most importantly,
your lighting. In the previous
video, we learned to create glass shaders,
and in this one, we'll focus on render settings, but mostly on lighting
because lighting is absolutely crucial for anything
reflective or refractive. What it doesn't boil down to
in IV is physical accuracy. Mm hmm. As always, this scene is available
in the project resources. When you open it, you'll see
the main group of bottles here and some standalone
objects over here. The render engine
is naturally eavy. For previewing glass, sometimes it's better
not to go straight to rendered view because with
a default gray backdrop, the glass has
nothing to reflect. So if you want to just see
something really quickly, just go to material preview. At least it has some
basic environment built in the default
one or any other from that selection
that you can spin around to get a quick feel of
how your glass will react. That is even before plunging
into the rendered mode. Now, these objects over here represent a bunch of
different glass shaders. Let's open the shader
editor in the top window. So each of these objects
holds a separate glass shade. Glass Shader one, which is
a simple glass BSDF then, for instance, glass two, which is the same thing, but with a thickness and
the thickness mode set to slab instead of a sphere
in the material settings. I mean, these are essentially the glass materials we built in the previous video. It's literally the same guys. I just reused them here. So if you want to see how they were created, watch
the first part. This third one is a mixture
of two glass shaders. The point is, all of these
are a little bit different. Then the fourth one introduces some transparency,
so on and so forth. We won't go into that right now. We also have a bunch
of liquids there, which are also glass
shaders, essentially. The important thing
is I've arranged these bottles and randomly assigned the different
shaders to each one. Then if you dig into
these collections, you'll also find a few cameras. You can switch between them from the scene properties panel. You can select camera
one, for instance, and then press zero on the on pad to get into the
camera view like that. Or you can switch it to
that second one which has a bit wider lens for a
wider field of view. And the third one is
actually animated. If you select it and hit
play, you'll see it move. This animation will be
super useful later. Motion reveals the qualities of glass better than a static shot, as the refractions tend to shift and change from every
angle and all that. That will be very, very useful. For the time being,
I'll switch either to this first camera or
to the wider one, perhaps. Yeah. All right. The first step is
to go to the world Shader and add the
environment texture there. So I'll switch to the
rendered mode now. Now we are officially rendering, and I'll actually turn off ray
tracing just for a second. Without it, it will
look completely flat, as ray tracing gives
it something to reflect and refract,
but that's okay. I'll click the background
Shader now and Top Control T to conjure up
these three magic nodes. For the environment texture, I'll select the circus backstage HGR file
from Ply haven that I downloaded like 50 years ago when GR format was still cool. And instantly, we can see
light bending action. Is it reflection,
refraction? Hard to tell. By adding this 360
degrees environment, we gave our glass
something to interact with and suddenly starts to look
a bit more like real glass. Next, I usually rotate
it on the z axis to try to find the most flattering
angle, whatever it means. Um, maybe from the camera view, it will make more sense
because it's view dependent. Of course, we still have
ray trace in set off, so the refraction isn't perfect, but we still kind of
see its approximation. I often switch all the UI off in the view portvoe to
remove the distractions. It's so much cleaner without it. Now, I don't want this
HDI to be so powerful, so I'll reduce its strength
down to, like, 0.06 perhaps. So it's there, but
it's not overpowering. So it becomes sort of a
base layer for refraction, a room tone, one can say. Now with ray tracing turned on, things should get
much more grounded and much more realistic,
too, for that matter. We'll tweak these
settings more in a bit, but for now, I'll leave them. Yeah, it looks more believable,
not very cinematic. As in what? It's pretty flat. If we have a recurring
theme in this course, it's exactly that. Flat is bad. Now, just by looking
at the comparison, how to make it non flat? That's right. Lighting.
Specifically, a reverse key light coming
from behind the subject. It's probably the easiest way. Let's switch back to
the three D view board to add a proper
backdrop to begin with. Not that I dislike
the HDRI or whatever. I just want to control
it separately. So I'll create a
new collection for the background
plane, then shift A, and add a plane and immediately scale it up and basically nudge it to the
back of the scene. Then I'll use a mortal
combat style shortcut, a XX, 1.5 to give it
a wider dimension. This is our backdrop. I'll give it a new shader
via the materials panel. Through background. It'll be a simple
emission shader. I'll turn on the
material privy in the top window to
fully see it here. But the color, I'll use an
image texture of some kind. Open and select the
photo that you like. I'll go with this public
restroom photo from on splash. It doesn't have to be
super high risk as there's some depth of field in our camera settings
anyway, you know. Okay, this is our backdrop. I'll scale it up a bit more
to fully cover the shot. Okay. Now back to
the shader editor. Object. The emission strength can be way more substantial, so this can pump the
exposure back into the scene through these
bottles and stuff. That will look
gorgeous, I tell you. Then right now the color
of the backdrop is way colder or cooler
than our HDRI. So I'm going to add the mixed
note to bring it over to the warmer side with the help of the color blending mode and
the warmer color in it. Mm hmm. And just to
bring it over to this side of the spectrum as
far as the temperature goes, I don't want to have this
burnt sort of gamma, though, so I'll dw the mix factor
back to about 0.2 or 0.3. I don't know. Uh huh. That looks good. By the way, the multiply mode
would also work. These blending modes
are very similar. We're just trying to
unify the color palette and colour temperature a little so everything
works together. Look how this brighter backdrop changed the entire
scene and the glass. It looks so much
better now, right? In fact, even if we completely
kill the exposure of the HGRI environment here in the background shader
with to mute it down, this background plate alone provides a really
nice reflection. The direction is just perfect. All the light comes from
behind towards the camera. This is just brilliant. It's still reverse key light, so it's not flat, at least. Maybe it looks a bit
silhouetted now, but that's a different
story. Uh huh. I'll reenable the GRI now. In addition to that backdrop, we can enhance things with an area light from roughly
the same direction. This one purely for reflections. But first, let me select
the background plane, go to object properties, expand the visibility tab there, and uncheck the shadow
visibility check box. We don't want this object
to block our new light. Okay. Now I'll create a
new collection for it. Shift A, light area. I will make it
roughly the size and shape of the background plane. It doesn't have to be exact, of course, but just
roughly like that. Mm hmm. Then in the
light settings, I'll make it much more powerful. And right away, notice the harsh refraction
in the bottles. Yeah, that doesn't look great. We'll fix that in a moment. If I push the light back or change its angle
ever so slightly, that bad refraction disappears. Also, I'll set the
custom distance to 400 meters just to be
sure it covers the scene. It's probably an overkill, but yeah, anyway, it works. And I'll pump up the output
of the slide a bit more. Using the exposure slider is easier as it's more sensitive. Alright, maybe to
about three for now. The role of this
light is to draw those beautiful highlighted
edges on the bottles, making everything look instantly
more three dimensional. Okay, I moved the light, and that nasty, sharp
refraction is back. It looks terrible. There's a way we can get rid of it, though. Under the lights
influence settings, we can completely eliminate transmission
annihilate it, even. I'm running out of synonyms. Okay, taking it to
zero solves this. Now, no matter where
we place our light, we won't run into
this issue again. It will only give
us those sweet, sweet reflections, which
is exactly what we want. This light doesn't
have to be too strong, so I'll reduce the intensity
of this light a bit, um maybe to something like 130. Yeah, that's already way nicer, and we haven't even
touched the shaders. This is all lighting. On our list of things
that matter for IV glass, we also have render settings. So let's go straight
to ray tracing, as it's the only render panel that really counts in this case. The resolution is
super important. Setting it low will blur all the refractions like everything's made of
frosted glass or something. Not a good look. For
maximum clarity, crank this up,
period. Precision. It's hard to pinpoint what exactly is happening
in this case, but I think high precision helps small details catch
glints better. Turning the noise
and off actually add a lot of definition
to those glands, too, especially if you
compare before and after. And fast GI turned off, lets more light pass
through the glass, making it slightly
more truthful. D say physically correct. Then higher thickness value, arguably because we are
getting subjective now, makes it look more three
dimensional by introducing more ambient occlusion and stuff at the cost of some
extra artifacts. It's totally fine to go really bold with that
to seven and above, if you like that type of look. I think I'll settle around a slightly smaller
value like 3.8. Okay, there's a
lot more noise now since we switched off
denoising and FAS GI, so I will compensate it by
upping the viewpot samples. Straight to 32. That should
help smooth things out. We're getting really close to that look from the inter shot. It's not completely there, but it's already pretty cool. Actually, feel free to bring denoising back if the
grain bothers you, if that gets on your
three D artist's nerves. That would also
look pretty good. It's just that some details, especially the textural details
will be lost or muffled. I prefer the look
without denoising. It's just again, more truthful.
It doesn't hold back. Like it's telling you exactly how drunk you were last night when you scratched the
car. I like that honesty. And by the way, dear viewer,
don't hold back, either. We love hearing from you, even if it's a critique. It's all useful. Feel free to reach out
to us with any sort of feedback anytime
on any platform. Okay, after sorting
these settings out, there's nothing left to do
here in this panel anymore, and we can safely move on to creating more lighting layers. This time, let's add
some light probes, specifically sphere light
probes. Here's the thing. In cycles, reflection
complexity arises naturally from light bouncing
around the glass and so on, especially with
caustics turned on, it just makes it look more
interesting and complex. In EB, we have to
use all kinds of tricks to simulate
that complexity. One trick is using probes to capture and manipulate light. Shift A, light probe, sphere. As you move this gizmo, you'll see the reflection
start to change. This sphere probe
samples the 360 degrees panorama like mini HDRI of
the scene from its viewpoint, and you can make it larger or smaller to change
its projection, and it allows you to
manipulate reflections. You can duplicate
it, by the way, and populate your scene
with multiple such pbes. I'll create three
in total to cover the entire area with bottles. I'm not saying this
will necessarily make it look more realistic. It's more of an artistic
tweak in this case, because it's hard to tell
what's even going on. Just the reflections
change ever so slightly. So it's mostly an
aesthetic tweak here that allows you literally
paint with reflections. Like, if you want to make
this plastic bottle reflect some extra stuff or
on the contrary, make this reflection darker, you can achieve that by
moving that probe around. Okay, as I've mentioned, I ended up using three probes catered around semi randomly. So far, the effect is kind of negligible, but
in the next step, it will make a lot of sense, as I'm about to add
some spotlights to this scene,
imitating caustics. You know, the wild bounces
that happen within glass. And for that effect, light
probes will be instrumental. So next up, spotlights. I'll create a new collection. Light, zero, one,
zero, two, whatever. These naming conventions
remind me of the Mm. Eh, close enough.
Who cares anyway? I created the collection
for it and now shift a light spot. My idea is to aim it at the bottles from
the back of the scene. I want it to be a backlight
that complements the rest of our set and I want it to
be really, really punchy. But first of all,
custom distance to 400 or whatever to cover the entire length of
the scene and more. Now, let's make it punchier. How about 1,000 watts and exposure all the
way to the right. So ten, basically. Now, it's probably too powerful, but the idea is to blast
it with light like this, Imitating some wild
caustic rays bouncing around This light needs
to be harsh, as well. The smaller lights are harsher and this one is small,
so that's okay. I mean, the radius, of course. Now, watch this. If you grab
and move any of the probes, now, the reflection will
change dramatically. It's because these
probes have something really bright to sample
and carry around. Now we're talking
for the spotlight, I want it to be
much more focused, so I will constrain its angle or its cone as if it's a focused
sliver of light, you know? Some random rays refracted through something and
bounce off like that. To avoid the crazy bright stuff, I'll suppress the
transmission influence. I already used
obliterate, I believe. So let's go with suppress. Again, even after setting up just this single light
ray adjusting probes will have a huge visual impact. It will carry the
bright spots around, so you can really
paint with that. That's totally smoke
and mirrors, which, of course, is one of the
themes of this course. I tell you, this is a
really, really fun process. It feels like painting
with light, really. After setting up this
first light leak, you'll want to copy it a
few times to create more. Shift D or Control C, Control V, then just
move it around. You can see where it's going. It's really nice random
light scattering effect. I see it like that. You can
shift click all of them, to select them all at once to
move them around together. This part is very free form. Use your creativity
to place them. Anyway, I played with
these lights for 20 minutes straight before landing on this
particular placement. And I also made these lights
really, really powerful. The exposure brought
all the way to ten. And with this addition, our glass setup looks way
more alive and ironically, a bit closer to how path
tracing might handle caustics. I'm stretching, but hear me out. Sometimes by going
very stylized, we stumble into realism
from an unexpected angle or even get past realism
straight into hyperrealism. The entire history of modern
art proves that anyway, not to get too philosophical. Um, let's get back
into our scene. If it looks too noisy,
feel free to enable denoising at the cost
of some accuracy. The most aggressive element of denoising in IV is
temporal accumulation, so you can single
it out and mute it, and it will make the
image a lot clearer. See, spatial denoising
isn't that bad. That could be a nice compromise between precision
and smoothness. Most of our glass shaders we created in the previous
part are so fake. I mean, you often can't see one glass object
through another with them with most of
these shaders we created in the
previous tutorial, I mean, except the few. But when seen together in
context, it looks cool. And it runs in real time on
my fairly old RTX 28 ETI. Alright, I really
dig what I see. Now we can switch over to the animated camera to
see how it feels in motion because
glass materials are so dynamic by nature. When you hit Play, IV will drop to just one
sample per frame, which isn't nearly
enough to calculate the noise free screen
traced or bounced lighting. Hence the extra noise. So if you want to see a better
quality viewpoint render, first of all, boost the samples. You'll need it, and then run viewpod preview if you
want a static shot, which you probably don't,
for instance, for animation, you can go 50% of
the resolution, then set the output folder. Then define a video format
like MP four, for instance. It should render fast at 50%
and give it a play blast. It should really be fast, like half a second
or second frame. So let it cook. This should result in a nice
preview animation. Just find that file and open it. And that's it for lighting and rendering the
bottle seen in Ivy. A very quick side note. You can export these playblast
as opening SAR sequences from blender and process them in DaVinci resolve,
for instance. By default, it will
display wrong. And I won't go deep here, but you can import opening SARs, then open the color tab and use the colspace
transform node and convert it from the default reg seven oh nine color space of opening SARs and linear gamma to R white gamut four
and Rox C four, for instance, and
no tone mapping. So on top of that
grayish log footage that we convert at HRs two, we just need to
add one more node. So right click, one
more Carrecor node. And then you can simply
double click any of these lots after
you install them. Blenders AGx or AgXKraken or any other Vetransfm
you like, like filmic, or the creative ones like classic Cinema
negative based on the 24 99 transform or any other I think for
the final animation, I used 24 99 DRT
print version one. Yeah, great. That's our look at lighting and rendering
this bottle seen in IV. As you've seen, it's all smoke
and mirrors, pretty much. But with the right mix of HDI, mec plates, Airy lights, probe, and a few spacious
spotlight caustics, you can push IV far beyond what seems possible
at first glance.
20. Compositing Realistic Hair & Fur : How to render realistic
hair and fur in IV. Rendering realistic
hair and fur is one of the biggest challenges in a
real time engine like IV. Out of the box, it often looks unconvincing and lacks
complexity and nuance. Well, we're solving that today. We're taking it
from this to this. And by the end, you'll
know exactly how to make the jump in quality and actually make a decent
looking fur in IV. Here we have EV selected
as our render engine, and right away, I'll turn
on the viewport rendering. By default, to keep
things simple, we just have a sun lamp here. Feel free to play with it. But no matter how you angle it, the fur rendering
will look a bit weird and clumpy right out of the box. So before we do anything else, let's go straight to render curve settings and switch the
shape from strand to strip. And just like that, we fix that rather
horrific rendering. The difference is
already night and day, so that's the very first thing
you should always check. Let me turn on overlays here so you can see there's
a base mesh underneath. The fur itself is made using a particle
system, by the way. If you scroll down
to the children tab, the display amount, there is how dense the fur
looks in the viewport. Needless to say, if
you set it too low, our bear will look
shabby and bold. Density is a major
factor of what makes hair look
good and realistic. Usually hair looks
better when it's dense. 25 here is the bare
minimum for good look. See what I did there? For your final render, you
can set it even higher. We keep it lower here just to not strain the
viewport too much. After sorting out these
fundamental particle properties, it's time to check
ray tracing settings. Try playing with a sunlight by pressing R twice to rotate
it like a trackball, and you'll notice
a peculiar thing about IV's default lighting. By default, the direct
light looks okay, if a bit harsh, but the areas in shadows like this arm
look completely flat. Like, really, really flat. If in the random settings
you turn on ray tracing, then suddenly those shadow areas receive a lot more definition. This is a massive difference. And it will look even crispier if in the tracing settings, you turn off fast Gi
and turn off denoising. Switching off these
two usual suspects has become a staple
of this course. I recommend watching the
earlier videos where we explain the reasoning
behind this in more detail. The short version, if you
want it to look better, just pull the plug on these two. Now, it's not that bad, but denoising does make
it look a bit blurry. So it is just
crispier without it. Like, look at that. And Fazis pretty
inconsequential here. Well, maybe it adds to
the performance cost. So out it goes. Next, when dealing with fur, setting precision to one
can have a big effect. It's like a high pass
filter for ray tracing. The high precision makes it
tune into finer details, which is perfect for hair
because hair is made of details of chinese
strands, basically, you know? Thickness is another
important setting. A low thickness makes rate racing work in sort
of a higher frequency, ignoring bigger shape changes, deep shadows and all
that, and focusing on the small shadows between
the individual hair strands. And higher thickness makes this ambient occlusion
effect spread out. It has diminishing returns. I'll just set it to 5 meters, which is anyway larger
than the bear itself, just to make sure
we have the deepest possible and direct shadows. Deepest shadows
here really means the spread of the
ambient eclusion effect, simulated by EV's real
time rate racing. Check the ambient
occlusion chapter if you want to learn
more about that. I will also go with the
highest resolution. I don't see a particularly
big difference right now, to be honest, but trust
me, there is one. Let's zoom in a bit to prove it. So that's one to one resolution. And now I'll switch
it to one to two. See, there is a difference. Just look at that as
I'm switching it. And this difference becomes much more obvious if
we go even lower. It will lose definition really quickly and become pixelated. That matters when you're
working with something as delicate and inherently
detailed as hair. Naturally, I want to preserve
all the detail I can, so I'm maxing it out. After this treatment, the
lighting in the shadows should look much more
grounded and much more real. And that's one of
the biggest changes you can make to hair
rendering in Ivy. Now that we've tweaked
the render settings, and it looks much
better than before. And from a rendering
perspective, it might be okay. But from a lighting perspective, it's still a bit flat,
and uninspiring. Let's just say that. We can do so much more
with lighting and materials to make this hair
and fur look absolute best. Let's turn it into this cutesy. Lighting. Now, the sun is gone, and we're starting
from scratch to build a softer more
beautiful lighting setup. Right now, it's just
the environment light or the world background
shader to be exact. That is illuminating this scene. Let's make it a bit
stronger while we work. It only looks decent
because of ray tracing. Ray tracing is what gives it the entire volume and dimension. Then again, denoising
would pretty much ruin it by
making it blurry. And FAS GI would
also alter the look, arguably making it a
bit more flat as well. Well, if steps were set
higher and threshold also, it would be a bit crispier. So if you must use fast
GI for some reason, push this factor towards
around 0.9 or something. I'm just going to skip Fast GI altogether as it unifies
the values a bit too much, and I'll use raw screen
tracing instead. Raw meaning without
optimizations. Okay, the environment light
is working fine as a base. I'll set its level pretty low, so it becomes our ambient
tone or room tone. So that is our first
layer of lighting. Now, what kind of lighting setup makes hair and fur look great? Well, of course, a lot depends
on your creative goals, but there are a few
lighting principles that work well in
almost any context, and they work fantastically
for hair and fur. There are things that
are almost universally good and things that are bad
when it comes to lighting, be it furry bear or an
elevator shaft, for instance. The same core
mechanisms are at work. Good lighting is
usually non flat, has some composition idea, creates a mood and feels
realistic and not only, like, realistic as a
realistic rendering, but also in its motivation. We talk about it in the
elevator shaft chapter. Look, pretty much,
these same guidelines apply here for fur and hair. The difference between
the left and right image is that the right
image is non flat, is compositionally sound, has a mood and looks
more realistic. So how exactly do
we achieve that? Yes, first of all, let's
get rid of the sun here, as it's the first thing
that makes it look flat. Instead, let's press Shift
A and add an aerate. Make it pretty large, so it becomes a soft light
and position it really, really close to our bear for
even more light fall off, and I'll give it a
large custom distance. So it covers the entire
scene and much more power. Maybe 1,000 or so. So it becomes the main
light coming from the back. Soft shadows can look a bit weird in IV right
out of the gate. So to fix that, we
need to turn on jitter and also jitter here in the render
settings as well. This dramatically
improves shadow quality. Now, thanks to
this aerial light, our bear has some
real dimension to it. So this is our area light, and you can say key
light as it's currently meant to scopes the form
in a very soft way. The position or angle of
this light matters most. Frontal angles tend to
be really, really flat. A perfectly frontal light
is the most flattening. It's a total no go. If you want any
sense of dimension, we covered this concept a
lot throughout the course. It should be at least
two thirds angle or a side light or even better, a reverse key light, which means placed slightly
behind the subject. This creates a nice
light rap effect. I'll press Shift D to
duplicate this light, and this will be our
second aerial light. Let's isolate it for a moment by switching off the first one. I want to make it a
slightly more side light, if you know what I mean to wrap it around the bear a bit more. I will also make it much larger to make it much
softer at the same time. Our first lite positioned
more at the back, emphasizes the contour
and the shape, while the second one is
meant to mellow things out, smooth things out and
provide an ultra soft fill. Then I'll select
the second alte. Shift D again to make a third one and this
one will be much smaller and placed even more at the back to act as
an edge light or rim light. Its role is mostly to
emphasize the silhouette of our bear and make the
hairs at the edge glow. And now, actually, let's check
how it all works together. The key, the fill, and the rim. A lights that loosely follow a three point
lighting scheme. Well, kind of, it's not a classic three point
lighting scheme, of course. It's more of a
reverse key variation since the key light is
positioned slightly behind. But still, the first one or
key sculpts the main shape. The second one or fill
provides a soft gradient, and the third one or
edge makes the hair strands glow and helps the
bear pop from the backdrop. That looks a bit like the three point lighting
scheme, you can say. This reverse key lighting scheme works great for sculpting
the shape because all the light pretty
much comes from the back and wraps
around the subject, not from here from the front, because frontal light would kill the volume and
make it flat again. It's a no go. All the light should come from
there, from the back. The lighting that we've
built from the ground up makes our hair and fur looks
much more three dimensional, and that is, of course, amazing. Yet by itself isn't enough to create a truly wow
rendering Ivy. We need something more and
that more is the shader. The last mile is
often the shader. There's just no way around it. So that is our next goal. So far, we have this principled
BSDF which I'll delete, so we can build a better
one from scratch. Shift A, shader, principal BSDF. But this time from scratch, It's a nice yeti hair. Wait, I just realized that the particle system for
the ears was turned off. Let me fix that real quick. LOL. Okay, back to the bear. Let's start working
on that shader. For that first base layer, I'll turn off the
IR or reflection. So we can focus on
the diffuse component only for the time being. I'll make the base or
diffuse color dark gray. Well, technically, it can
be given any sort of color, but I want a fairly
neutral tint for our bear. Fur and hair can benefit greatly from subsurface
scattering in this tab, so I'll tackle that next. The SSS weight, I'll
just set it to one, and then I will tweak
the scale of the effect until we get that nice shine from light scattered
under the surface. By default, it's reddish, yet I'll set its color
to a neutral gray or an equal value in all these three sliders,
red, green, and blue. 0.6 and all three makes it gray. You can use these colors to tweak the balance of
the scattering effect. So, for instance, if you said
blue to something like 0.5, it will be tinted slightly brown since red and
green are dominant now. See, it has this slightly
brownish color now. The thickness also plays
an important role. I mean, this thickness. If you just give it a value, it will allow you to
fine tune the look of this effect alongside
this scale. So it's really a back
and forth between setting the scale here
and thickness there. So I'm setting the
scale to taste really not paying attention
to the physical values. So 0.21 meters. That's just how I see it. And the thickness, um well, hair should have a pretty
low thickness, isn't it? Maybe I'll set it to a really
small value this time, like 0.0 something because it should be really,
really thin. Well, maybe in here as well. 0.07 or something. Aside from that, it's all about tweaking these
individual red, green and blue sliders
to colorize the effect. Personally, I don't want to make a peculiar tint like
purple or so this time. So I will stick to this
neutral brownish gray. So that is our subsurface scattering to fast
track it forward a bit, we'll add some more subsurface
scattering later on, but that is the first pass of subsurface
scattering that we add. Here's a quick before and after. As far as this effect goes. At the moment, it's
too much scattering, but that's just
one of the layers, as I've mentioned, we'll be adding more layers in a moment, including reflections
and all that stuff. Yet, so far we've
added this effect of the light trapped
under the hair strength, giving it an internal shine. Speaking of shine, there's
also the shen parameter in the principle BSDF and
it can be tweaked. Remember the velvet shader, Shin does something similar. It simulates tiny
fibers on the surface. For cloth, these add a soft
velvet like reflection. The weight is the
strength of this effect. It's fairly self explanatory. I would set it pretty high
to about 0.8 for now. So it has a lot of sheen. Roughness changes the
reflectance angle, simulating different
fabrics like silk or velvet or anything else. The tint lets you add color, and I will go for a darker,
fairly saturated brown. Something like that. Yeah.
And as for roughness, lower roughness looks pretty
interesting, I think. I love the look it creates the patches of color here
and there, you know? Actually, something
a bit higher around 0.5 doesn't look too bad either. So shen adds a very
important layer of color and dimension to this shader, if you
look at it now. This is where those clothy
microfiber or velvet qualities come from in our
custom hair shader. And funny enough, most
of the color comes from sheen and not from
the diffuse shader. That's an interesting
detail, I think. Usually hair has some
reflectivity, as well. So shift A, shader. And typically, if you want
to mix in other shader, you use mixed shader no brainer. But here, I'll actually
use the add shader. It's practically the same
with a minor minor different. A mixed shader blends
in that other material, glossy in this case,
replacing the original one. The add shader does
something very similar, but it lets the original
material to pick through a bit more in case you want to preserve the original
colors or whatnot. I want to add one of
the reflection shaders, like specula, for instance. Okay? I will change its base color to black fo to work on the
specular reflection only. All hair should have at least some
reflectivity, you know? I don't want too much of that, or it will look almost
metallic or synthetic. So I will stick with
the lower reflectivity, something like a middle
of the road gray, which is still a bit too much, like it's made of
nylon or something, but we'll fix that shortly. This is our base
specular reflectants. This stuff can be confusing, this shader in particular, how the base color is different from specular reflectants
and all that. So let me briefly explain how the specular input is
different from the base color. Let me unplug it for a moment and add the standard
glossy shader. So by default, the glossy shader adds a metallic reflection, meaning it reflects light
equally from all angles. So if you reduce the
amount of reflection, it would still act as
a metallic reflection. So that's how it
works by default. In a metallic mode. Okay? So let me unplug it and
plug the specula back in. And zero out the specular
color for a moment. So the base color in this
shader is the exact same thing. In essence, it's a
metallic reflection. The absolutely
same thing as with glossy shader, no
difference whatsoever. So what is specular for then? The specular is a
dielectric reflection or a frenel reflection, the kind that
materials like wood, glass, water, and
plastics exhibit. The frenel node plugged into the glossy shader imitates
this kind of reflection, basically a non
metallic reflection. Nonmetallic
reflections depend on the angle reflecting more
at a glancing angle. Okay? It doesn't make sense so far? So that is incidentally
exactly what the specular input does
in that specular shade. It has a frenel index
of refraction built in and it imitates
dielectric materials. It's exactly the
same as the setup. Now, whether wool or fur is metallic or dielectric
is another question, and you get to decide. Yet having both of these
options available makes it easier and more enjoyable
to twig the shader. It makes this little
heart beat excitedly. Okay, we've added some
specular reflection to our hair shader. Next up, I will give you some metallic reflection as well. Hair often exhibits a metallic
like reflection component, AC silky shine, often colored by melanine
or other pigments. Actually, I'll give it
this light purple tint. And then I'll give an
opposite direction tint or greenish one to our specula. You know, maybe a bit mossy
greenish, how to put it. Basically to tint,
two reflectant is slightly different way. It should make it look slightly
more three dimensional. I will crank up the
roughness to about 0.8 or something to make it
look like old shabby hair. Press to toggle and check
the before and after. I don't know. Maybe making it slightly more silky would
be more interesting. Yeah, I think I like that. It looks very nice
at this stage with the extra bit of reflectivity
that we've added. And now, it didn't shrink. It's just a different angle. Again, notice how the
reflection is colored to match the overall hue of the
bare fur in that ballpark. Transparency slider can add
an ethereal quality to hair, making it look a bit airy. In the material settings, the random method and this transparent shadows checkbox
would also change its look. Turning off transparent
shadows would make it look a bit differently,
especially the silhouette. Yet, I'll leave that on to get
that cotton candy quality, and I'll set the transparency
either to zero or really, really low number, hoping it adds some visual
interest to our Shader. Hair is really fully opaque, but it's not very
transparent, either. It can be semi translucent.
That's a different thing. The transparency slide
Shenanigans play into that. It's a very subtle
effect, indeed, though, pretty hard to
tell what's going on, but higher
transparency can bring a glowing effect if you
look very, very closely. Now, in addition to
the reflectivity that we've already added, I want to add yet another
layer of glossiness. This time, let's use a glossy
PSDF to shake things up. I want this to be a frenll
or nonmetallic reflection. I'll use the layer weight node. Again, just for a change. Specifically, it's
frenll output. It should go into the color. So I'll set it around 0.2 or maybe 0.1 or something to get an ice
reflection fall off. To control this better, color ramp node is always handy. The white flag is
maximum reflection. So I'll pull it
back just a little really gently. Mm hmm. I don't want this shader
to be rough and shabby. On the contrary, I
want a silky shine where a few hairs pick
up specular glints. So zero roughness this time. It's perfectly glossy. This helps the hair
look alive and healthy, just like they say
in shampoo ads. So it actually has
a bit of shine now. Now comes a bit of
a strange turn. When I was recording this, after adding this extra glossy pass, I struggled to make it
look healthy and shiny. What do I mean? Actually, I realized that in the
color management setting, someone set the exposure to one. Or slightly increased it. Maybe it was me, but
it doesn't matter. The point is that made the image brighter
and that's okay, but somehow it also affected
the specular reflections. It muffled them. When I reset
it back to zero for a test, the glossy reflections popped out much more to my surprise. I'm shocked that this
is something that would affect the look
of the hair in Ivy. But you're a witness
to it, it really does. To me, it looks like an IV bug, some sort of clipping, but maybe I'm wrong, and this is how
things should be. Hey, there seems to
be a link between exposure and how contrasted
the glossy reflections look. I really think it
must be a bug in IV, and we all missed this bug. At exposures other than zero, no matter negative or positive, IV seems to apply
some sort of clamping to the highlights,
muffling the contrast. I can be wrong, but I'm pretty sure it's not how
it's supposed to be. No, I don't have
clamping applied. And yes, I will
file a bug report. If it's fixed by the time you were watching
this, brilliant. Until then, it might even
be worth using exposure in the compositor instead because it preserves the
highlights much better. I honestly hope
it's fixed by now. This effect was similar to using direct clamping and setting it to two or
something like that, which would also
clip the highlights. Or to one or
something like that, leading to this
slightly muted look. Actually, light clamping in v can be pretty
useful sometimes. If you set it reasonably high, it can help reduce noise without crippling the
highlights too much. So maybe even setting it
to three or so could help. Otherwise, the
amount of noise in these specular highlights
can be pretty high, and it can lead
to flickering and animation and other
such unpleasant stuff. So there is a point in
clamping or clipping, but only if we do it ourselves
and intentionally, anyway, I think in the end, I
succumbed to the bugs, said, Okay, fine, switched
the exposure to one. After all, I thought,
it doesn't look that bad. No, really? It made it look like really
floffy like a ball of flof. So, yeah, that's my story. Okay, snapping back
to our hair shader. Another component
that I want to add is more subsurface scattering. Shift A, shader, add shader
again. And right away. I'll also add the subsurface
scattering shader, which will go into
the free socket. Wow, I made it ultra shiny. And this isn't about
the RGB coefficients. Actually, I'll set those
to 0.4 or zero point. Less. 0.2, which
is a neutral gray. Mm. And it's not about
the scale, I think. This supernatural brightness
is because of the color, which would be way weaker since we're using
the add shader. So let's make it black and
then raise it up carefully. Yeah, something like
that is more like it. Now I just want to give it some colour because in real hair, various pigments colorize
the passing light, so brownish it will be. The scale of SSS shader controls how far light
travels under the surface. Think of it as the
overall translucency. And you can definitely
make it super translucent, but it's always
better to keep it in the ballpark of
physical plausibility. What looks real to
you, basically. So maybe a darker
SSS color would do. You know, so it's kind of there, and without it,
it's not as cool, and it makes the hair slightly translucent and
traps the light inside. But it does so in moderation. Mm hmm. That's the key. It doesn't have to be super strong effect. Well, of course, it's
completely up to you, and maybe you want to make it, I don't know, orange. Like synthetic foam rubber or
something. Silly, but fun. Actually, it looks pretty good. But I think I will reset
it back to darker brown. Make the safest color for bears. Here's at a glance the
translucent quality that subsurface scattering
adds to a custom shader. And this is our
resulting shader, if you want to pause
and take a screenshot. Feel free, by the
way. Otherwise, just check the project file. To recap our four blocks
are diffuse plus sheen, specular reflection,
extra glossiness, subsurface scattering.
The rest is up to you. How do you want to
go about fine tuning any parameter in each
of these blocks? I'm reaching for my water, and you can take some more
screenshots, if you like. And don't forget about lights. We've set up three
lights in total, and this can be adjusted too. The look of the heavily
depends on lighting. For instance, maybe you'd
want more rim light. You can definitely crank up this light and
see how it looks, how it emphasizes the hair
strands glow at the edges. That could be a major part
of the look, you know. Adding some color to the
lights can also help tweak the mood and create
a juicier final render. Maybe something more on the
fantasy side, who knows? I like our original
neutral vibe, so I'll do a final
render with that. Thank you for watching. I hope this tutorial helps you create neat looking
hair and fur in IV. It's not the thing that people
usually associate with IV, a decent hair rendering. Yet, as we've seen with
a bit of technical know how and an understanding of the core elements of
a custom hair shader, it can definitely be done in IV.