Introduction to Blender Part 2: Texturing and Lighting | Surface Designs | Skillshare

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Introduction to Blender Part 2: Texturing and Lighting

teacher avatar Surface Designs

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

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

Lessons in This Class

    • 1.

      Intro

      0:29

    • 2.

      Lighting

      6:42

    • 3.

      Texturing

      45:13

    • 4.

      Rendering

      7:22

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About This Class

This is the second part of my stylized modeling course.  In this part of the course I teach how to light, texture, and render the lighthouse scene.  The lighting setup and textures are very simple and easy to follow along.  I also teach some simple compositing tricks to enhance the render.

Meet Your Teacher

Hello, I'm Nate.  I love to teach people the process of making 3D art!

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Transcripts

1. Intro: What's up, guys? Welcome to the second part of my stylized modeling course. In the first part of the course, I walked you through how to model this lighthouse scene. In this part, I'll teach you how to light the scene. How to create simple procedural textures, how to add the textures to objects, and how to render out the final image. The course, we'll also go through particle system settings to create glowing lights around the lighthouse. Without further ado, let's get into creating the project. 2. Lighting: The very first thing you wanna do is open your project file from the last course, where I taught you guys how to model this scene. And then once you've opened the file, you can head up to Edit. Preferences, go to Add-ons and type in node and make sure that you have the Node Wrangler enabled. And just make sure this is a little check sign. So click that because we're going to need this when we move on to shading. Before we get into shading, what we wanna do is add some lights to the scene. Now one thing to note is, I expect you guys to remember most of the basics of Blender from the last course. So things like going into camera view and basic keyboard shortcuts like moving and scaling. I expect you guys to remember those. If you don't, you may want to look at the last course or just Google some of the shortcuts, maybe watch a short video on them. So what we wanna do is press Shift S and then go to cursor to world origin. And that will just make sure that our cursor, 3D cursor is in the center of the scene. And then we want to press Shift a to bring up the Add menu, come down to light and choose area like. Then we're going to press G to move this area light somewhere like over here. Because basically the lighting setup we're going to want is kind of a three-point lighting setup. So we're gonna have our main light over here, which will be our key light. And that will point towards the lighthouse. And this one will be kind of orangey to give the CNS sunset vibe. Then we'll add a fill light over here, which will be more of a red. Then we'll add one other kind of rim light up above the Lighthouse, which will be more of a blue color to kind of act as a moon. Then we might add some other lights to help enhance the colors of the scene, but that will be later in the process. So you want to make sure you have this light selected and press R to rotate it at the lighthouse. Like this, G to move it over a little bit. And then just press G to move it along over here. And then RZ and pointed at the lighthouse. Then you want to press S to scale the light up like this. So it's really big. We want a nice big light, maybe move it up a little bit. Then come down to your light settings over here in the bottom right. And we want to change the power to something really high, like 30 thousand are seen as really big. So we have to have a really high power setting. Then you wanted to change the color to a nice orangey yellow color like that. Then if we go into our cameras view and then we change to our rendered view, we can see our light. So one thing I forgot is that we are currently in IBI. So if you go to your render settings, you can see we have our render engine set as EB. For this course. I'm gonna be using cycles. You can use Evie if you want, but you may have to tweak some settings signature scene to look really nice. But if we change this over to cycles, and then we change it from CPU to GPU, which will make the render a little bit faster. Now, it looks like our light is too powerful, so we can start bringing down the power a little bit, maybe to 20 thousand. And just move it around, rotate it along the local z-axis by pressing R is easy. And I think this is starting to look fairly good. And then what we wanna do is go back into solid view and press Shift D to duplicate this layer, and then press Shift Z so it doesn't move along the z-axis and bring it over here. Then press RZ to rotate it. Then g, x. And we want to change the power to something like 7500. We want it to be lower than our main light. Then we can change the color to more of a red. We want to keep a theme of using sunset colors and maybe move it in a little bit. It doesn't have to be very far out. Then if we go into rendered view, that's too much. Let's move it out a little bit. We want it to be a little bit more subtle. Okay, that's a little bit better. I think we want this light to be a little bit more of a rich orange. We're going with a stylized scenes, so we want the colors to be nice and saturated. And then this color can be maybe a little bit less. I think that looks a little bit better. Now what we can do is go back into solid mode. We went to press shift D on this slight shift D to duplicate it. And we want to bring it over our lighthouse. And we just want to rotate it so that it points down at the lighthouse. This slight can be a little bit smaller, so press S to scale it down a little bit. We may even want to scale this one down of touch two. And then we want to change this color to more of a blue hue. We can keep this a little bit more subtle. Then let's go into camera view and see what all this is doing. So I think that's too much actually. So I'm gonna change that a little bit. And I'm going to bring down the power to 5 thousand. I think. We want it to be a little bit more subtle. Just kind of add a little bit of blue to the scene, like there's a moon, Let's kinda glowing on the scene. Okay, so that is the main basic lights that we want to use in the scene. So now we can move on to tax-free. 3. Texturing: In the first thing I want to texture is the ocean. So I'm going to select the ocean. And I'm going to come up and change to my shading tab. And you can come over here to the bottom left of this viewport, and then left-click and drag. And you get this little arrow and you just want to drag over to the left like that. And that will make that tab over there disappear. And you want to do the same thing down here, because we only need these two views. Then you want to press new on this material. While you have the ocean selected. Let's left-click there and name it ocean. And then we can change the base color to violet, purple. But we want to keep it still in the bluish tones, kinda like this. We don't want it too dark. And basically what we're going for is a really stylized ocean. I don't want to make the ocean transparent because we want to keep the scene very stylized. And so it's not going to be see-through. It's going to almost look really glossy and shiny. And to give it this look, I want to come down to the roughness setting. Just bring this down a lot. Either to something like 0.1 or even 0. Maybe. We'll bring it down really low like this. And then let's change ever to rendered view and see how that's looking. Go into our camera. And that looks pretty nice. I like that. I think the lighting looks pretty good with her soon. And we can even make this maybe a little bit more saturated and maybe a little bit more violet. I think that looks good. And then let's go back in the shading view. And let's select our sand and then move on to click New right here, and then name this material sand. Then we can change the base color to kind of an orangey tone. Orangey yellow like that. And actually this is all we have to do for our sand. It's a very simple texture. And then go into Render View, go into your camera view, and then go into render view up here. And that looks pretty good for our sand. Now let's go back into shaded view. Let's select this rock and let's create a new texture for the rock and name it something like rock. And then change the base color to more of a, a slight blue. And then we just want to bring the slider down so it's kind of a darker color. And so we want like a bluish gray for our rocks. I think that should be good. We can always check it and rendered view to make sure maybe a little bit more bluey. Then what we can do to give all the rocks this color is select this rock, then shift to select this one. Shift, select this one, and shift select this one. Then we went to shift select our material one and press Control L, which is the link shortcut. We want to choose link materials. And this will give all the rocks that material. If you want to add some variation, you can adjust these a little bit. But what you would have to do is give each truck a new material because if you adjust one, you adjust them all. So if I make this, if I make a change to this material, it happens to all the rocks. So I'm going to press Control Z to undo that. What you would do to make one rock look different is come over to this new material, which basically duplicates it as the same material. And then if you change this one, it only changes that material and not all the rocks. If I'm going to press Control Z, Z to undo that, because I think it's fine having them all the same texture. And I'm going to go into camera view. And I'm going to go into rendered view. And that's looking pretty good. Now let's change back into shading view. And let's start adding some textures to these bricks over here, the lighthouse works. So a brick is typically a reddish color. So that's what I went for with these bricks. But we do want variation in these textures. So the first brick will press new for the material and then name this something like rick one because we want to have multiple brick textures. Then we can change the color to a red and then bring the brightness down. Darken it a little bit like this. So it's a nice reddish brick. And let's bring the roughness up a little bit so that it's a little bit more, it's less reflective because bricks are in super reflective. Something like 0.8 is fine, I think. Then let's select maybe this Burke over here. Press New and name it brick to. And we want to give it another texture. Maybe something a little bit more, more saturated this time and a little bit brighter, maybe a little darker than that, something like that. And then we can bring up the roughness like a 0.8. And that's our second break. And then let's grab a third brick, press new name, this one, brick three. Then change the base color again to a red maybe, but less saturated this time. Darken it up a little bit. But actually it looks very similar to the last break. So let's make it more orangey, more of a brownish color. I think that looks good. And then we can bring up the roughness to something like 0.8. Then let's select one more brick and press new name this brick for. And then change the base color to something a little bit bright. And I think that's fine for our bricks. And then we just want to start selecting random bricks. Shifts selecting them. And then we can shift select a brick. We went like this one and press Control L and linked materials. Then let's start selecting some other bricks. Then we can shift select this break and press Control L link Materials. And then let's start selecting some other bricks. I think that's good. And then let's select another one of these and press Control L link materials. Then Let's select these final bricks and select our final break right here. Control L link Materials. And then if we press Alt a week, these select them all and we have some nice multicolored bricks right there. And now actually are shingles are the same colors as our bricks. So we can just start shifts selecting the shingles and giving them similar textures as the bricks. So I'll start shifts selecting some random shingles. And then I'll select one of these breaks. Control L and linked materials. And if you don't like the way one of these bright colors looks, you can always just change it a little bit. So this one I want to be a little bit darker. This one a little bit less saturated. Then let's select some other bricks or shingles. I mean, then we have some bricks and some shingles. Now, the next thing we went to texture are these little bricks on the lighthouse, on the lighthouse doorway. And so let's select one of these, press New and we'll name it something like stone one because these will be the gray versions of the bricks. And then we can change the base color to a bluish gray. Just barely slide it towards the blues. Then bring the color down a little bit. Then we'll select this break right here, press New and name it stone to. And we can bring it to the blue's a little bit. And bring down the color, make it a little bit darker. Let's make this one a little bit lighter actually. That'll be the light stone. And then we have our third stone up here. We'll name this one stone three. Change the base color this time. I'm not going to bring it towards the blues. I'm just going to keep it as a gray and bring it to a nice gray. And we have some variation in color. Then what we can do is, actually, I forgot these are a little bit glossy, so I'm going to bring the roughness up on each of these materials to 0.8 like the bricks. And then I'm going to start randomly selecting some bricks. And then I'll shift select the brick i1 and press Control L and linked materials. And then I'll do the same process over again. Then shift select this guy right here, Control L and linked materials. And then now I'll select the last bricks that are leftover. Then I'll shift select this dark gray press Control L and plink materials. And now we have some stones that have some materials on them. Then we can select some of these ones down here and come down to this little material slider right here, and choose one of the stone materials. So maybe start at one. And then this one I can choose stone three. This one can be stone to. Now I'll do the same on this side. So this one will be step one. Step two, step three. Now all the stones have materials. Now we can go to our camera view real quick just to see how the scene is starting to look and go into rendered view. In the bricks are looking pretty nice in rendered view. Now let's go back into material preview and then select the railing up here and we can start texturing the lighthouse, this rail. And I'm gonna give a metal material. So I'm going to press New and name it metal. And the way I'm going to make it look like metal is come down to this metallic slider and make that completely metallic. And then I'll change the base color too really dark to make it black. Then I'll change the roughness down and make it less right to something like 0.1 fibers are, so we want it pretty reflective. And then we can select this right here, which is our window frame, and then shift select the railing and press Control L and Lincoln materials. And then for the lighthouse, we actually don't have to texture this white bit. We want to keep our lighthouse white. So what I'm gonna do is press New to add a new material. And I'm not going to change anything. I'll just name it Lighthouse. I'll just leave the default settings with the base color green bite. I may change the roughness to like a 0.75 just to make it a little bit more rough. But that's the only thing I'll change. But then what I wanna do is come into my negative y's side view. Select my lighthouse press Tab to go into edit mode. Then I'll change into x-ray view. So I'll left click right there. And I went to left-click and drag over all of these top faces like this. And I believe we went to select this loop also suppress Shift Alt on this edge to select this loop. And we don't want the windows, we want a different material for the Windows. Suppressed Shift Alt right here to de-select the windows. And then we can go back into material preview mode just to see what we've done. Let's also press Shift Alt Up here to de-select that. We also want this slip to be window. We can come down to our material and then we can left-click on this slot one and click this plus. And that adds a new material slot. And then we can press a sign that will assign all of these faces to the new material. And for slot two, we want the metal material. So it's looking good. But we don't want all of this to be black. So to fix this, we can press Alt on this edge right here, come to slot to left-click on Lighthouse and press Assign. And that will assign this loop To the Lighthouse material. And then we can press Tab to come out of edit mode. And we have the top of the lighthouse textured. Now for the doorway, this is very easy. We just want to make some brown textures for the word. So I'll left-click on one of these logs. Now press New and name it something like log one. And I'll give it a base color that's kinda this brown. And I'll just bring the brightness down. Then I'll left-click up here. Press new, name it log to. Now change the color again. This one will be less saturated and a little bit darker. Then I'll left-click down here, press New. And then that log three. In this one can be a little bit more reddish in saturated, and I'll bring the brightness down. Maybe a little darker. And we're getting some nice log materials. And then from here we can just start randomly selecting some and giving them new materials. So I'll select these shifts like this one, press Control L and link materials. I think this is actually too close, so I'll shift, select this press Control L, and make that, that color. Then I'll select this. Actually let's select this and this shift, select this brown and press Control L link Materials. And then these two can be linked to this material. And that's looking pretty good for the logs. If you want. You may not want to have variation or as much variation. I think I'll make this a little bit more similar to the other logs, just because we don't want a ton of variation in the logs. Just a little bit, goes a long ways. Then for our doors, we can have similar textures as blogs. So you may just want to shift, select the Log, press Control L materials. Or if you want, you can add new materials, but I don't think that's really necessary. Then there's also a couple of wooden planks back here, so we just want to select that and then select this one. And finally select this leg, press Control L link materials. And our door is basically textured. Now one thing we also want to texture on our door is the roof bit. Because if we go into rendered view, it's hard to notice, but you can kinda see the white that's peeking through there. And just to fix this, what we can do is go into material view, select the roof, press Tab to go into edit mode. Press forward slash on the keyboard to put it into local view. And then we can press New and name this something like door. We don't really care. And then we can press three on the keyboard. Select this, all of these phases of select all of these faces up here. And then we went to click on this slot button, click this little plus sign, and then choose one of the brick textures that will just make the roof red. Now the next thing we wanna do is texture the lamp and the door handle right here. So I'll select the door handle and I'll press New and name this one light metal. Because this will just be kinda like the dark metal appear the black metal, but it'll be more of a silver. And so I'll bring up the metallic and I'll bring down the base color just to touch. And then I'll bring down the roughness to a really low value, like 0.05 or 0.10, one's perfectly fine. Then what we can do is select this took up here Shift to select the door handle and press Control L. Then link materials. We have this slight metal on the hook and the door. Now for the lamp, we went to use the dark metal. So select the lamp and this handle right here. And then we'll shift select the railing, press Control L and materials. Now what we wanna do is add an emissive material to the lamps. So I'll select the lamp press Tab to go into edit mode. Press three, make sure you're in face mode. Select these edges. And then you went to come over to slot the Press, assign, press New, and name this one something like emission. I can't spell that I might be wrong, but we want to make this an emissive material. And the way we do that is come down to the emission down here and bring up the brightness. And basically now it's emitted and light. And we can change the color to an orange to make it a nice soft lamp color. And we can change the strength so it's brighter to something like 15. And then just bring it a little bit orangey again. I think something like that's pretty nice. Now, if we go into rendered view, we can start to see how our lighthouse is. Starting to look pretty cool. I think I might change this color and make it a little bit more saturated just so it's more orangey. Something like here is fine. And then we went the same material on the lighthouse window. So I'll go back into material view. I'll select the lighthouse press Tab three on the keyboard. I'll select this face loop. Shift Alt, select this face loop. I'll come down to slot. Click this plus to add a third material slot. Assign, to assign these faces to the material slot. And they'll choose the emission material. So now we have a nice emissive material up here and a nice one down here. Then real quick, Let's just texture this lamp also. So I'll select the hook, shift, select the door handle Control L link materials. Then I'll select these two and shift select this press Control L and think materials. And then we can press Tab on the lamp. Let's press forward slash to bring it into local view. And then Alt, Alt select these faces. Then slot new, assign and choose the emission material. And then tab to come out of that event and forward slash to come back out of local view. Now let's give all of the hooks, their own material. So now what I wanna do is just select the hooks on these fence posts. So I'll shift select all of these guys. And I believe there's a couple over here. Select them to shift, select the door handle Control L link Materials. And then I'll select the ropes. I'll select one rep, press New and named the material rope. And we went to make it kind of similar to the sand material, just kinda like a yellowy rope material. Little bit orangey, something like that. And we can bring the roughness up a good fit. Then we can select this row, shift, select the top one and press hips, press Control L and link materials. Then our ropes or textured. And now let's texture these fence posts. And we basically just want to use the same materials as the locks. So we can shift, select, select a couple of these. Select one log press Control L link materials. Select another log, Control L link materials, and do the same thing with the last right there. Let's go into our rendered view and our lighthouse scene is starting to look Nice. Let's go back into material view. And let's make a material for our prompt palm trees. We want it to be a little bit different than these ones. We want the palm trees to have kind of a unique material, so oppressed, new on one of these and then name it something like wood. We can just name this would change the base color to a nice rich kind of reddish. Bring the brightness down a good bet. And then just select all of these. We can select these as well. Then shift select this control L link materials. Then we went a green material for the leaves. So I'll select one leaf, press new name this material, we change the base color to a nice green like that. Then we can bring the brightness down. Nice and saturated because the scenes really stylized and playful, so they can be very saturated. Then we can select the leaves. If you want. You can add some variation by using different beef materials, but I'm just going to keep it simple I think, and select all the leaves and give them that one material. Let's select this last leaf, press Control L, and clink materials. Now, pretty much the entire scene is textured. The last thing we went to texture is our giant background. So this material will be a little bit more complicated. We're going to use an additional couple of nodes to get the result we want. So what I'm gonna do is press New and name this material background. And then what I'm going to do is press Shift a to get a color ramp. So press Shift and then click on the Search bar and type in color ramp. And we want to plug the color into the base color. And real quick, Let's make the roughness a little bit higher because we want our background to be fairly flat, something like 0.9. Then what we wanna do is press Shift a and add in a separate XYZ in. Basically this gives us different axis outputs. Then we want to press Control T, which is a Node Wrangler shortcut, which gives us a mapping and the texture coordinate. And we want to select the image texture and press X to delete it and move the mapping and the texture, texture coordinate over and change the UV to vector, two objects to vector. And then plug the vector into the separate x, y, z vector. And let's plug the y until the color out. And as you can see, what it's doing is it's separating the color ramps, black and white values using the y-axis. The y-axis friends this way. And it's separating the white and the black using the color ramp. And what we can do is change these colors to an orange and a violet. So I'm going to change one to kind of an orangey color like this. And I'm going to change the black to a medium violet color. And right now, the scale is very big and it's not really what we want. Because if we go into the camera view, we basically only get the violet. So first I'm going to bring the scale up to a five, which will kind of tighten that a little bit and maybe a little less. Let's try three. And then what we can do is rotate this along the z-axis until it matches up with the lighthouse. And then we can move it a little bit. So let's move it back a touch on the y. Let's rotate it a little bit more. So it kind of comes from the left-hand corner of the screen. Then the spring the scale back to like 0.5. Oops, I mean five. So it's a little bit tight. And then in rendered view should look pretty cool. So if we press Shift Alt Z, as you can see, we have some nice violet and some nice orange, but we're not done yet. Now what we wanna do is start tweaking these values a little bit. So this file, it, I want it to be a little bit brighter. I'm going to bring the brightness up. And I'm also going to rotate it a little bit and bring the scale down a touch to three again. I think it's good and I'll rotate it along the z. Let's go into our material preview. Let's rotate it along the Zillow further. I think that's pretty close. And then let's move it back a little bit. We can kinda adjust these values also with the color ramp. So we can bring the oranges and a touch like this and still maintain that scale a little bit. Rotate it back a touch. Then if we go into rendered view, It's looking pretty nice. It's got kinda sunset, the vibes. I think the moonlight is a little bit too bright. So I'm going to go out like this. I'm going to come into my shaded view. I'm going to press Shift Alt Z to bring my lights and everything else back. Select this light up here. And I'm going to bring the power down a little bit, something like 3 thousand. And then just move it back a touch. So it's really, I want it to be fairly subtle. And I want to add one more light. Because if we look foreground is very nicely lit. It's very bright and purply. And I want the background to be bright, also fairly bright. It is sunset, so we don't want it to be too bright, but I want the background to be more eliminated. Oh, and we forgot to text or something actually, you forgot to texture these locks. So real quick, Let's just select some of these and shift select one of these and press Control L link materials. Select these two. Select a different color Control L materials. And I think these leaves, I want to be a little bit brighter. I think that's fine. Maybe a touch brighter. Let's go into our camera view, rendered view. That's looking good. Those are looking nice and bright. It seems like in fairly nice. But again, we want to add another light to help eliminate this background. Let's select this top light and press Shift D to duplicate it back here. And we want to change this to a point light. So just come over to the light options and change it to point. And we want to give it a nice violet color that matches this color. So I think that's pretty close. We can change the power to something like 7500 and G to move it up and back. And this should help begin to eliminate the background. Okay, so we're going to have to make it a lot more powerful, I think. So let's make it more like 1515 thousand. And then let's press G to move it in a little bit. You just want the satellite back here that helps illuminate the background a little bit, make it a little bit more bright. Spring up the radius on it too, just so it has a wider spread over the background. Then let's just cheat and move it. So it kinda meshes with the scene. If we press H to hide it, we can see then Alt H to unhide it kinda helps eliminate the background a little bit. We can tweak the color a tiny bit more. So it matches slightly better. Then again, H Alt H, you can see it helps eliminate that background. I think one other thing I wanna do is make this ocean a little bit more violet. So I'm going to bring in more towards the violet color. Not too much. Just a little bit like this. And if I press Shift Alt Z, we can see the scene. And it's looking pretty nice. We have some nice red values on this side, which I think we can actually make a little bit more saturated. Nice red values over here. And we get some nice orange values on this side. And we have some nice purple in the background. And now another thing I told you guys I would do is teach how to add some particles to the scene. And to do this, let's go into our solid view real quick. Let's select our plane. And let's press Shift D to duplicate it, and then right-click to set it in the same place. Now we went to press Tab to go into edit mode. Right-click sub-divide. Choose that, come over to this sub-divide menu and change the number of cuts to something like 50. And then we can tap out of edit mode, come over to our balloon modifiers over here. Add modifier. And let's choose displays. Where is it? This place, right here. And then what we can do is press New. And let's go into this button right here, change the type to clouds. And right now it's way too strong. So let's change the strength and the Modifier Tab. Lower it down to something like 0.2 is probably good. And now we have this displaced plane. And what we wanna do is add a particle that will be instances on top of this displaced plane. So let's press Shift a to bring up the Add menu and choose UV sphere. And then let's press G, Z to bring it down beneath everything. Right-click and shaded smooth. Let's press New on the material. And let's name it something like orb Forbes. Because these will be the glowing orbs. And let's change to material preview so we can see the material. And I'll change the emission, bring the brightness up, change to an orange-ish color. I'll bring up the emission strength to like a 7.5. Maybe. It's nice and fairly bright. Maybe a little bit more orange. And then I'll select this displaced plane. Go into shaded view to my particle system. Down here. I'll click this plus to add a particle system and click hair than tick advanced. Then let's come down to Render and change and change this from rendered as two objects. Change it from path to object. And then we went to come down and find our particle and choose the instance object and choose the sphere. Now, it will be all over this plane. And we can bring up the scale a decent bit to something like 0.2. And let's change the scale randomness up to something like 0.75 maybe. And so now the spheres have a little bit of randomness. And then we can choose Add Modifier. And let's choose wireframe. Then we want to bring the thickness to 0. Now, all these orbs look like they're floating and they'll look pretty cool in the rendered view. Now, one problem we do have is their instance on top of the lighthouse. So some of them might peek through and stuff. And it seems like we're good for now. But it's a good habit to learn how to instance on top of specific set of vertex points. The way we can do this is come down to our object data properties. Press Tab to go into edit mode. And then we can press one to go into vertex mode. And box select these vertices in the middle. And then we can choose, select, invert. And then under vertex groups, click this little plus. And we can name this something like particles. And click Assign. And then if we deselect this particle vertex group, they'll de-select. And then if we select them, they'll select. Let's press Tab to come out of edit mode. Let's come to the particle system. And under vertex groups, Let's change the density two particles, Let's change the length to particles that clumped to particles and that kink two particles. Now the particles will only instance on these vertices and not the ones where lighthouses. If we had a ton of particles, they wouldn't be all over our lighthouse. And then we can come to the modifier and up the strength maybe. Actually I think the strength is fairly good. One thing we can do is press cheesy to bring it up a little bit. Some more particles are above the ground. Let's go into camera view. And let's go into rendered view. And I think they're a little bit too bright. So I'll change their material. I'll select first asked to find the particle. Select the particle, and let's change the material of that. So can I have a lot less saturated and less powerful? So maybe at 2.5, maybe three. And the emission is good, but it looks a little bit flat. So one way we can make the emission look a little bit less flat is by adding in a colorRamp suppress ship. They type in color ramp. Let's click there to set it. Press Shift day, add in a layer weight. Then you want to plug that for now and to the factor and the color into the emission. And you want to change one of these values to more of it, deep orange. And then one of these values to more of a lighter orange. And basically, if we zoom in on a particle, we can kinda see what it's doing. And it's making the inside the lighter color and the outside of the darker color. It's kinda hard to see, but it makes our admission a little bit more dynamic. One way we can view this a little bit better is by increasing the effect. So making this a darker color, like this will be more noticeable. And I think that's fairly good. Now let's go back in the camera view. Then what we wanna do is adjust some of our particle settings. So let's change the seed. That we get some more foreground particles like this. I think that's looking pretty good. And let's change the number to maybe 2500. That's too many. Let's do maybe 1500. That's looking a little bit better. I think 1250 might be the sweet spot. And now we have these nice little glowing orbs plus also change the strength of them. There. Let's select that particle and change the strength so they're a little bit more strong. So maybe a 7.5. Because we do want some reflections off of the purple to help light the scene a little bit more. And I think that's looking pretty good. And then the last thing before I go over render settings is I want to select my camera, come down to the camera settings and enable depth of field. Then I went to change the f-stop and lower it. And I want to change the focus object to the cylinder which is our lighthouse. And basically depth of field will make whatever is close to the lighthouse clear and whatsoever far away, blurry. And so if we go into solid, if you click this little arrow and enable depth of field, we can see the effect. So if we lower the f-stop to something like 0.05, you can see the background is starting to get blurry. And if we go even lower, 0.01, pretty much everything's getting really blurred out. So we don't want it this extreme. We want something like 0.03 where the the front of the scene is just beginning to get blurry in the back of the scene as getting a little blurry. I think this is still a little bit too extreme, so I'll go to 0.04 and see how that's looking. And then I will go into rendered view. And as you can see, we have these nice particles and some nice depth of field. And I think the particles are a little bit too light. So I'm going to change their color again. I'll make the one color a little bit darker, orangey. And I'll do the same with the other. One will be basically completely orange. Maybe a tiny bit less extreme than this. This is looking fairly good. 4. Rendering: And now it's time to render out the final image. And to do this, we went to come to our render settings and tweak some of these. So by default, Blender sets the max render samples way too high. It sets it to 4,096. And you almost never need to use more than a thousand samples. I'm going to change this to something like change this to something like 500. And then I'll come to my output settings. And I'm going to change the percentage to something like 200. And this will just make the image more high-quality. So it's going to multiply these resolutions by two. And this is up to personal preference. If your computer is a little bit slower, you may want to keep it at 100 or even lower it, lower it further to something like 50 per cent, but 200s fine for me. And that's basically it for Render Settings. Now, the next thing I'm gonna do is again, I'm going to change my part particle color. I think I'm going to make it a higher strength, maybe 15. I do want these to be fairly bright. Go back into rendered view. That's looking better. I think 15, a good bit brighter. So first, I want to brighten these values up, I think to a 30, maybe, maybe a little less. Twenties, probably 25. Now that we have everything set up the way we want and all the render settings setup. We can render the final image. So I'm going to head into the compositing tab. And you just want to make sure that you have used nodes ticked. And you should get this render layers box. In this composite box, you just want to click this little button right here. And this will render the active site. Okay? And now once you've rendered out your final image real quick, you can click this X and jump into the compositing tag. Now the first thing that we wanna do this ad in a viewer, notice that we can actually see what we're editing. Suppress shift day, press Search and type in fewer. Left-click there. And then just plug the image into the image. And then hold shift and right-click and drag between these two nodes to connect them like that, which just makes it easier to add nodes in-between them. Now, what we can do to make it so that our image is easier to see this come over to view and choose Fit. Now we can see our image. And then the first thing I want to add is a glow to the orbs. So press Shift a to bring up the Add menu and type in glare. And then left-click right here. In this **** add in a glare. Now this is not the glare we went to add. We want to change this to fog glow. Now we have some glow in the image and we want to lower this to something like six, maybe seven. Depending on the look that you're going for. I think six looks better. But what this does is it adds a little bit of glow to the entire image. So without the glow, and then with the globe, it just makes the lights pop a little bit better. And now what we want to add is a little bit of color correction. So let's move our affects over a little bit and press Shift a and type in a color palettes and add that in right here. And this is where we can adjust some art, some of our hues. So basically what we wanna do is just shift these colors that touch towards the blues, maybe. Then shift the highlights more towards the oranges and the shadows. We can basically just leave in the middle. So the next node we want to add is a brightness contrast. So let's press Shift day and type in brightness contrast. And just add some contrast to the image. So maybe something like two. And that just adds a little bit more contrast between the colors too, might be a little bit much. So 1.5. Then if we press M to mute it, that's without the contrast. That's with a little bit of contrast. You want to be very subtle with these because it's really easy to overdo this. And now we can see the before and after by selecting all of these nodes and pressing N. So as you can see, it's much more grayed out and less saturated. Now it's much more bright. Now we can press F2 to re-render our image. And once this has finished rendering or compositing nodes will be applied to it. So all those color corrections we did will be applied to the final image. Okay, and as you can see, our final image is rendered out. If you want to make any adjustments and re-render it, feel free to. This is just what I think looks good. Then once you have this image, you can press Image, Save As, and then save your image and the destination you want. Anyways, congrats on completing this project, and congrats on modeling the entire lighthouse. That was a lot of work. But I hope you guys are happy with the result and I'll see you in the next course. Make sure to follow me. So you get notified when I release future courses.