Transcripts
1. Lights, Camera, Render | Cinema 4D + Redshift Training: Hey, I'm Derek Kirk of affect Tron and I'm super
excited to announce that I'm finally able to bring
light camera render into a skill share. It's over 7 hours of content. You may have heard some of
this or seen as before from CG Shortcuts.com the ultimate
red shift master class. This is the second
half of that class, which is my favorite part of the class and really the part where I got to teach it the way that I really
like to teach it. And so I just wanted to be able, I'm excited to be
able to share that, the skill share community
now and all the members. So basically it's 7 hours of training where we're going
to learn all kinds of stuff. With Red Shift, it's all
Red Shift 3.5 and up. So it's still all
very applicable and relevant and you'll
easily be able to navigate and find your way around, which is super cool. So we're going to
talk about optimizing your machine based on
your graphics card, how to actually figure
that out and get your renders going
the best for you, rather than just a point
and click guide of like saying this is the
best if you have the best high end graphics card. Because not everybody does
and I am very aware of that. I don't even have the best
high end graphics card. So whether you're a beginner
C 40 and red shift user or an experienced C 40
and red shift user, there should be something
here that I think you can learn that's
definitely designed, that beginners and first
time users can definitely dive in and get a good
understanding of red shift. So by the end of this
you should be able to understand like if you want to start a
project in red shift, you'll be able to finish
the project in red shift. So throughout this course, you'll basically, we're going to go through very practical, real examples of using lighting, how to set it up, why it is the way it is,
and how to use it. Rather than just saying
this is what you do. You really want to understand why things are the way they are, That way you understand how to troubleshoot because
that's a big part of it. And we've talked about
AOB's redshift object tag, all kinds of things. You can see this over
7 hours of content. And on top of all of that, I've also included a
free project lesson from Minded Motion Workshop. My latest project where
we create a render ready, realistic product
render at the end of it using ironically a blender. You'll get that joke
if you do Three D, right? I hope blender. Anyway, so we're going to create this really cool
thing and I'll show you how to create your own realistic and photo ready
like product render. Basically setting up
lighting render settings, importing assets,
all that stuff, getting it all working from the very beginning of
the project up that way, you know, following
step by step, you'll be able to create
your own cool scene. And everything you'll
learn is sort of this, you'll be applicable to
beyond just this scene. Basically, you're creating
a scene that is going to be able to be
used for any product you want to throw in
there, which is great. Beyond that 33
minute long lesson, there's 7 hours of other
content to go through. And I'm just really
excited that I'm finally able to bring this to skill share and have everybody
get to experience it. Because it's a lot of
really cool training and good tips that
I think will really help help you out and help you get comfortable with red shift because that's
the real goal. Okay, let's get into it.
2. Render Setting basics: In this lesson and
we're going to talk about Render Settings, and we're going to go over
just an overview of all of the renter settings and then
we're going to go into each of these in more detail
and other lessons. So basically I just want you
to understand how to get to your renter settings and
what are going to be the main things you're
going to want to control. So when it comes to
renter settings, you can hit control B, and that will get you to
your renter settings, or you can click this
little icon here. So clapboard with the gear on it that opens up your
renter settings. Now by default, this is
going to be set to standard and you're not going
to have access to anything Red shift at all. You need to change
this to red shift and that will bring all
your redshift material, access everything. It'll actually change your
entire layout as well. You only have red shift things. Instead of here we
have a couple options. We've got output, save, post effects, which may or may not be visible to
you from the start. And we have a red shift
and magic Looks a G. If you have the max on one subscription and you
include magic A looks, this will be available to you. I don't have it,
but that's okay. Bridge magic Looks
is its own thing. Let's go ahead and take a
look at what we have here. Under output, output is going to be basically
your export settings. This is going to be your
resolution for your scene. This is going to be
everything that you see here in your hut is going
to be based on this output. Right now, we have a
set to 192-01-1080, You can have different presets for different screen sizes. Squares mobile, we have print,
we have things like that, we have sizes instead of pixels, you can change between
pixels to actual inches. And things for
things like print, you can uncheck lock
ratio or leave it on. If you want your ratio to stay the same,
leave this connected. If I change this down to 12 80, that's going to take
this down to 724. We keep that same
16 by nine ratio. Uncheck that, and we can create squares or different shapes
or whatever you want. And you can see once I
changed that to a square, our viewport here changed. You can see that
again. We've got a data rate which
is on by default. I have never turned it off. I have looked this up in
the red shift manual. It does not exist. I don't know what this does. It adapts the data
rate, I'm not sure. I assume this is like the red shift equivalent
of a variable bit rate. If it was doing something like
video or something versus a constant bit rate on. I've never had issues with it being on, so I
haven't turned it off. But there you go. That's on. By default, you have a
resolution. We'll look this up. Resolution is pixels, or pixels
branch, or pixels by CM. So if you're doing
something for print, you're probably going to want to increase that to like
300 or something. If it's going to be blown up really big or on a building
or something like that. We have render region,
which is basically going to be a crop setting. If there's something in your scene and you're doing
an animation or something like that and you
want to just focus on this one small
section of your scene. You could render region that and adjust the borders by
cutting it in and stuff. Just like if you've ever used
OBS or anything where you crop your settings in on your video or
anything like that. You slide this up to cut
off more of the left. Slide this up to cut
off more of the top. Same with the right
in the bottom. So basically you can end up
having a little area that you just want to
render out so you can render out your
entire animation. Just the little area so you don't have to render
out your entire scene in case there are some areas that are giving you
troubles or you just want to test and make sure that that part looks good, that's when you would use that. Next you have film aspect. This is 16 by 9114
by three widescreen. This thing you have
pixel aspect ratio. Which square is probably
going to be what you want. Maybe if you're making
something for broadcast, you might need to make it Pal widescreen if you're in Europe. Or possibly TSC widescreen for America or Animal Freak for a
movie, something like that. You're going to know
what you need to do for that if you're
working in that industry, but this is where you changed
your pixel aspect ratio. Next you have your frame rate. This one is really
important because 24 is where you want
to be most likely. This is the normal
film frame rate. But if you're editing something
or doing and compositing, you're definitely
going to want to make sure anything with real footage, you want to make sure
you have the exact same frame rate as that footage. And also the frame rate here is not locked into the
frame rate of your project. So you want to make
sure that these match. And to do that, we go
around here to our scene, we control D. We make sure
that our time stamp here, our time section, our FPS, or frames per second,
is set to 24. So that's the same as
the frame rate here. So you could have this offset. And then what's going to
happen is you're going to have 24 frames per second
to render out. And then you're going to render out it out at 30
frames per second. And stuff is just
going to not line up and you're not going to have all the information
you need to have. You want to really make sure
that those line up the same. Next you have the option of
what you want to output. You can do current frame,
which is on by default, which is going to export out whatever frame you have selected in the timeline down here. The next option you have is
manual, where you could say, I want to render out from frame 35 to frame 70, and
that's what I want. Then you have all frames, which is going to render out
your entire frame timeline, basically from
whatever the number in this box is to the
number in this box. Now the next option
is the preview range. And that is going to ignore these boxes and only do what's
inside this gray bar here. By default, this is stretched
out to be your full range. But let's say you
just want to go, I want to start from right here, 29, Now I want to go to 51. Now our preview range is 29 to 51 and that's
what's going to render. This is exactly the same as going into manual
and typing that in. But maybe you've just slid this in and would
rather do it this way. It's just a multiple ways
to do the same thing. Frame step, you want
to leave it one field, so you want to leave
off unless you're doing something
maybe for broadcast, you might need to do
even first or odd first if you're doing
interlaced footage or something like that. But normally you're going to
be able to leave that off. Okay, so that's the
output setting. The next settings we're going to cover are the save settings. Inside of here we've got regular image and we've
got multipass image. Basically, you want
to make sure you have checkbox saved on this if you're not
using multipass image, which should be off by default. Basically what we have here is we have the
option to choose where we want to save our file by clicking this folder here. And then we can name it
when naming your files, especially if you're
doing an animation. Don't end them with a number because what
it's going to do when it does an
animation is it's going to pend numbers onto that. And we'll cover that
here in a second. But basically just want
to end it with something. If it has to be a number,
put an underscore after it. Just so when you go
into your create an image sequence and bring that into a
third party program, it's going to be able to
know the order of that correctly and that number is
not going to have an issue. Okay, next thing is our format, this is where we could choose
bitmap, body paint, DDS. We can do a Jpeg and open EXR, a PNG, a Targa Tiff. These are going to be
your most common things. I use PNG's a lot. You also have the option
to do movie files like an MP four or an ABI or V. I highly recommend against using any of these for the sole
reason of it does not save the file or the file
will not work correctly unless it gets 100% complete. Basically, if you
have 300 frames, you're rendering out for a ten second video or
something like that. Set render and you
get 250 frames through it and
then your computer crashes or the power goes
out or something like that. You have to start over. You
do not have a usable file, but if you use an
image sequence, you have all the way up to frame 250 already saved
and rendered out. So then when you can
come back in and do a manual export
and just go from frame 251 to the end so you don't have to
start all over again. So that's the main reason. Also, when you're rendering
out P four for some reason, they always come out
a little bit darker. Also, sometimes Jpegs can
appear slightly darker, that's why I often use PNG's. Also, PNG's give you access to alpha channels
which Jpegs don't. Pngs and targets are
probably going to be your best bet if you're doing
a regular image format. If you're using a
multipass image format, that's when you're
going to want to get into your open EXRs. But open XRs allow you to have a higher bit rate and
have more dynamic range. If you're doing a
lot of post effects, open XR is probably going
to be where you should go, but they're way
bigger file sizes X, we have the depth, which is going to be dependent
on the format. Like I said, PNG's
go up to 16 bit. These are going to
help with things like banding in issues like that. Or if we go into EXR, we have the option to do 32 bit, which is going to be
the most accurate and give you the most control. Okay, so that's one
benefit of using those. Secondly, we have
the way it's named, you can say I wanted
to name it out and add the whatever
at the end of it, which I highly
recommend you have the option of four numbers or just three numbers, whatever. But this is fine. So
basically what it's going to do is when it renders
out frame zero, it's going to say
they've saved it as, and then add 0000
for the frame zero. Then the next file will be
whatever you named it as, 0001 and so on throughout it. Then when you bring
something in as a sequence, you'll have it
ordered correctly. That's why I was
saying don't name it with a number at the
end because then there would be the number and then a number and then
these four numbers, it might get confused. Just be mindful of that
image color profile on. By default, it normally just
like reads your monitor and figures out from your computer what
you want it to be at. This is normally
fine, but if you have a specific color
profile that you want, you can load that in or something like that
if you need to, but normally you won't
need to mess with this. Second, we have alpha channel. If you want your PNG to
have an alpha channel, you need to have that enabled
so it has transparency. When that is enabled, you have the option of
doing a straight alpha, which as you can, if you want to or you can do
a separate alpha. And the way separate
alpha works is it will render out two
image files for you. One image file will be the
image with the final render, and then the other file will
be just the alpha channel. It'll just be black and white. Normally you don't
need to separate that, but you totally can
if you want to, if you're going to do
any compositing and stuff with that pit. Dithering is one by
default, that's fine. That just helps
smooth things out. Now the next setting, the
multipass image setting. This is going to be where
you want to use open EX R's. If you're going to use
this, you don't need to use this, but you can do both. You can save out a P and G and also a multipass image if
you want to. That's nice. The way that these
work is basically with an EXR and a
multi pass image. What it does is it
allows you to have all of your beauty passes
and all of your AOVs saved out into one
file that contains all that information rather than having 15 different PNGs. It's like this is the
depth of field pass, this is the render passes, it is the beauty passes
is the lighting pass, this is the color
mat pass, whatever. You just have one file
that contains all of that information in multiple layer format inside of itself. If you're going to do anything
for after effects or new, any kind of compositing or post effects or
Photoshop, afterwards, you're going to want
to use an opening X R 32 bit multi layer
file, basically. That's just going to allow you to have all that information into one thing and
we'll cover that later. And we cover that already in the materials master
class as well. Next we have the
compositing project file. Now this is going to
be, if you're going to use something specifically, you have a target application that you want everything
to be sent to, like after effect Nuke
motion or Fusion. This is going to be really
important for a lot of compositors and things that are blending things
with real footage. Basically, you just
want to save this out, you'll have the option
of this and you can save your project file and
send everything together. Basically, if you're saying, I'm going to send this off to somebody that's going
to do it for me, so I'm not going to
have to deal with it. Make sure you have that
enabled and you're going to know if you're in that pipeline
that needs that option. And this is where
that control is. It's underneath the
save file here. We're going to skip
over post effects now, and we'll cover that in
its own lesson quick. We're going to go over the
red shift settings here and we're very quickly going to cover what all
is available here. And we're going
to go way more in depth in the next lesson. Basically, inside the
red Shift option, this is where we
have our basic tab. In our advanced tab, these don't do anything for
these options here, it just works for the
red Shift option. Underneath the Basic tab, you can see we have
Render engine, we have production,
and we have Real time. Basically, there are two
types of render engines. If you're going to create something that's going to be a final product or
a final render, you're going to want
to use production. It has access to
everything. Red Shift. Real time is relatively new
and still under development, and they're still adding
features and it's a lot more stable now
than it used to be. Basically, real
time is more like a game engine than a
production engine. So basically it is
going to allow for almost instant feedback
of everything and it's going to be real quick to
get to that final render. But there are things
like environmental bog and stuff like that that it just doesn't render.
It just doesn't do it. It doesn't know how to yet, but they're working
on it basically. Your production engine
is where you're going to use for rendering out basically. And your RT or your real time rendering is going to be
very helpful for look to have and conceptual stuff and figuring things
out but probably not what you're going to
want to use if you're going to export any kind
of digital content. Now the next thing
you see you have bucket quality and
progressive passes, and we'll cover
this more in depth. Bucket quality works
in combination with, if you go over here
to the advanced tab, automatic sampling,
which is on by default. And I was very against, at first I thought
there's no way that the machine can
do it better than me. I learned and I worked so
hard to figure out all of these samples that I don't
want it to be better. But. I've come to love the
automatic sampling. It's amazing when we're using
automatic sampling is we have a render quality
control with a slider. Now if you're new to three D, this doesn't sound
like that impressive, but basically this slider
right here controls the amount of noise in your scene and
the clarity of your image. The lower this is,
the higher up it is, and the more clear or clean
your image is going to be, the less noise there
is going to be. As we bring this up, we
get into more noise, but faster render times. As we bring this down, we get into less noise
but longer render times. Everything is a balancing act. But the main thing is when you have this option
where you can control your entire render
settings with one slider, it just allows you to focus
on your actual scene so much more it used to always and you can still do
this and we'll cover it. But for me personally, you would focus really hard on your scene and then you
get time to render. And then it's just
like another layer of problem solving and
trial and error and figuring out what samples
you need to put here, how to optimize your scene, even after you finished your
scene, you weren't finished. But now with the automatic
sampling and just the slider, you can kind just streamline that step to become like, okay, I'm working on this and now
all I need to do is just go lower the slider or set the slider to
high and I'm done, but we'll cover
that more in depth. Basically, this is awesome. Then we have progressive
passes and we can leave it on 1024 because when you're
using a final render, you're going to be using the
bucket render settings and not this progressive pass and
we'll cover that as well. Denoising, which
is super awesome, is off by default and you can turn that on and that
is going to be huge. We will cover that in
a video on its own. Basically, it is a
post time smoother. If you do have a noisy image
with a higher threshold, this can smoothen
out and make it look smoother without adding
a lot of render time. You have motion blur
which will cover as well. Global illumination, which is light bouncing off of surfaces. Basically, you're going to
want to always have this on. With this off, nothing
looks natural. It's basically is like, hey, you want this to
look like 1996 CG. Go for it. Yeah, turn that off. But if you want to look like
any kind of realism at all, you're going to want to
have global illumination. Because the way light
works in real life is light doesn't just stop
when it hits the surface. It bounces off that surface
and bounces back and forth. And so you get color information from like this pink cube, it's going to hit
this purple cube. This purple cube is going
to hit this blue cube. And this big light blue area
is going to hit up here. What we could do
is we can look at this really quick IPR and you can see our
scene is pretty bright. We just have a big
overhead light, but everything is pretty bright. And that's because it's hitting our floor and bouncing back up. Now if I turn off
global illumination, you'll see all
these hard shadows. And that's because we're
only getting light from our light source and
not off of anything else. There's no bounces at all, and instantly it looks a lot
more G. Now stylistically, you may want to use this because maybe what
you're creating is that old school
CG look, who knows. But you're probably
going to want to have G on most of the time. And you can see how
that brings all of that bounce back up
into our scene here. You have combined depth, which most of the
time you're probably going to want to leave at six. But if you think
that there's not enough bounces and
things going on, you can increase this number. That way it create more lies. If you had a certain scenario
where you think you needed more light bounces or
refraction count in depth, this is where you
can control that. But most of the time you're probably not going to
want to touch that. Same with transparency,
depth as well. Lastly, you have this hardware
ray tracing, if available, make sure that is on if
you have an RTX card. If you don't have an RTX card, it is not going to work for you. Which is a bummer because
I've done tests and it really does speed
it up quite a bit. It very much makes it worth it. If you can get your
hands on an RTX card, I highly recommend
it because it really does speed up your workflow. Basically from
personal experience, I had a 1070 when I first started using red Shift and I thought things
were pretty fast. Let's say I had a scene that
took a minute to render. Okay, that's pretty good. Then I got a 30, 70 TI and replaced my 1070 and I enabled
hardware ray tracing. That scene took like 9 seconds. I thought the coup de corp count was just four times faster. I thought, oh, it's just going
to be four times faster. No, it's a lot faster. It really makes a
big difference. Definitely, if you're
serious about being a Redshift render artist or
any kind of GP render artist, you definitely want an RTX
card if you're on a Mac. They're working on making
metal really good. Those are the basic settings. And we have advanced
settings here. And we're going
to go into all of this here in the
next future lessons. But just to iterate what
the differences between progressive pass and bucket quality and what these
two render engines are, we'll take a look at this. Here's our scene. And
what we can do is we can either do our viewport here and use our IPR here instead of our
viewport if you want, which is neat, it's a little slower because you
actually still have access to control all of
your stuff in your viewport. You can move things around
and stuff in here and move your camera around
while you're rendering, which is pretty cool, which is relatively new
and pretty neat. Alternatively, you can go to window and go down to
Redshift Render view. If you have your red shift tab up here, it's right
there as well. So we can open this up and what we have here are
a couple options. We've got Render, which is going to do a bucket render
quality image. And it's not going to matter if we move our camera
around or anything. It's not going to be
affected by that. It's going to just going
to render out wherever this camera was when
you pushed render. Okay, now this plate button is the IPR and what that
means is this is going to be a progressive pass of live feedback of your scene. As I rotate around, you'll
see that updates very quickly and rotates around
with me with the IPR. You also have the option of turning this into
bucket rendering mode. The way IPR works is it does a whole lot of
progressive passes. And you're really only
going to want to use this when you're just
doing some looked. If you don't ever really want to use this for your final render, because it's going to be way slower than actual
bucket rendering. But it does do the whole
scene and give you a nice preview of
everything very quickly. Alternatively, you can
hit the bucket render, which are these cubes here, and that will allow this
to bucket render for you. So you can see it's
going to come in here and start bucket
rendering these out. The difference between this and the render mode is if I
rotate my camera around, these are going to re, update automatically and it's
going to start working. That is how that works. And
there's some other settings here that will cover
in a later video. But the other thing
I want to cover is just the difference between
the production render, which is what we just covered, and the real time render
versus this RT button. I highly recommend saving
before you hit that RT button. It's a whole lot more stable
now than it used to be. I'm ready to 3.5 and it really
works a whole lot better. You're going to hit this
RT and then you hit Play. It's Chris going to give you a way faster feedback and it looks really
clean and crisp. And I can move this around and it's very quick to
get that really cool almost instant
feedback of a final render. That's really impressive
for look Dev, this makes it feel a lot more like Unreal Engine or
something like that. You can control your
lighting and your scene and get a whole lot better
feedback inside of here. But there are issues
with this as well. Cool thing is, is that
Oka does work with this, but we lose the ability to
do a couple controls that we have with the other
options you can see really gets at depth of
field, working really fast. It's really
impressive. Very neat. So like I said, I really never used this much before
because it was very unstable but now it's
actually a viable option, expressly for Lk Dev really, really cool how fast that is. There are a few things
it doesn't support like environmental lighting
and stuff like that, fog and stuff it does not
do but really need to. You can see when we turn
off that real time, we have all of these
other tools up here and we'll cover
those in another lesson. Those are the basic
things that you need to control to get
started rendering. Just go in here. You've got low, medium, high, and very high
for your bucket quality. All these do is adjust threshold
value as all these do. At high, it's a lower threshold, then it is low, it's
a lower threshold. What we can do is just turn that up and it can be a lower
quality than low if you want. Just for quick look V
or super fast renders. The higher up the
bucket quality is, the lower the threshold is. Thus, the longer
the render time is, but the cleaner the image is. Think of it like bucket
quality is picture quality. Threshold is room for noise, or tolerance for noise. A lower threshold means that we have less
tolerance for noise. So it's going to be
a cleaner image, but a very high quality picture. Okay, That's basically what renter settings are
going to control. A lot of people think renter
settings are the key to a good looking image or
a good looking render. The majority of all
renter settings do is just control the amount
of noise in your scene, the overall composition, the
lighting, the materials. That's what makes
the scene look good. The render settings
really just do the noise. Keep that in mind. That's why I think
automatic sampling is a really good thing because it can just eliminate
one layer of stress. When you already have
a huge learning curve with three D software, I highly recommend that you start with the
automatic sampling. So that you can
just take one thing off your plate and
if you ever want to, you can get into
specific sampling on your own later
on down the line. In the next video, let's talk about de noising because
that's a really cool one.
3. CPU vs GPU : In this lesson, we're going
to talk about the CPU versus the GPU versus the
hyrid rendering of Red Shift. Since Red Shift 3.5
and Cinema 40 S 26, they've offered Red
Shift for free to anybody who has a Cinema
four D subscription. The only limitation is
that they only have access to the CPU rendering
version of Red Shift, which will take a look at
the speeds and compare that. And honestly I'm going
to tell you upfront, the CPU is far slower
as of summer 2022. The good news and
the silver lining of this is that
they clearly want to make red shift available to all sinema
forwarded users. So it's not going to hurt you
to learn red shift at all. It basically allows people to
have access to a red shift. So basically you can use all the benefits of red
shift, all the materials, all the lighting
and all that stuff, and just go ahead and hit Render and let it go
overnight probably. And you'll be fine.
But the good thing is, is you can actually learn
the software before, you know, upgrading to that subscription fee just a little bit more to
get that GPU speed. So when you make that leap, your speeds are just
going to explode. They're going to
be so much faster, it's going to be insane. So who knows what
the future holds? Maybe they'll make the
CPU almost as fast, if not faster, than the GPU. They may end up saying that the CPU is so much worse
that we should just scrap it and give people GPU for free with red
shift, who knows? But they probably won't take red shift away once
they've given it to you. So it's only going to get better from here. And
that's the good news. So let's go ahead and
take a look at the CPU, at how to enable the CPU
and disable the CPU, and what our options
are for rendering. So the first thing is
you want to make sure you're in our Redshift
render settings. And we're going to go
over here to Edit. And we're going to
go to Preferences inside the Preferences window. We're going to scroll
down here under Renderer, and here we see the
option of Red Shift. We have a few things here.
We've got our compute devices, which is going to be a
list of all things that Redshift can use to
render your scene. If you have multiple GPUs, you'll be able to select
each of those buses. Or if you have your CPU or
multiple CPUs or whatever, you have the option
for that here as well. If you notice I have my CPU and my hybrid
rendering off as well, but we're going to go ahead
and do that as the baseline. And then compare
the CPU to the GPU, and then the CPU and GPU together versus just
the GPU for speeds. So let's go ahead and
do the baseline test. And we're going to just go into settings and everything is set to the preset of low with
de noising on for optics. What I'm going to do is
I'm going to open up the render view here and
I'm going to hit Render. I'm going to stop my
recording, hit Render, and then come back when it's
done because I don't want the OBS capture to
affect the render times. Okay, so the GPU by
itself took 7.8 seconds. Here we've got a
very clean render, so we've got noise
and everything on. It's a very simple scene that it does have a lot of
lights and stuff in it. But yes, it's a really
nice clean, fast render. So we'll go ahead and hit the
snapshot button to store it in our Snapshot selection
there so we can look at that. And that's going to keep
that information in time with us for comparison. Next thing we're going to
do is we're actually going, before we test the CPU, we're just going to
test our graphics card without multi threading because it does
make a difference. And I have an RTX card
and I highly recommend if you're going to use Red
Shift to get a Multi X card, but maybe you have a Mac
and you're using M one. It might be worth it just to
do these tests to enable it with and without
the multi threading to figure out what's
best for you. So let's go ahead and test it without multi threading, okay? Without multi threading,
we were at a renter time of 7.83 with multi threading, we were at a renter time
of 7.82 Very similar. No difference really, but if your renter time
start getting longer, this difference is going to
start growing and that gap is going to become bigger and bigger because it's
such a small render, you're not seeing
that gap that much. But if it was a minute and this would be
a couple seconds, you're going to want to go with the multi threading
option if you can. But definitely do that test
just to make sure with your graphics card to make sure that that
is faster for you. Okay, now what we want to
do is we want to go ahead and uncheck our graphics
card and check our CPU. Okay, and we're
going to leave multi thirting off for this one, so we're going to
hit Render and see that speed right off the bat. We're going to get an
error because we cannot use nos with CPU on. When you use a hybrid you
are allowed to use optics, but when you're using CPU on, optics has not worked. Let's go ahead and go
into our settings and let's try Al single. Okay, we're going to hit Render. That took 3 minutes
and 46 seconds and it's a really
nice, clean image. Now I know that's
not an apples to apples comparison
because I used Alts. So let's go ahead and
just turn off denoising. That way we can just have
the pure CPU render and see what that time is for
that, this plus down here. And we'll go ahead and go to our render settings and we'll turn off denoising and render
this out. There you go. It was 332 without Altus
and 346 with Altus. It definitely slowed it down, which it does, and Optic
says too, a little bit, but not as bad as Altus, which we cover in the
de noising video. But basically we have
332 versus 7.8 seconds. 3 minutes in 30 seconds
versus 7 seconds. There's definitely
a huge gap there. What we need to
compare now is whether hybrid rendering
is even worth it. Because if it takes it that long to render out with just the CPU, when you combine these two, is it really going to
be faster or is it just going to be better to
just let your CPU do it? Obviously, these options are dependent on what type of
card you have and stuff. But most likely if you're
looking into red shift, you have an Invidia
RTX card or maybe a metal one and you should definitely run these
tests yourself. It'll take long and they'll
definitely give you a lot of insight into what is the
best render setting for you. So let's go ahead
enable both of those. Check hybrid rendering
have multirting on give ourselves all
the advantages and we're going to go ahead
and just turn off denoising for this first
one and see how it goes. Okay, with those combined, we're at 30.94 seconds, again without the
CPU, 8 seconds. With the CPU 30 seconds,
definitely not faster. Just for a double
check comparison, we're going to go ahead
and just turn off these one more time and run one more test with just the
GPU and no denoising on. There we go, 8.97 seconds without noise on with
just our CPU and multi threading on why these numbers
are varying can definitely be because partly I am like getting on
Chrome in between these. These might affect a few things just
because I didn't want to just not touch my computer because I can't not
be doing anything. So basically, if you see those slight variations,
that's what that's from. But getting on your
browser Chrome, anything that's going to use your GPU at all is definitely going to
affect your render speed. Which is partly why
I suggest using the render E for
these and setting them up overnight so you
have nothing else running on your computer so you can
have full GPU power. But basically the main thing
is it is definitely way faster to not use your
CPU with an RTX card. Now with your card, you should probably, if you have a different card,
definitely do a test. It doesn't take long as
you can see and you'll just know what's best for
you. But there we go. That's the difference
between CPU, how to enable it and disable it. So if you are a rested veteran and you've just
started using the new 3.5 and S 26 and you think your
render times are slower, go in here and make sure that your CPU isn't slowing you down. The next lesson we're
just going to go over some optimizations and things that you need to have on if you're
rendering with Ched.
4. Optimization: In this lesson,
we're going to go over just some optimizations that can help speed up your
Redshift render workflow. As well as just a checklist of things that you need
to make sure you have on and that you've tested to make sure that
you're not losing some power or not really optimizing your render
engine as best you could. So let's go ahead
and take a look at this inside of our
render settings, instead of our render settings, We've got this window here
and we're going to be using the production
render engine for what we're going
to be talking about. We're going to be
using the production rendering engine for this. So the first thing we want to do for this test is I cannot tell you what preset
to leave these on because it's going to be
different for every scene. What I can tell
you is that if you want to use something
for production quality, rest shift recommends
a threshold of 0.003 This is definitely
what you want to be. At least I would go below this and you can go a
little bit above it, but if you're not super on a super tight deadline for time or anything and
you can let this go, this will probably
surrender overnight for most of the things you're
going to create, who knows? But you want to be at least
here or beneath that. Okay. So 0.003 is
where they recommend. Now if you're using denoising, I highly recommend optics
because it is so fast. But Altas dual does
a really good job of keeping details when you have
a bunch of small details. It has a good idea of not
blurring those out so it knows the difference between noise and design a little bit
better than optics does. But a lot of times, especially if you're doing a
matt scene like this, optics 100% of the way. And if you are using optics, go into the advanced tab. Go down underneath
the optics bucket, Noise overhead, and make
sure that is set to zero. That's going to shave off
a little bit of time on your render time, okay? And if you're doing
an animation, make sure you have
noise pattern off and recover all this in the
noise video in a second. Next thing we want to
do is we want to go into our optimizations here. If we're not using
subsurface scattering, we don't want to use that. If you are using
subsurface scattering, what we can do is
we can use trace, which will basically
override the mode. You can select the mode in your subsurface scattering
options of your material, but we can override
that with this. So everything is just the same. In case you have
multiple materials, tracing is going to be more
accurate but slower actually. And point based is
going to be much faster and still gets you
a really good result. And you can set
that up to rebuild, load, or rebuild a free
pass or don't save. If you have a lot of sub
service stuff going on, you can definitely just say load where it builds it once
and then you can save out where that is and
it will save that out so it doesn't have to
rebuild it every single time. But that's a whole
other thing on its own. This isn't really about
sub service scattering, this is going to be
about optimizations here for a majority of renders.
But keep that in mind. If you are using sub scattering, you can adjust the
quality of that here and this will help speed
up the time a little bit. I would recommend doing
the rebuild pre pass only. All right, then we have a triple quality which we can adjust. That swell obviously higher is a higher quality but it's
going to affect render time. Next we have cutoff thresholds and most of these are super low, which is exactly what we want. But if you think you need to decrease the cutoff thresholds, basically what this is doing, the higher the values here, the more is just going
to start killing those bounces and
those rays off faster. So you're not going to get
as realistic of a result. If you want, you can bring down direct lighting,
You do not have to. These are settings are fine. Russian roulette sounds
like a ridiculous one, but basically it just
works in a way that says all if it's a
reflection or a refraction. I'm going to say I'm going to do a
Russian roulette gamble. On which one I want to bounce off of this
point on the surface. You want to leave
that how it is. Because basically it
doesn't really know how to choose the difference between reflection and
refraction, or GI. When it's bouncing
lights off the surface, what it does is it
randomly chooses them in a whole bunch of tiny little areas and creates a fall off. It makes a very nice blend
of all of them together, but if you feel
like changing that, you can, but you do not need to. Again, before we talk about
this trace acceleration, redshift advises you not
to touch these two issues, these two options, unless you know exactly
what you're doing. Because wrong values
here can easily create long render times
and very noisy images. Be sure to know exactly what
you're doing with these, but a majority of the time you're not going to want to use the cut off thresholds
and stuff like that if you want to know more
into detail about those. Let me know in the
comments below and thank, but just the majority
of the general public probably don't need
to get into that. So let's go ahead and just
skip over that for right now. Now, the trace acceleration is something that's only available for trace cards obviously. But basically this is used
for scenes that have a lot of tracing going on
and then something like hair or
subsurface scattering, they're using trace base based retrace based
subsurface scattering. On these options, this is
going to affect that the most. Now what we can say is complete the construction
before rendering. This is very important with like hair and stuff like that. Then for the max
leaf primitives, default of eight is going
to be your best bet. Higher values
really are going to create a little bit
longer of a render time, but they might create a
little cleaner of an image, but they're going to use up
a lot more of your V Ram. Now if you have a
scene like this that doesn't have a whole lot
of ray tracing going on, you actually can
lower that down to four and speed up your
image pretty well. But when this was set to eight, it took 7.86 seconds. And when it was set to four, it took 7.61 seconds, slightly faster, but if you're using anything
that has ray tracing, you can go ahead and
set that up to eight. And if not you can
get away with four. It's going to use
less Ram up fast. Preprocessing is
set to IPR only. None or all you
can definitely do, all this is just going to help, just preprocess as it
goes to the IPR view. Preprocessing allows
you to have more of a faster response time
when using IPR previews. Basically, it's going to
try to optimize it as much as possible to get that
feedback back to you faster. You definitely want to
have that on as well, especially during look dev. Now, a lot of the
optimizations are actually going to come from
the system menu here. The first thing we're
going to do is you can set up your logs and
feedback and stuff here. If you have a bunch of
errors and you're not sure how to fix
them or whatever, you can create your
logs and then send them off to the Maxon support team and they'll
get back to you. But let's go ahead and skip over that and go into
bucket rendering. And this is going to be
one of the biggest spots where you can maybe see a little bit of increase in your time. And it's going to be very
dependent on the amount of V Ram that your
graphics card has. Now if it's something like a Mac in one metal kind of card, it has a lot and you can actually probably
get away with a 512. Now I'm using RTX 30 70, which probably has a
little higher capacity than the default
which is set to 128. So basically what this is going
to do is this bucket size literally determines the
size of these buckets. You see, if I say 64, these buckets are
going to be smaller. I say 256, they're
going to be bigger. If I say 512, they're
going to be bigger. So you might think, well, why
don't I just set it to 512? Because fewer buckets
mean faster renders. Right? It only
creates faster render times when you have the
V Ram to back it up. So you should definitely
do a test with your card. So what I'm going to do is I'm going to do a test with my 30, 70 TI and we're going
to see the difference. 604128-2 56.5 12. Okay, well I learn
something about my computer basically.
Here's what happens. At 64 a size, the
bucket renders, it took 11.3 seconds, at 01:28 it took 7.82 seconds. With my bucket rendering
size set up to 256, it took 7.04 seconds. That's 0.8 seconds faster. Now at 05:12 I was actually able to
get it all the way down to 6.88 Just by changing
the bucket size, we have a five second difference in a very small render that's almost twice as fast because our bucket size is
at 05:12 rather than 64. I'm going to be
living mine on 512. Now from now on, go ahead and do those tests on your scene really
quickly and make sure you use the one that's
the fastest for you. Now. The RTX 30, 70 I
has a lot of V Ram, so it has the option
to do the 512, but yours if you're using
a GTX card or something, you might be limited
to the 256 or the 128, or maybe the 64 is going
to be the best one for you because it's
going to be optimized for your card the best. So definitely do a test on that. So the bucket order doesn't
affect render time that much. It does a tiny bit. I've found that horizontal is
the fastest, just slightly. I'm talking point second
0.04 seconds faster. That one is 0.2 seconds faster. Yeah, I think
horizontal is the best. Basically, that's going
to make it work like an old loading screen is
going to come in from the top and work its way across and down spiral is going to
spiral out from the middle. And Hilbert does its own thing. But basically the
benefit of using the spiral is you get to
start from the middle, which normally
you're going to have something you want to
look at in the middle. And you don't have to
wait for it to load down, but Horizontal is
coming out faster. Maybe you should definitely do a test with those with
your scene as well. Horizontal is steadily coming
out a little bit faster, so I'm going to leave
that on there as well. Inside the legacy controls, there are some things
you can turn on and off that may be useful
for your scenes, such as enabling cutoff rules
or instance optimizations. You can turn that
off or turn off reducing samples of other
effects, that kind of thing. But basically, normally
you're not going to need to have any of these on as far as creating a nice
optimized system for you. Now there is the memory system
which you definitely want to have on and it needs
to be checked by default. And here's where you can
allocate your GPU memory. If all you're doing on your
computer is rendering this, you can increase the
GPU memory usage all the way up to 100% but I would probably
go up to about 99. And you can definitely leave these NV links set to automatic. If you're using
irradiance point cloud, you can adjust the
memory of that and the cache of that as well
as well as textures. If you have huge textures, you may need to increase
your texture cache for this, but this is where
these options are. But basically, I haven't had that many issues with it being set to 90% And most of the time, yes, I'll set my
computer to render, but I have two monitors running, and I normally have
something else open as well, and I don't want my computer to lock out or burn out my GPU, so I leave it at 90% but you can definitely
increase that if you want to. But those settings, as well as just making sure you have
hardware array tracing enabled and a threshold of 0.003 if you're doing
production quality, are going to be your best
bets for creating something repeatedly at good quality and at the fastest quality that you can do it with
your graphics card. Optimize your graphics card set and your settings to
match your graphics card. Once you have all of these
settings set up how you want, definitely come down
here and just say your preferred settings
wherever you want. Derrick's settings,
just like that. Perfect. Yeah. So, now
you have these saved, and so you can create a
copy of this if you want to copy and then paste. And you can come in here and
make this one in one that's set to 0.03 This is going
to be the render time, all caps, I don't know why, but render time,
but there you go. That's how the basic checklist
you should definitely do when you're first
getting in a red shift to make sure you've
got it all set up. And then once you have that
set up and everything, you should be able to
create those presets and save them that
way you have them. And you'll know that
you're using your card efficiently and you'll be
able to create repeatable, good speed results
for your system. All right, that was
quite a bit and I know it's a little techy
and hardware based, and I wish I could
just tell you, just set these as your options. But the problem is everybody's
hardware is different and everybody's different
hardware acts differently. Just knowing how to test it, to figure it out yourself
is going to be more helpful than me just saying just do this and it'll probably
work best for you. Just definitely do some tests and hopefully that was helpful. We'll go ahead and move on to, we're going to move on into taking a look at
unified sampling, Automatic sampling versus
manually sampling. And how to control
that and how that affects your render quality
in the next lesson.
5. Sampling Automatic vs Manual: In this lesson,
we're going to talk about sampling and sample rates. Basically, there are two
trains of thought to this. And basically you can either do automatic sampling or you
can do manual sampling. Whether to find out what's
right for you Really comes down to the issue
of personal preference. I'm not going to
sit here and tell you that one is better
than the other, they both are very similar. It's possible to get the manual settings to be a little bit faster
than the automatic, but not without a lot
of trial and error and knowledge and
experience and tweaking. So if you're the
type of person like me where when you want
to focus on your scene, you want to create
your materials, create your lighting,
create your scene. And then when it comes
time to render time, you want to be able to
streamline that as much as possible because you just want to not have another
layer of troubleshooting and another process
to get your scene optimized after you've already done everything
else in your scene. To me it's like a
no brighter to use the automatic sampling
because it makes it incredibly easy and incredibly fast to
get a good result. That being said, there are
still times and people that might love the process of troubleshooting and
optimizing your scene. Figuring out what
samples are going, where, how to tweak that
and get the exact speed, that perfect balance between samples and speed,
noise and clarity. Render time and quality. Right? That's what
all rendering, pretty much the
entire purpose of render settings is to control the amount of
noise in your scene. So why? There's definitely a place for manual and there's definitely
a place for automatic. Perhaps you're going to
send something off to a render farm or
something and you think you can shave off a
couple seconds by using your manual sampling
versus the automatic sampling, that's going to actually
save you money. So there is a time where
maybe that's possible, but there also might be times where you're kind
of in a crunch, in a deadline, and you
don't have time to test out a whole of
these renter settings. And you can just say automatic sampling with a low threshold. And that's going
to save you money because you're going to reach
your deadline and get paid. So there are times to use both, and it's 100% personal
preference, okay? One is not better than the
other, let's get that clear. One may be better for
you than the other, but that doesn't
mean it's better. All right, so first
thing we want to do is we're inside our Redshift
render settings and we're here in the basic
default load out of Red Shift. First thing we want
to do is we want to hit our IPR button. And then we want to
hit bucket rendering, because all of these
sample settings, everything are only going to
affect the bucket quality, which is for the
render production. Okay, so first
thing I want to do is we're going to
turn on tracing. Hardware tracing because we have an RTX card and it's
going to speed stuff up. So you can see as
my render goes by, default irradiance point
cloud is on and that's what this white image is and
that's calculating our GI. And the way that works is it calculates that and then
it starts rendering. The benefit of that
is that if you have a full scene and an animation, you can actually save that. And then it doesn't have
to rebuild it every time. So it can be pretty
fast, but honestly, I find that brute force
is one of my favorite. But we'll get into those when
we get into the GI video. But for right now,
what we're going to do is we're going to
go to the Redhiftath, we're going to go to Advanced
and we're going to change our global elimination from Iranians point cloud
to brute force. Mainly for the sole
purpose of that. I don't want to see it
to calculate this out, I just wanted to
go straight into rendering and that's
what brute force does. So samples, what we have here is we have
automatic sampling, which I will show you
after manual sampling, which I've talked
about a little bit. And I'll show you after
manual sampling again, just so you can understand
the value of it, the pros and cons
of it, et cetera. To enable manual sampling, you need to uncheck automatic sampling,
which is on by default. And you can see that opens up this array of new
options We have. Threshold is still there. We have samples,
samples show samples. We've got overrides here, which you control down. And you have an override of reflection,
refraction, et cetera. So the way that
these values work, because just looking at this, it makes no sense as a new user. But the way these
values work is in order to reach this threshold, which redshift recommends,
if you're going to do production quality work
to set to 0.003 at least. Okay? It goes all the way, it goes lower, but
that's what they recommend at the least to do
for production quality work. Now what this is going to
do is it's going to apply the minimum amount of samples in areas that may not
need as MN samples. And then it's going to apply the maximum amount of samples in areas that are noisier in order to reach this
threshold of 0.003 Which is this literally
just controls like how much noise allowance
you're having in your scene. The good thing is that
doesn't make a lot of sense. But visually, it makes
a lot more sense. And there is a way
to visualize this. You can click Show Samples
here in this check box. Or you can go up here
to your interview and twirl down this circle
here and say samples. What that's going to do
is that's going to turn this image into this
weird gray image. The reason it looks
like this is because this color represents our
maximum samples anywhere. That's black represents our
minimum samples because our sample rate is so low and our threshold is
also relatively low. Basically this
means it's throwing the max value of samples at
everything in the scene. If you look at the
render quality of this, it's not too good. What we could do to
make this better is first increase
the maximum samples. Red shift recommends to
do 256 for the max as a minimum and samples for
the minimum to do eight. So we're going to
set that to 8.2 56. And this is in conjunction
with this 0.003 And you can see already that this is
a much cleaner image now. It's still noisy,
especially when we zoom in, but it's much, much cleaner. Let's take a look at
these samples for this, you can see once again, it's just throwing
everything at it. So we need to raise
this up even more. So we're going to
raise it up to 512. Now, it's important to note that these numbers that I'm raising
this up by our purpose, you don't have to
stick to this rule. But it's very helpful
and it works the best to jump up
in the bit style. So you've got eight
bit, 16 bit, 32 bit, 64 bit, so on 2506512, whatever. And you can see now
we've increased this. We're still getting solid gray, so we're going to
keep jumping up. If you don't want
to do the math, you can just say times
two, each step of the way. Now you see now we're
starting to get a difference. Now what it's saying is, okay, I don't have to
apply 1024 samples right here in this area to
achieve this threshold. I'm throwing somewhere in between the minimum and
the max right here. We don't have to
throw the max at everything in order to
reach that threshold. This is pretty good, but
we really want it to be a little more dramatic
of a difference. Once again, we're going to
increase this times two. Now we have a little
more contrast, which means we're getting
some of these areas on the surfaces of our
cubes and stuff that are getting a little
gray rather than white. Which means we're getting enough samples in our scene
to reach that threshold. So everywhere this very white
color is getting this max. And everywhere that's not is
getting somewhere in between the min and the max
because we can see it. This means that all
of these areas, even though they're
getting less value, less samples, are still inside of this threshold
of noise allowance. If we lowered this, we might see a difference. If we go all the way down to what is the very high setting, we might start to see it
turn more white again. That's saying, okay, well if you want that lower threshold, well, I'm going to have to throw all of these
samples at it. Once again, we can say times to just by viewing this and understanding
what this is doing, you can understand how
automatic sampling works. What automatic sampling does
is it creates this for you. It sets the minimum
and the max for you in order to reach this threshold
with a good allowance, so you don't have areas
that aren't reaching that threshold and it's not going to just throw
just the max at it. A is taking longer to render, but we're getting a nice
variance between RC and here. So that explains that. So let's go back to 0.03 just so we can get back to that threshold that they recommend. And take a look at this Minimum
of eight and maximum of 4,096 We're going to take a look at
what this actually looks like in the render view. If we take a look at
this and we zoom in, we're getting a very
clean image. Very clean. The shadow of this cone
looks much nicer than it did when we had a lower
maximum sample value. Our reflections are very
clean. Our glass is clean. This is looking really good now. Is it as clean as it
possibly could be? No, because our threshold
has room to get lower, but there's always a
balance between quality. You look at this like this, it's like, yeah, there's
a little noise there, but when you look at it
like this at 100 sizes, you can't really see that
there's noise there. And then shrink that down to your phone that you're
displaying this sign. You definitely can't see
there's noise there. But if you're going
to blow this up on a billboard or something
or like a big screen, then that might show up. Everything has to be taken into account as far as
like where this is going, how this is going
to be displayed, where people are
going to look at it, on how close are they
going to look at it, is just going to be
like, oh that's neat. And then swipe then maybe you don't need to
clean this up anymore. But there's also
ways to clean this up without adding more samples. But this brings us
to the point of how some of it is very clean and
some of it is not as clean. Well, there are things that take more samples than other things. For example, a lot of these overrides require a
lot of specific things. There are a few factors
that really cause noise and are almost
always going to be the things that you
can troubleshoot, erst, before trying to
troubleshoot your entire scene. First, GI adding a lot more, adding a lot more GI bounces
might clear up a lot of noise that's going
to come from a scene with not a lot of light sources. Where you have a lot of light bouncing off of objects
and reflecting on others. Like right here,
how this is pink, that's the bouncing
off of this onto this. Secondly, another big
one is reflection. Things that reflect require a lot more samples than
things that are Matt. Then lighting and
shadows are always a big thing that
you almost always get a lot of noise in as well. What this is saying, this is saying to throw the minimum max at everything in your scene. Now you can control
these directly with these overrides instead of throwing everything
at the whole scene. Let's cause the render, we're just going to hit a plus
sign to get a copy of that. We're going to do, we turn our samples all the
way down to one. If you look at this right now, it's going to look really bad. So you can see that's really, really noisy because
there's not enough samples. Now we know our scene doesn't
have any ambient occlusion, so we're going to say
override that turn to zero. We know it doesn't
have any volumes. Override that turn to zero, subs scattering override
that turn to zero, Li scattering turn to zero. Now the only things
in our scene that are affecting our reflection,
refraction and light, what we'll do is
we'll set our samples to 2048, 2,048.2048 here. This hopefully will be a very similar result to
when we had our samples all the way up to 4,096 Just because I don't think we really need that many samples. We can always
increase this later. It's better to start small
and work your way up, then go over the top and
work your way back down, mainly because of timing. Okay, so that finished
rendering and it took 3 minutes
and 54 seconds, but it's really clean,
super clean, very nice. And what we could do is
we could go in and try to lower those settings even lower and still
get a clean image, but we're probably not
going to get that result. What we can do is we can try, but what we're doing right
now is we're rendering out the same scene with
the same threshold, but with the automatic sampling. And we're going to pause the OBS so it's kind of a
fair comparison. And we're going to see
about the speed different. Okay. So it wasn't a purely clean speed test because I did have OBS going for both of
those for part of it. But what we can see here is
the automatic renderer with the threshold 0.03 took 4
minutes and 40 seconds, but it is a very clean
image. Super clean. There's a tiny bit of noise back here maybe, but not much. Those areas where
lighting is hitting here, even over here on this cube, that's just what the
material looks like. We're actually getting a
really nice clean image. We were able to go back to
our one we did at 2048, and it took 3 minutes
and 54 seconds. If you go back and forth
between these two, it's hard to see a difference. It almost looks like
the automatic sampling. It's a little noisier back
here in the background. But when he looks at
your image like this, it makes sense that noisier because you can't
tell the difference at all. Let's look up here at some
of these tender shots. Those look the same,
very similar results. The automatic
sampling definitely did a better job
with the refraction. We might need to up our
refraction samples to match the quality of
the automatic sampling. But for the most part, we did a pretty good job
beating the machine. Now we did a good job
beating the machine. And we shaved off 40 seconds
because we went in there, we did some testing, we figured things out, and we probably spent
a good 20 minutes or so just figuring that
out and rendering that out. Those 20 minutes, were they
worth saving 40 seconds over? Maybe it's really up to
you, because the real, ultimate reality and the
truth of all of this is, is that we can get pretty much this exact same result even
faster using denoising. What we're going to do
is we're going to do a speed test between using automatic sampling
with denoising and we're going to
do a speed test, manual sampling and denoising. And we're just going
to figure this out before we get into
this direct speed test, I just want to recap
because maybe at this point you're not interested in what's really
faster or whatever. You're just trying to figure
out what's best for you. And even if I don't know
what's best for me, how do I even figure out how to start troubleshooting noise. First thing is going
to be this threshold. You're going to want to be below 0.03 if you're getting a
lot of noise in your scene. That's the very first thing. The second thing I
would check is make sure you have plenty of GI rays. And if you're not
using brut force rays and you're using your
radiance point cloud, make sure you have
enough samples per pixel there and you're going to want a pretty high value here. Now the cool thing with
automatic sampling is that it controls these rays and it
controls all of these as well. You may not know what's
reflection, what's refraction. You may not be able
to visually tell the difference between
when you need to use light or versus GI versus reflection that comes
with experience and knowing your materials and material properties
and things like that. Like, I know that this cube
has reflection as this cube, but this cone has no reflection. Any noise on this cone is not coming from
reflection samples, it's coming from
lighting samples. A lot of that just comes from experience and
understanding of what your materials are
actually made up of and how those are
reacting with the light. It's a combination of
all of those things. And if you don't
understand these, you can still use the
Minmax thresholds here, the minmax samples here. But controlling these
versus controlling these, you might have a
longer render time. Let's go ahead and
just do a speed test real quick of just the settings 8-2048 here without any
overrides on at all. This should be similar speed
to what we had before. We'll see, I don't know, just using the sample in a one
in the sample max of 2048. With the same threshold, it took 3 minutes
and 31 seconds, which is faster
than our 3 minutes, 54 seconds, which
means that there were things in here that
we were throwing samples at that we didn't need to throw that many samples at. That is where the value
of these works is. You don't have to do the
troubleshooting of figuring out what you need to throw
samples at and what you don't. But also this is a good
way to start off before. Now going down into
here, we can say, okay, well let's throw less
at this or that. But you can see the
difference very clearly is the transmission, the refraction value
is getting a lot cleaner when we use the
automatic sampling. Basically, this means we could come in here
and maybe it could partly be because I had my OBS on for less
time during this one. But I believe it's because
here we were forcing it to throw this many
samples at everything. This basically is saying, I don't need to throw
it at everything, I'm going to throw it at
what I think needs it. And then to get that threshold and not throw it at
what it doesn't. This is normally going
to be your best bet to get your fastest
render versus doing these overrides unless there's one particular thing and you're seeing that you know
is causing issues and that's where you can come
in here to your overrides. And we can say maybe we
can get away with just 1,000 or just like 512 here. But we know we have a lot
of reflection and light. So we can say, well, we have
a lot of reflection issues. So let's go ahead and just bring up those
reflection values. But I bet it's our light that's giving us more issues
than anything else. So let's just try to do
a lower sample value, but keep our lighting up high,
can take a look at that. What we can see
here is that we've got our renter time down to 225. We also have the right here. This is looking really
nice and clean. This is looking really clean because our lighting
is still good. But what we have here is we have a pretty noisy
issue here when it comes to both our reflection and our refraction a little bit. That's the issue we run into is you have to do a
little trial and error. And you can use the renter
region to clean that up a bit. You can see if just
reflection fixes that. As you can have
guessed, refraction is going to help clean
that up a lot more. That does, refraction
cleans that up quite a bit. What we can do is we can try to lower these values even lower. And just keep doing this. We'll go right here where we have some
nice reflections and some nice GI going on. And we'll just take a look
at how this is being set up. We can still probably get
away with a lower value here. So we'll go down to 512. You can start to see a
little bit of noise there. We'll split the
difference and go 800. I know it's breaking my
rule of the eight bit, but we're going to
see how it works. It didn't really
change it that much. We'll do 512 times two.
That should clean it up. I don't even know
if you can really see the quality of
this because if we can press the videos a lot
to fit them on the website, but that definitely clean
that up quite a bit. We're going to look at
our reflection here. We're just going to
override that with say, 1,024 as well, just to get a little more than that minimum
there. Than that maximum. And that's definitely cleaner
than this right here. We can move that here and
just see that difference. Now we can let that render
across our whole scene. What we should have is a really nice balance
between our higher sampling. We're able to lower the minimum and the
max samples lower, but keep our overrides at these values where we
can just pump more into what we need to do that nice balance between
clarity and time. So you can see this is a lot of work and a lot
of trial and error. And for some people this may be extremely fun
problem solving. For other people, it
may seem extremely tedious and frustrating
to figure out, and that is why you
can do it manually, or you can use
automatic sampling. If we talk about the
automatic sampling, yes, it might have taken
a tiny bit longer. But that little bit of extra time might be worth
your mental well being if you're one of those
people that this seems extremely tedious and frustrating to because this is all automatic
sampling is doing. It's coming in here, it's setting up your
min and your Max. It's setting up your
Override samples for each of these values itself, and also your GI. So it's just doing that exact
same thing we're doing, but it's just doing
it automatically to reach this threshold. So we were able to get our
inner time down to 254, which is a lot faster than the 440 of the
automatic sampling. But if you look at the
quality difference, it still is slightly less
clear in the refraction. So I think that automatic
sampling is pumping a little more than 2048
into that refraction. But for the rest of it, if you look, most of
it is pretty good. There's not really a
difference that much, but you can definitely see
if you really zoom in there, aromatic sampling versus normal. Honestly, you could
totally get away with this as a nice clean render. You might want to pump some more into refraction if
this bothers you, but it's a cloudy
material to begin with. It doesn't look weird
that it's noisy. Because it is noisy. Even when it's
clean, there's that. But you can definitely see
the difference a tiny bit. But that shaved off a good minute and a
half of render time, maybe that's worth looking into, doing it manually versus
doing it automatically. Now the whole truth is that we can use something
called denoising, which we did the video on. And we can basically combine either doing it manually
or doing it automatically, and then also combining
the nos on top of that. Be sure to check out the
denoising lesson because what we can do is we can come in here
and use even lower values. Let's go to 512, let's
go to 64 here, 512512. What we're going to
do is we're going to have a way faster render. Okay, With denoising and our samples all the
way down to 64.5 12, we're able to get maybe the best looking image
we've gotten yet. It's a little frustrating because you can do a
whole lot of work. And then especially if you have a nice clean surfaces like this, you can get incredibly fast
clear results With denoising, we can have this really
nice clean image, really. And again, what we can do is just sample test this against the automatic
sampling with noise. So let's go ahead and do that. Okay, so here's the thing with the automatic sampling is because our threshold
is still low, it wasn't any faster. We just have a very clean image here which is really nice because you
have the de noising, it's not really blurring
any details or anything. It's just created an
incredibly clean image for us. But it took almost 5 minutes. Now if you want your automatic
sampling to be on par with your lower samples that
you've typed in manually, all you need to do is
change the threshold here. A couple of options as you go
to Basic and you go to Low, and you can see that that
changes your threshold to 0.1 And that's going to give
us that lower settings, which we're dealing with with those minimum and maximum
samples where we just had 8.64 it's going to be
comparable to that. So let's go ahead and take
a look at how that looks. Now you see we have
a pretty nice image. It's got no noise here. And these reflections,
our GI is looking good. Our reflection is
looking good over here. Even our ice cube over here
is looking really good. And we were able to do
this in 30 seconds. Let's take a snapshot of that. We'll take a look at
the difference between our low settings manually, which I think are a
little bit better. If you look at them,
you see we have a little bit of noise here. From that noise, I think that there is a little
bit more quality in the manual that we did. But if we take a look at
the difference between our high settings and our noise settings, it's
marginally different. For 3.5 minutes faster, there's a balance,
obviously a balance. And with animation, the
more denoise you use, the riskier it is. Because you might get more of some weird wobblies in between where it's
blurring different things. Maybe somewhere
in the middle for both settings is going to
be where the best bet is. But probably, I mean, if you're like me, you hate
samples now I hate them. Yes. Automatic sampling, you
just control the threshold. And shift suggests a threshold 0.03 It's using automatic
sampling or not. It does recommend
that if you want to use non automatic sampling to do these values here with a 1.1 and then control it here. Now I will say that when using Unified Sampling and
automatic sampling, sometimes it's better to throw this up there than
do these overrides. I find it a little
better sometimes. Secondly, the only thing that will affect
depth of field noise and motion blur noise are these unified sampling,
minimum and maximum. Anything in the override is
not going to affect it and you're not going to be
able to clean that up any other way besides
your samples here. Depth of field and motion blur. You're going to need
these samples here. Again, it's a combination
of your threshold value. How much noise do you want
to allow in your scene? How many samples do you want
to allow it to throw at it? Most of the time you're men,
you can keep pretty low. But if you're realizing you have a little more
noise than you want in some areas that may not be getting
a lot of attention, increase your minimum as well, but allowing there to be
a gap between the men and the max is what's
going to let you optimize your scene for you. I know that was a whole lot and hopefully that made sense. If it doesn't, please comment below and what
didn't make sense. And what you'd like more
clarity on because that is how samples work and how samples affect winter time and
how samples affect noise. And how you can
manually control them. And how do to control the
automatic sampling as well. So hopefully that
made sense to you. Let me know if it didn't
and I will try to, I'll provide something that
will help explain that. Okay. So now we have covered
the B of the basics. The in depth bits of the
render settings will cover GI when in the lighting
section and Cassis as well. And we'll also cover motion
blur in the camera section. In the next lesson, we're
going to take a look at the RS render view window, as well as doing
the Viewport render and take a look at what each
of those have to offer.
6. RS Renderview vs Viewport Render: In this lesson, we're
going to talk about the Redshift render view. This window just is really
useful and to activate this, you can actually set up
a short key for this. I use Alt one for this to bring that up because I
almost always have it up. But there's also a couple of different ways
you can render. If you don't want to use
the redshift render view, you can actually use
the viewpoint view here with this red shift option. And you have a majority
of the same controls here that you have in there
as well. But not all of them. But you can use your IPR here, you're going to get a
little slower result. But the difference is,
is that inside of here, you can still move this around, you can still move your
camera around and get that almost real
time feedback and actually control and
move things around, which is really cool
when using real time. Now we've got that
depth of field going on, which
might be too much. We're going to
turn that off just for the sake of this speed. Now we can move this
around, but not only can we move this around and get
that real time feedback, we can actually move our
objects around and get that real time feedback
as well. Pretty neat. This is good. It's
not always going to be as good as the re review. A lot of times I'll
use the interview. And also just so I don't
accidentally click on something, I can just focus on what it looks like to
find the interview. Go to window, go
down to interview. Or if you have your
red shift menu up here, it's right
there as well. I suggest setting up a
keyboard shortcut for this. When we have a real time on, we see we only have
a few options here. What we have here is
the option for a pass. So we can choose which
AOV pass we want. Which we only have the beauty pass right now, which is fine. But if you have other
passes in here, this is where you'll be able
to access all of those. We'll talk about setting
up AOVs in another lesson. We also have R GB. We can click this and that
will change it to the alpha. Now we also have the option
of just seeing what's red, what's green, and what's blue. We have just different
ways we can look at this. If we had an alpha channel, it's very useful to
go into the alpha and make sure that that alpha
channel is correct. It will be black and white. Next thing we have
is views here. We can normally set
it to auto or render. Basically the way this works is if you're in another viewport, you set to auto, it's
probably going to go into that viewport
to render it out. Real time is just
struggling right now. Just toggle it off. Toggle it back on, and it should work. It still has some issues, but if you ever realize that something's not working
right or whatever, you can hit the refreshed
button, which is right here. Normally you won't have to. It normally does a
pretty good job. We also have the snowflake
here that freezes geometry. This is going to freeze rich
post time geometry stuff. So like if you're
rendering a spline as geometry or
something like that, we'll cover that
in a later lesson. Then lastly we have
the snapshots here which is where if you
add a take snapshot, you can have these snapshots
down here to view. Which saves information about them as well as the
option to save them out. Still, if you want
to, it's an image. And to do that, you would
go up here to file. You can save out as an EXR or save as an image
and save those out. Lastly, we have the PV, which is the snapshot
to picture viewer. Which means it's
just going to throw that snapshot out into
the picture viewer, which is just C 40
native render viewer. If you get out of real time, here we see we have a
couple more options. We have the bucket render
in which we talked about false got
freeze tessellation which is also discussed in the Redshift materials
master class. We also have the
option to do regular, we have the option
to do a clay render. This is really good
for look div and stuff to make sure your
lighting looks nice. It's always important
if you're seen looks good in all white. It probably is going
to look good when you color it and add materials
and stuff too as well. This just basically over rid
the material Override mode, which is still available
in the legacy format, but now we can just
use this clay option. And then we can click this
again and choose Samples. Samples are what you're
going to want to use if you want to manually control how your scene is getting those samples and
where it's being applied. With our settings set
to high crashed on me, I had to load it back in with
our settings set to high, which very rarely happens. It's mainly because
of my OBS is running in the background which
is freaking you out. But basically with high you can see how all of these
things are now showing up. And that's because everywhere
that's gray here is getting a lot more
samples than what it is. So these are getting
a higher sample rates because that's going to
provide a cleaner image. So you can see visually how the automatic sampling is
being applied to your scene. And you can think,
okay, that actually is working pretty well,
so that's pretty cool. Next we have this here which
is for depth of field, which we'll focus on later. Select Object allows you
to click this and then click in your render view
to select that object. That's going to select
that cloner for us, because that's
what I clicked on. If I click the Cyc
wall back here, it's going to click that
subdivision surface, which is what our
Cyc wall is in. If there's something
you want to see in your scene and you don't want
to go into the viewport, you can just click
in your render to figure out what that
is with this selected. Same with material. We say what material is this glass
material. I like that one. Click that, it's going
to select that for you. I actually want to
look at this pink one. You can just click
that to bring up that pink material
for you quickly. Just click and drag in there to get what
you want to get to. Then lastly, we
have the snapshots, which provides a list of all your snapshots
together for you. Which you can click
this little button right here to take a snapshot, just like we mentioned earlier. And we can do that. Let's go ahead and do one. That's like no light. Just so we have a
different look here. We just have one light lighting
up the back of our site. We'll hit a snapshot of that
inside of the snapshot tool. What we can do is we have
the option to set a and set, we're going to grab
this first one. We're going to set that
to a by clicking set A. This one we're
going to say set B. Now what we have
is this option to do a slider to go
between the two. If you change something and you can't decide whether you like it better or not or you want
to see what you like, This will allow you to do
a slide at which you can rotate as well or fade in
the other half on top of it, or grab this and
rotate it around. You can make some pretty
neat looking results here. But basically this is just
so you can compare easily. And then all you need
to do is remove A and remove B to get rid of that. A nice little thing
you can do to compare. Again, send a picture view and copy frame buffer is
available here as well. Lastly, we have
the original size. If you click hold and drag
to move around inside of here and scroll wheel in
and out to zoom in and out. I forget for new people this
may not be common knowledge. But if you ever get lost in
here and you can't find it, just hit that's going to
frame everything up for you. Adjust the size here. What we're looking
at here, even though our output is set to 1080, this isn't a 1080 image. This is 66% If you want to
look like the 1080 image, you're going to want to set 100% Now this is going to be our image of what it's
actually going to look like. We actually need
to open it up all the way so we can see
this whole image. Now we can do fit window, we can do fill window. I'm not sure why you
would ever do that. Fixed scaling is an option, but I would just stick
with the original size and scroll wheel in and out
of that what you want. Now lastly there's
this little gear here which is the settings
inside of this. This is all up your
post effect settings. Once you get into here, that's going to turn on the
post effects inside of here. Once you apply one of these, let's say you want to add a photographic exposure
and we're going to cover all of this later
in a video to now. We can control the post effects live while we're rendering. It doesn't even have
to be a final image. We can apply these
effects during render time that's applied to red ship post to fix here
in our inter settings. This little option is here
to go ahead and start controlling things
like Bloom and stuff like that really neat. A lot of cool tools
inside of here as well. There's also the show
output before denoising. If you do have a denoise
Er on like I'm using, you can have a beauty pass, it's noisy and a beauty
pass that's not if you don't like the
result of the noise, you still have
that option to see what it looks like
without the noise at all. Keep that in mind as well.
I skipped over this one. Yeah, I also skipped
over this region, which is actually very helpful. This is toggled by hitting R, R is render region. Basically, the way this works is to bring up a little box that allows you to select
what you want to render. If I don't want to render
anything out here, I just want to render in here because I'm
working on the way the lighting is
hitting this area or something or a
certain material. I don't want to wait for it to spiral out to get to this point, just moving your box over, that can really
help speed that up, so you can just
focus on one area. You can also bucket render
inside of that box as well. A really cool way to just have a specific area you
want to look at while you make some tweaks and stuff and only it is going to be affected
in this render region. Once you get those
tweaks how you want it, now you can turn that off and go back into full
screen rendering. It's just nice to be able to isolate a certain view
without having to wait, especially near the
edges of the screen. And I have to wait for that
to spiral out to get to it. Pretty cool. All right. A lot of really cool
tools inside of here. Be sure to know that As well as saving your image
out from here, you can choose
different file formats, all this stuff, the
compression inside there, you have the view, snapshot, settings region is zero frame, all here, reload, refresh, zoom, rotation, all these things you have
available inside the view, which also is available here. Then Preferences, you can
set up shortcuts for this. Then you have click to
focus and stuff like that. Which basically is just saying, do you want these to be there? Yes, you do. Okay, pretty cool. The only downside
to the render view is that you cannot do
animations through it. So if you want to do animations, you're still going
to need to send that to the picture viewer, which you can do by
clicking this button right here that covers the
render view region. Really neat tool
that you don't have all of these controls instead of the IPR view, but
you do have a lot. You can do bucket mode
inside of this window here, and also clay mode as well, so you can get a cool view of
your scene instead of here. But again, not quite
as good a feedback, but also there's the chance there's the cool
feature that you can move things around and test and develop while rendering
all in one space. Especially if you
only have one screen that you're working
on. That's huge. But if you have a side
monitor or anything, it's nice just to have
that side monitor up and just be able to move around freely and have a big viewport, then look at the renter
view for your renter. But there's also the issue
of accidentally clicking and moving something when
inside your IPR viewport, do whatever works best
for you. All right.
7. Denoiser: In this listen, we're going
to go over the de noising. The reason you get
noise in a scene like this here is because your
sample rate is too low, meaning you're not
throwing enough samples at it to get a clean image. Now a higher sample, you can go in and lower
your threshold value, so you can throw
more samples at it. That will be a nice clean image, but it will take
longer to render. But alternatively, you could
also just use denoising. Sometimes the way denoising works is it is a post
effect smoothing. So it's going to try to blend this noise together to
make it appear smooth. The way denoising works, if we troll this down, we have a checkbox here, we
can turn that on. Then we have three options. We have optics, Alta single and Altas dual optics is what I use the most and it is what
I think is the fastest one. Alta single I wouldn't
bother using because Altas dual is just literally twice
as good as Alta single. If you're going to use Alta, if you're going to use
Alt, I would use Alt. Now, you don't have
to, you can definitely use Alta single as well. But altasdual is basically just two passes of it.
So it's twice as good. It does take longer
though, that's the thing. Alt is definitely
slower than optics. Now with optics, optics works really well
with things like depth of field and reflections
and things like that. And volumes and
noises and stuff, and volumes and shadows
works incredibly well. But when you have
things that have like super small details and
a bump map or a texture, it doesn't do as
good of a job of discerning when
something is noise from a lack of samples and or
just noise from a detail. That's where Alts actually
does a really a better job of being able to not smooth
out the wrong things. Normally I use optics, but if you have a scene with
a whole lot of details, Altus might be the way to go
even though it takes longer. We're going to go ahead
and hit Render here. You're going to see
it comes in noisy. Then it's going to start
to try to smooth that out, and then eventually it's
going to be really smooth. And we've only done 1% render
as it looks so smooth. That's the denoising working. You can see how even though
it was super noisy before, it doesn't look super noisy. Now this also works with
bucket rendering as well. You can see as it's
rendering, it's noisy. The thing is here, we
have a low setting. The exact same settings
you just saw that were super noisy are now not noisy, and they look pretty good. Now, if you come in
here and actually set these settings
up to very high, and look at that comparatively, you will be able to see
a slight difference. What I want to do is I
want to show you how to speed up denoising actually. So it's even faster if
you go into advanced tab by swirl down here underneath the denoising and then go
down underneath the optics. And by default the bucket
noise overhead is set to ten. Basically that means
it's going to try to put 10% of the effort into denoising it
while it's rendering, What I want to do is
I want to take that down to zero because
I want it to render completely with all of its noise and
then smooth it out. And what that's going to do
is that's actually going to provide a faster render time. I did a test without BS on because when I'm screen
recording all my renter times are longer because it's uses my GPU
to encode the video, so I'm using up some
of my GPU power. But basically this is the 41.83 is denoising with the
bucket Noise overhead at ten, and then with the bucket
overhead set to zero, we got it down to 40.6 It's not a huge jump, but it's faster. And if you have a
long animation, a few seconds, Billy
makes a big difference. The only thing is,
basically if you're using the noise with a set
all the way up to ten, is when you first hit Render, you're going to instantly see that feedback from that
denoising so you can get an idea of what it's
going to look like before having to wait for the
entire image to load. So, it's really
up to you whether you want to lower
that down or not. The Alta dual, we can go ahead and take a look
at that as well. Here we have the Alt dual. You see it took a minute and
37 almost twice as long, but it does a really good job
of cleaning up that noise. If you look at some
of the others, you see it's not quite
as smooth as the Alt. But that's just some
tips on denoising. Alternatively with denoising, there are some
issues you may run into besides just blurring out things that aren't
supposed to be blurred, that is very apparent when
you're doing an animation. You're doing an animation. It's very important that
you come in here and you turn off random
noise pattern. This is underneath
the advanced tab. By default this is on, you
need to turn that off. What that's going to do is
basically when it's on, it creates every frame has
its own noise pattern, which is more natural to noise. It's just more
organic is the way it looks on video and stuff
like that, it moves around. But when it comes to blurring things and smoothing things, the denoisers don't
know the difference between noise from the
random noise pattern. Basically, the way this
works is if it's doing a different noise
each scene and you're trying to smooth between
frame one and frame two and so on, your
noise changes. It's not going to smooth
it exactly the same, because it's smoothing it
based on the pixels around it. And if those pixels
are changing, then it's not going to
have the same look. You might end up with this
weird moving smudge look. When you do denoising
with an animation, you want to make sure
you turn that off. Also, if you're doing an
animation with denoise, even if on a still image, it looks really good at
a certain threshold. I highly recommend just lowering that threshold a little
bit for animation. Just because it really
helps out the noser. Sometimes you'll get
some weird flickering even with the noise pattern off. It's just because that a noiser is not
perfect and it just needs a little bit more
information to smooth that out when doing an
animation. So keep that in mind. Still image, you can
probably get away with a higher threshold animation. Make sure noise pattern
is off and you might want to lower your
threshold down just a bit, especially when you look at it. You're getting this weird, wobbly looking smooth
where it's not smoothing it out from frame to frame exactly the same way. That's it on de noising
is really cool, super helpful thing like
taking render times down like we could go threshold all the way up to one. This
is really low. We'll use optics on this and
we'll hit render on this. And we have a scene that has
a lot of depth of field. It's got glass. It's got
refraction. It's got GI. And we were able to render
it out in under 15 seconds. And it looks really good. Does it look as good as when we did at the higher threshold? Not exactly, but
it's pretty close. And so that's the
thing is you can get away with a lot of
stuff with noisers, definitely play around that, get comfortable with when it
works, when it doesn't. But it's one of those tools in your arsenal that really can
help speed up your renders, but it's not
something you want to rely on every single time, but it is very, very useful.
8. Progressive vs Bucket: Listen, we're going to talk
about, just real quickly, we're going to go over
the difference between progressive and bucket
rendering just so you understand that there
are limitations to progressive and there are things that aren't as good
about bucket rendering. So in general, what we have here is when you
hit this IPR button, you are using
progressive rendering. And you can see it
down here, it says progressive rendering and
has the percentage going. The good thing is, is basically with the
noise are on and stuff, we can get extremely
fast previews of what is roughly what our final
render is going to look like when using the IPR
which is progressive. So we're not using
the bucket rendering. The way we can
control the settings for this is basically
instead of using this, we're going to use
this slider here. Progressive passes and we can increase that or decrease
that however we want, but you're not
really ever going to want to use that for
production quality. This is really
solely for look dev, We can turn this really far down and we're just going to get these really fast quick
renders that way we just have a little faster
real time feedback which is pretty nice, really good for look dev
and stuff like that. And this works
really well inside of the IPR viewport here. So we can go to our
viewport, it PR, and see how we get a really
nice quick result with that denoising on little
noise there really quickly. But then it smooths out really quickly after that to
give us a nice look. Pretty cool that we can actually move our objects around and control our camera and stuff and get that almost
real time feedback. That's almost as good as the RT, but there are things
that Progressive can do that RT cannot do. There are things like
environmental lighting and things like that
that Progressive actually can do that RT can't. Now there are things
that progressive cannot do that bucket
rendering can do. For example, one thing that progressive rendering cannot do is progressive rendering
cannot do motion blur, It cannot do chromatic
aberration very well. I will say that those are two things for sure that you definitely don't
want to be using. You need to be mindful of that. If you're creating something and you're looking at it
and you've got motion blur on in your scene and you're
looking at it only using your IPR and you're only
using that progressive pass, it's going to look different
than your final render. It's always a good
idea to change it to bucket mode just so we can see what that's actually
going to look like. Yes, it's a little slower, but that's why it gives
you a more final result. That's the whole point is progressive is
great for previews. Bucket rendering gives you
more accurate final results. There's nothing that bucket
rendering will not render, There's no settings, no effects, nothing that bucket
rendering won't do. That's the beauty of
bucket rendering. It's the final production level, because it supports everything. Whether you're doing RT, we're going to just cover RT really
quickly. So there you go. Basically you want to use
progressive and you can adjust that slider if you
want to speed that up. And you're really just going
to use that for lock dev pass down to about eight and still get really
fast feedback. It's going to be rough
but it's going to be pretty nice, especially
with denoising. Without denoising, you see it's just really, really noisy. But that denoiser works so fast that you actually get a
pretty decent result. That's good enough
to view previews. Now if you go below eight, you start getting into
some things where just lights and stuff just aren't working properly at all. And it's not really a
good even rough result of what you're actually
going to look at. So I wouldn't go below eight. And honestly you can
really just go with 1024, the default setting, and
you should be able to get those clean fast results that are really
good for previews. Progressive is really
good with depth of field and stuff while
you're setting that up. And it's just good to adjust things so that you
don't have to wait for the bucket render
to finish because the bucket render is slower
even though it's cleaner. Progressive preview looked
while you're creating it in the process bucket rendering before you do your final
render, just to sure. Then again as your
final render so that you can make sure that it
is production quality. The next lesson
we're going to talk about the RT render view. We're going to talk about
RT really quick and just another way that that might
be even better for you, that might be good enough for production for
some instances, and it's even faster
than progressive. Let's go ahead and take a look at that and
the next lesson.
9. Real Time Render: We've talked about RT
in an earlier lesson. I'm just going to cover it real quickly just to kind of show off just how fast it works and
how well it actually works. And then also talk about the limitations of it real quick just to
remind you on that. So it's really, really good and powerful for look dev
and stuff like that. So what we can do right now
we have progressive and it's really nice for
instant view feedback. So when we move this
around, you see if we get this really noisy image
and then it smoothes out, right, this is progressive. What we're going to do is
we're going to enable RT. We're going to go ahead
and do that. And you can see that that was
instantly smooth. Now you also noticed
that our cube here, which is using the new standard
material and it was using the new transmission scatter
to create that purple color. It doesn't support that. There
are limitations are that, that is just hindering. Let's go ahead and just say let's take this
color and put it there. It should support
that. Refresh it. It'll kick in.
Yeah, there we go. It supports transmission color, just not scatter
control and depth. We can just keep that in mind that there are some
limitations there. But there is subsurface
scattering that it supports now that it
didn't use to support. And when you make changes,
you might have to refresh it, which defeats the purpose. You can see here as I
adjust the subsurface here, it actually is working
and responding to that. Sometimes you have to refresh
it, but it is working. But again, there
are limitations. Normally, if you're just
doing things that have base simple materials or you have a couple of texture
maps driving things, RT is going to be
your best friend, especially for deciding where you want to
put your camera. You can get a real quick look
at some like options here. It's like, oh, okay, I can see how this texture is
going to be shiny. This one's Matt, and
this one's whatever. So basically what we can do now is we can go ahead and say, Redshift camera really quickly. Go to this, we
could go inside of our Boca tab here real
quick and add some Boca. What we can see is we see
that feedback instantly, which is really,
really nice of RT. What we want to do is we want to adjust the focus
distance of this. What we can do to do
that is go back into our camera and
choose that picker. And just pick in our
viewport what we want to focus on and we get that
preview really quickly. It's that same video game depth of field that you see from Unreal Engine and
stuff like that. And then we can adjust
the power of this, but you can see how
that's beneficial. So now it's going to lock in. And as we get closer, it'll pull it into focus or whatever. And you have a set you
want, which is pretty cool. So we're getting this really
nice, quick clean feedback. You can go ahead
to see how that's better and faster
than progressive. But really it's one
of those things. I think they're
developing a lot, but I don't think
it's fast enough to really work in this workflow. I wouldn't sit here and design
something in real time. It might help be nice
to have this option, but I don't think it's really fast if
there's still that little, tiny bit of lag, but not much. But if you enjoy just working with what you're seeing as what you're
actually singing here, I can understand why
RT is a little nice. So you can bring this
over, bring this down, especially if you're coming from more of a gaming background, from a game engine background, this might be more familiar
to you and feel better, even if it does feel a little
sluggish comparatively. It's cool just to get those
feedbacks really quick. You can see how the fillets to affect the edges and how we're going to
get those highlights, stuff like that. Pretty cool. We see those live
reflections really neat, how well it is working, really up to you, if you
want to work around in that, just know there are limitations like fog and stuff like that. But if you're doing a
lot of simple scenes, RT might be a really good
way just to start building and seeing while you're building how your lighting
is affecting stuff. See if you're learning, it's a really good way
to see like, okay, this is how my light
is working and I can see how that's working
very fast in real time. And I don't have to worry about like setting my light
up, hitting render, and watching these
buckets go around to see that it's going to be dark
over here and right over here, You know what I
mean, You can really see how your lighting and
stuff is going to be working. We can go ahead
and come in here, We can lower the spread of this, and you can see how that creates more of a focused light here. We can rotate cubes, we have this slide and
rotate that around. It creates shadows
really quickly. So you can see how adjusting your lights and stuff is
going to affect your scene, as well as the spread and sharpness is going to affect your shadows in a much faster, more real time feedback. I can scale this new cube up and encompass some
of these other cubes. Then I can go in here and make
a glass material up quick. I'll say white for
the transmission and turn that weight
all the way up. We'll just throw that R cube. We'll see how the
RT affects that. And you can see there's
a little lag there, but then it kicks in and we
get this nice glass feedback, which is pretty cool, pretty neat how you can
move that around, but you can see how that's
affecting that as well as our light dome lights are going to be probably your
best friend when using RT. Just because the
more light there is, the better and the less GI
has to use the calculator around. Here we go. Limitations of this is basically when we go into
the render settings, we go to red shift
and we have our RT. We just a couple of settings and there's not
really that much more to it, there's not really any way to speed it up much
or slow it down. We're just set up to whatever we have really going to be based on the speed
of your graphics card. Really cool way to get
your renders going. There you go. T is probably still in
development a little bit. I can see the truth about RT is that it's not
where like Unreal Engine is. I wish it was, I wish I could. I don't understand why I get
into Unreal Engine five and I can see these real time,
insanely beautiful feedbacks. But I get inside of
software design to create three D
things and I can't. But the thing is RT is useful
and it's in development. Basically what we're
going to do is you'll use it for setting things up, then you're going to still use bucket rendering at the end. There you go. But basically, if you want to play
around with it, feel free to do so just often. In the next lesson
we're going to talk about Render Time geometry.
10. Render Time geometry Magic: In this lesson,
we're going to talk about render time geometry. What I'm talking about
here is Red Shift has the ability to create
geometry at render time, so you don't have to have it
in your Viewport normally. For example, we have a helix here which is a spline object. If we hit Render right now, we have not because
there's no geometry, there's nothing we can see. Normally what you
would do is you take a sweep in the null here. You take another spline, and then you take a sweep, you toss it all in there, then you have your geometry. Now, if you had render,
obviously you're going to see it because you have
that geometry there. Now the issue with this is, is let's say we had like
a whole bunch of these. Well, your scene starts
slowing down quite a bit, especially with rope
and things like that. We want to be able to create this without having a ton of geometry slowing
our scene down. We're going to take
our sweep away. And all we need to do is
right click this helix, go to render tags
red shift object instead of here we see we have this option called curve that's only available
when you put the red shift object tag on
splines and things like that. And hair, we've got the curves here and what we
can do is choose the mode, and here we can choose hair
strands for hair boxes, cylinders, capsules,
cones, and strips. And this is going
to say how you want to basically sweep your helix. Let's say if you say boxes, we're not going to see
anything happen here at all. What we can do is
turn on our IPR. You'll see we have
a visible spline. What we could do is control
the thickness of this. Now we have this
nice cube spline and it's almost
instant feedback. So we can have a whole bunch of these without slowing it down. It's going to create that
geometry at render time. So the benefit of
this is that you can create a whole
bunch of things much faster and keep your
viewport running very smoothly. The only downside is
if you're trying to like line something
up like a cube, this without the IPR on. If you want to set
on the edge of this, you can try to do it there, but see it pushes that out, then you have to do it in
the live view and it can just be difficult to line
things up exactly right. So keep that in mind, you're going to want to use
this when you want to do like a whole bunch of grass
or a whole bunch of hair, or just a whole bunch of
particle streams or something. A nice shortcut to create
this look very fast. And then we have the
option to change it to say hair strands. We'll see how that creates
interesting hair look. And then we can say cylinders, and that's going
to have a hard cap and be a cylinder around here. And then we can say capsules, which is going to basically be cylinders with the
capsule on the end. And you can see that
this doesn't look that smooth and this low poly. So all we need to do is
we actually can choose our interpolation of
the actual spline itself is one thing. We can resample it to create
more steps if we want. Or what we can do instead
of that is we can go into our Mess subdivision and we can change that to fixed. And we can go ahead and just increase that subdivision there. And that's going to
add smoothness here. We might need to refresh
this or adaptive here. If you do adaptive, you're going to get those really nice, smooth results very quickly. You can see how we've
smoothed that out. We have a really nice
cool curve here. Now the cool thing is
we actually can control the scale along the
length of our splines. If we bring the scale down
to zero at the beginning, it's going to be very small, and as it gets going, it's going to be longer. If you had this moving or
whatever, or a tracer object, you can have this
really nice fall off where you have
a thicker object, then it becomes smaller as
it goes, or vice versa. Or you can create something
that's a little different. You have this option to control these aspects of your blind. Really cool way to create
that geometry really quickly. Quickly, we built an
emitter emitting out and then tracers are going to trace that path
of those emitter. And we have a turbulence field
here just to create this. All we're doing is we
have this effect where these particles are just flying out and going all
over the place. The cool thing is, is right
now if we hit Render on this, obviously we don't have
anything rendering. But again, if we just
right click our tracer, go to Render Tags, Red shift object, we
have that curve option. We can go ahead and
choose capsules. We could choose this
adaptive mesh subdivision. We have these paths generated
really instantly for us. And we could put a
material on this. Or we could, we could create a material that's
omissive if we wanted to throw that on there and
we'll get these glowy lines. The cool thing is,
really quickly, we get that really
fast feedback from a whole bunch of lines play. And it's just going
to draw these out and obviously we're not
going to see it as fast here. You can see how we're
going to be able to get those really fast
results really quickly. Which if we tried to put all of this in a
bunch of sweeps, we're going to start
slowing down our scene a lot because there's so
many lines going on. There you go, but
that's how you can create some really cool, interesting looks
incredibly fast. Then have just a whole
bunch of sweeps and things that you could
not possibly create. And have your viewport
work properly, but your viewport handles splines way better
than it handles. Look at this then. It handles geometry. Let's go ahead and just
add a dome light just so we have a light over
top of all of this. We'll go ahead and
hit Render View. You'll see just how fast
this works quickly, create some really cool looking
renders just with a tag, really cool way to
do render times geometry a little bit extra. But I really think it's a really neat tool that we can create some really cool
stuff. Get creepy. Here we go. Reads Creepy. We'll change this to like, I don't know why it's
pretty cool looking though, but you could add some bump and stuff materials even work
on this if you wanted to add bump or anything on here that you totally
could and some shininess, definitely going to
take longer to render. But we go, we could come in
here and make this all glass. In the next lesson,
we're going to talk about rendering hair. It's very similar to this
but actually even easier.
11. Hair: In this lesson, we're
going to talk about rendering hair and
red shift and just troubleshooting some common
problems and making sure we get the most out of our
render engine as we can. Now, I've troubleshot
this for hours because there are so many factors that come
into play with this. And we're just going
to go over a lot of those common
ones and just set you up for success so that
you'll get somewhere between, you can get the best
render settings for you and figure that out. Basically, to start off, this is just a scene from
the asset browser. It's called Hairstyle
Woman's hair or something like that. And just brought that in. The cool thing
about redshift is, is when it has hair
built into it, by default this was underneath the woman's head subdivision
and underneath this mesh. And for whatever
reason, redshift wasn't recognizing the hair. But as soon as I
brought those hair objects out of underneath that subdivision
surface and made them just out here in
their own, it worked fine. So keep that in mind
that that might be an issue that you might
need to look forward to. Just make sure your hair is not within a
subdivision surface. That seemed to mess it up. So secondly, what I've done is I've created a red shift
hair material now. Not the red shift materials
hair material per se. There's actually, I mean, I
talked about this a lot more in the materials master class,
but we can create this, this creates a 40 hair
attributes to plug it into hair, which sounds good, but it's actually not as good as what
red shift has to offer. And so the best thing
we want to do is we want to use principled hair. And it's just kind of hidden hair material for
whatever reason. But we go over it a lot more in detail in the red
shift master class. It's super cool.
It allows you to create variation and
stuff in your hair. And everything
that you do within this is only going to
affect your hair color. You still are able to use the C 40 hair material tags
to control the thickness, the frizz, the kink, the
density, all of those things, the things such as specular and roughness are not
going to be affected. Those are going
to be affected by the red shift material which will control the
roughness and the hair. But the hair attributes, as far as just the things
we have like clump, displaced, curl, wave, all of these things are still
going to be controlled. So the cool thing is,
is basically that allows us to just throw in something that lets
us control the hair. And we can use the hair
the way we're used to, or you can still just
use all these settings which are really nice
and easy to use. Secondly, when you add
hair into your scene, if you open up the
render settings, it should automatically add
hair render to your scene. If for whatever reason this is not here or this is unchecked, you need to go down to
effect and add hair render. Otherwise, red shipped isn't
going to render your hair. Instead of here you
have the option of sampling per pixel
or per vertex. There's not really
any difference in speed here, so it's up to you. Now, the setting, these
settings here are going to really be based on the hair settings
here instead, just ignore that stuff there. Now that we have our hair set up and we have our hair
material on here, what we need to do is talk about creating consistent results
from what I've discovered. Instead of the red shift tab
underneath the basics tab. For whatever reason
with this scene and just rendering
out this hair, having the hardware ray tracing off has
sped up my render. Normally, this on
speeds up your render, but for whatever
reason with this hair it is slowing it down. Underneath the advanced tab, we need to go underneath
optimizations and use the ray tracing
acceleration here. We don't need to complete
construction before rendering, but we do want to set
our max leaf primitives to four and our fast
pre processing to all. What this is going to do in
red shift advises using this when you're using something like hair and stuff like that. With red shift you want
it defaults to eight, but you want to set it to a lower value to speed
up hair renders. And the fast preprocessing
is really going to help you with your IPR feedback. It's just going to help
speed that up so you can render your hair
faster for preview. It's not really going to
affect overall render time, but it's going to
affect your IPR. This will affect
your render time. And four seems to be a
really good sweet spot, at least for this scene. Try eight and below if you want to speed
up your render here. Lastly, we want to
make sure we go into our systems tab and hair is
using up a lot of V Ram, even though when I go into my
red shift feedback display, it's telling me I have five gigs free when I'm
rendering this out. But for whatever reason, this is actually peaking and
clipping and getting into my other apps
that are open and the background processes and it's actually slowing me down. What I've found is
if I go down to just 80% I'm actually getting a faster result and more
consistent result than 90% So this is something you
might need to play with, and this is very much going
to be based on your GPU. If you've got a 30, 90, you can probably
get away with 90% Or if you've got
something under 30, 70 I, you might need
to go down as well. So make sure to try that because sometimes this can look like
it's working perfectly, but really you need to lower it and you'll get better results. And the really only
way you're going to figure that out
is by testing it. So many variables that will
determine render time. It's crazy, but hopefully
with these basic settings, make sure this is off inside
of your optimizations. Set this to four and all, and then inside your system, lower that down a little bit and you should get better results. So what we're going to do
now is just click Render, and we're going to take a look
at how this hair renders. There we go. There's
our nice clean render. We've got this nice depth of
field, we've got our hair, and it looks fantastic.
So it was really good. 237, which is exactly what I was expecting. That's perfect. So now just for example, we're going to go
into the render settings and we're going to turn on the inside
the basic tab, we're going to turn on
the hardware ray tracing. And in theory this should make it faster, but
we're going to see, so let's go ahead and just
hit render. There we go. As expected, it was actually 10 seconds slower with that
hardware acceleration on, so be sure to turn that
off for hair renders. Some scenes it will speed it up. Some scenes that are
very like hair heavy, it won't speed it up even
though it seems like it. So it doesn't definitely keep that in mind when
creating your hair renders. Hopefully this is helpful in troubleshooting some render
time issues with your hair. Definitely check out your
system memory usage and it may show to check off the
hardware acceleration. But inside the advanced tab, go into that hardware
acceleration setting here underneath
the optimizations, and set that down to four. Okay, hopefully that will help. In the next video,
we're going to talk about rendering particles.
12. Particles: In this lesson
we're going to talk about rendering out particles. So what we have
here is just have a little emitter that's
just pre little turbulence, it's just shooting out
little particles, right? If you hit render
on this right now, obviously we're not
going to see anything. Nothing because we don't, we don't have any
materials on anything. Here's what we can
do with the emitter. There is a red shift
material, particle material, and you do not have to use this, but you can with the particle material, we
can throw that on there. And where you're going
to notice is that we still have nothing showing up because that's not what's
going to make it render. In order to render
out particles, it's much like rendering
out render time geometry. We need a right click emitter, go to render tags and add
a red shift object tag. Now red shift knows when it's on an emitter that it
can use particles. So it gives us this
particle tag here. And all we need to do is
we have several choices. We can do points,
which will give us no geometry but just strata
points for color information. We have sphere instances, quad instances, which would be great for
something like that. You're using cut out alpha images on like something like dust or
something like that, if you're trying to
fake that kind of look. Custom objects allows us
to use our own objects. I'll show you that in a minute. And optimized spheres
is probably what you're going to want if you just want dots floating around. This is going to be your best,
most controllable option. It's better than sphere
instances because it's optimized right now would be it. Because we have this
render tag on it. You are going to see our dots
and you can see them there. We have this nice like
Starfield look kind of thing. But we can come down here and just increase
the scale of this. And so we can start
scaling these up. We have this really
nice ability to have geometry here without having
to use it in the viewport. So we can have
really high numbers of things without it
slowing down our viewport. Much like winter time geometry, with using splines and stuff like that like we
used for the tracers, it can come into our emitter, change it to 500 particles, really shoot at a whole bunch of those red shift interview, It's going to handle
that, no problem. The thing with the RS particle, if you take a look
inside of this, all it does is it plugs in a particle color user data node into our RS particle material which doesn't have
that many options. It has some back
lighting which is nice. It's basically just a
red shift material. The only thing
that's different is inside of the color user data. We have the option to choose where this information
is being driven from. If we have a mograph item
and we have some fields and stuff that are
affecting the color of our. So if you wanted to like
fade from one color to the other via a linear field
or something like that, you could set up a mograph color to be the option to
drive that color. That way that information
will drive that. Alternatively, you could
do the geometry color ID, Individual particles and
stuff are different. If you had different
geometry in here, then you also have just
particle particle color, which is going to be more
based on something like using thinking particles or XP particles or
something like that. But you are not bound to using the particle material
for particles at all. It just gives you
the option to drive, which you also can drive these using just a color user data, which is exactly the same node. Basically, we have
color user data, we could bring that
in and hook that up. Instead you can see
we have presets here. We could do mograph
color objects and particle color exactly
the same node, just without the word
particle in front of it. Keep that in mind that you are not bound to the particle thing. Instead of this,
we could come in here and use whatever
node we wanted to. Let's say we want to use an incandescent node
because they're pretty cool and most time
we're going to use particles, we're probably going
to want it to be like little lights
floating around. There we go. We could
do that, but we really don't need the color
user data to drive this. We could just use our
node here if you want, and use something
like temperature and bring this temperature down. And we should get some nice warm firefly looks here
with a little bloom. We could come in here and we
could lower the size down to one and just have
some nice sparkles like if we had a
flame or something, or you just need
something to look like stuff is floating around. You could definitely do
that. Now I mentioned it using the custom geometry here. In order to do the custom
objects, all we need to do, and some objects we
could add text and say hello, hello in here. And then we'll do a
little man as well. We'll go to our emitter, and we'll go to our red shoe tag. We'll go to custom objects. We'll grab our
text, bring it in. Grab our figure, bring it in. And now you can see we should probably turn down the bloom. You can see how we can just have that geometry just shooting out. You can see how it's
a way to create. You could bring in a
very complex geometry like cars and stuff like that. It's a way to have
a whole lot of geometry and things render very quickly because
you're not having to do it in the viewport, you're just doing
it at render time. Again, pretty cool. We can come in here with the
rotation and stuff, change the variation
up on that and you can see how that changes
all of that. Hello and whatever. We can bring this back down to ten so we can see
what's going on here. You start this back
up, you'll see we'll just have this
geometry just flowing out. We could easily just
create whatever we want. You could have a whole
bunch of words or text, or you can have fancy
models or cars or missiles. Whatever you want to
shoot out of an emitter, You can and render that out with this red shift tag very easily. You don't have to worry
about it clogging up your scene in your viewport. This is going to run
very quickly and very smoothly because we're not using that geometry until render time. Again, not bound to
the materials here. But it does appear that because we are using custom geometry, we are not getting our
material on our emitter. So we actually need to put
our material on our object. And the good thing is
because we're doing that, we can actually change and do multiple colors and multiple materials on
different objects. Pretty cool our
bloom back on. Yes. If you don't want to
use custom geometry, you can put your material straight on the emitter
and that will work. But if you are going to
use a custom geometry, it's going to use the
material from that geometry. Again, just a really
cool way to make a whole bunch of stuff
without breaking your scene. I don't know why you need
that, but just in case you do, then you can easily change
between custom objects and optimized spheres to go back to just nice particles maybe. Skill is up to two. And
now we have this really nice just spray thing out
of here. Pretty cool. Yeah, that's pretty much
it for the particle node. You basically don't need to
use it, you totally can. But the main thing is
rendering out particles. It's going to take this redshift render tag and then you have your controls inside of
your particles tab here. And this is going to be
your best friend for that. Okay, that's it for
particle rendering. Now let's take a look at
AOVs in the next lesson.
13. AOVs: In this lesson,
we're going to take a look at creating AOVs. This will give us
information such as alpha passes as well as just
sticker information, GI information, reflections,
specular lighting, cryptomatting beauty passes,
and then alpha channel. Of course, as I mentioned, basically what this is
going to do is this is going to allow us to create an image that we're
going to be able to take into any other software such as After Effects or Nuke. Anything we can use to do some post compositing
and edit and control certain aspects
that we want to control without having to come back into Cinema
four D and re, render out the entire image. Thus making it a much faster workflow and a much
more flexible workflow. Especially if you're working
for clients or something that say they took a look at
this can and they're like, actually we don't
like that color. Can you make it a little
darker or a little brighter? Or instead of white, can
this be a little gray? So you're going to
want to be able to, rather than come back
into your image and re, export it all out and
see if they like it. You should be able to just
quickly make those changes in that other software and go
ahead and hand it back. Now the main reason you
do this is if you're part of either a team
and you're going to have someone else
do the compositing or you yourself are
going to take it into something like Photoshop and
combine it with something else like an image or an
advertisement or something. And you need things to
match a little bit better. Where your client wants
you to change things. So you want to build it in a
way that's going to be have the most flexibility
after render time and thus in post production be the most editable
that it can be. And so that's why you use AOVs and if you're not
doing any of that stuff, you really don't
need to use them. So you know, depending
on your workflow, you might need these, you might need these,
or you might not. So we're going to take a look at creating all of these and
how we did this ourselves. Okay? So firstly, we
have our scene here, and what we've done is
we've got a psych wall here that we have added a
red shift object tag, and we'll go over this
in a later tutorial. And we've added a matt object
tag and made sure that we have the reflections on here
and we have our shadows off, so we just have a clean alpha of our objects without
the background. But we still have that GI
from the background for us. We can turn that off if
we want, or vice versa. We could make this
white, blah, blah, blah. But I mainly just
did that just to showcase how to use the alpha channel because
that's a pretty common one. What we can do here is in
order to turn on AOVs, we need to go into our
edit settings here. Firstly, you want to go into your Save option and you want to make sure you have a
multi pass image on. And you're going to choose
the format of open EXR, and you're going to choose
between 16 bit and 32 bit. 32 bit is going to be
a bigger file size, but you're going to have
more dynamic range and have a lot more options
in post work for this. Multi layer file is a must. Then we can obviously
have the layer name and stuff and we'll talk
about that in just a second. The way this works is with a multipass image and
a multi layer file, it allows you to store all
of these AOVs individually. So you've got your GI, you've got your cryptomat, you've got your depth
pass whatever AOV you have instead
of having about, let's say you have 20 AOVs, and instead of
having 20 AOV files, individual like Jpegs or EXR's, whatever PNG's in
your file explorer, you're only going to
have one open EXR file. And inside of that EXR file, you're going to have
the information for all of these
passes that you're going to be able to use in after effects or Nuke or
Photoshop, whatever. It's just a lot tightier way to create a whole bunch of AOVs. And that way you can just
find your one file to have all that information
inside of it rather than having a bunch
of individual files. So it's just a lot tightier. What we want to do is we want
to go to the Red Shift tab, and then underneath the Advanced
tab we have the AOV tab. Lots of tabs, but we want to make sure
we have it enabled. And then the base file
name is going to be dollar sign project
underscore AOV, which means it's going to say whatever the project
file is underscore AOV. Then we want to
make sure we have multipart E, X are selected. Then we want to
choose our depth, whether it be 16 bit or 32
bit, then our compression. Most of the time you can
leave this a default, but if you want, you can
choose zip RL, Z, whatever. Da and DWA B are going to use
the DWA compression here, the rest of those
settings are not. 45 is the default. And the reason is 45 is because it says that's
what's going to give you a nearly flawless render with
the optimal low file size. If you go higher means you're
going to compress it more. But your image might
not be as clean, but you're going to have
a smaller file size and if you go lower
for the compression, you're going to have
a cleaner image, but ain't even bigger file size. So it recommends this, but that again, AA and DAB. If you want to look into each
of these yourself to figure out what's best for
you, I use Default. When I do use EXR's, definitely want to have
multipass compatibility enabled. I recommend using
scan line over tiled, because Red Shift uses
scan line by default, so you should probably
just do that. So that is how to turn on AOVs. Now how do we actually create
AOV's and manage them? Well, there's a couple of ways. One is inside the Show AOB
Manager button right here. Now you don't have to go into the Render Settings tab over, tab over, and you can actually find it a lot easier
in two other places. One is click and hold the
Edit Render Settings, and now you just
have our Red Shift AOB manager right here. So we can quickly get
to our AOB manager. Also, we can go to
our red shift tab, and it's right there as well, inside of the AOV manager, This will be blank Inside
of our AOB manager. We have all of our
available AOVs over here, which is really cool. We've got Beauty, which is
going to be our final render. If we are using Noiser, you're going to want
to make sure you click that Noise tab so you
actually use that nos. All you need to do is
drag and drop these so we can bring in
our cryptomatt. We can bring in a puzzle mat. That way we have
individual object colors for each object in our scene. We can bring in our GI. We could bring in emission
if we had emission maps. We can bring in reflections. And let's go ahead and bring in a specular lighting as well. You have all kinds of
options here to choose from, as well as the ability to create your own custom ones
which will cover. Now if you're using denoiser, it's important to
note, especially with things like lighting, you're going to want to enable denoising on things like GI and reflections when using denoising for your
beauty pass as well. Just so all of those
things match together. Now I highly recommend using
multipass because it has the least number of limitations
then the direct pass. But if you know you
need to use direct, you can go ahead and use that, but most of the time you're
going to want this multipass. So you have the
option to do all of these things inside
of a layer of EXR. Okay, so let's take a
look at this real quick. Inside of our interview here, you can see we've got
our cans here and our objects in our backgrounds and everything's going together. In our beauty pass, we
actually can preview what our AOVs are going to look like individually,
inside of here. We've got a beauty
pass and we've got a beauty noise pass. The difference
between these is this isn't going to be
applied to denoiser. You're still going to have those und noise options available. But we could take a preview of what the GI is
going to look like. What the puzzle mat is
going to look like. It does not work
in the interview, but it does work in the actual
rendered picture viewer. But the reflections
works here as well as the speculator
lighting as well. You can take a look
at these things also. One big one is the
alpha channel, which you can view here, which we covered in
an earlier lesson. But we have our alpha
channel, so you can see that. So you can get exactly
how you want it. Now, You can set up alpha
reflection channels and stuff like that as well, and we can cover that
in a later lesson. So we want to create an
AOV for this sticker, or let's say this
sticker right here. Because they say,
well, we want actually to change this to the
blue outline one. Can we change the color? They say we like this one
and we just want to kind of mess with the color and see if we can adjust that a little bit. So we want to create just this sticker AOV
to control that post. So let's go ahead and take
a look at setting that up. You know, we now know how to add these
individual ones from here. But let's go ahead and do something practical and
create a custom one. And then take it into after
effects and adjust it. So the first thing we'll go ahead and add the beauty pass, and we want to add
that noise for that, but we're going to add
a custom one here. And the way to do
that is what we're going to do is we're
going to go inside of our node here and we want to use the logo
on this white can. What we can do is we can grab this logo here,
this texture info. If you copy and paste your
materials like I did, you're going to want to recreate another copy of
this and rename it something and then
hook it back up because it doesn't know the
difference between the, if it's the exact
same texture node that you used in this first one, the first material, it's going
to grab this one instead. It doesn't know the
difference between first can, second
can, third can, if it's using the
same texture node, copy and paste it, even if it's in a different
material shader. I've found out that
the way to fix that is just to simply copy and
paste it inside the node, name it something different,
and reconnect it, I don't know why,
but that works. So what we can do now
is instead of our node, we're going to hit and
we're going to type in AOV. And here we have the option
to store color to AOV. Store integer or store scalar. Integer is going to
be numerical values, Scalar is going to be size
values and stuff like that. And then color values are going to be exactly
what we want. Now I wish you could just grab a material that you've
created and plug it into an AOV so you could
control everything that had like a steel material on
it or anything like that. But it doesn't work that way.
It only works a color data. So there's two things
we want to do to create our sticker and have
it be editable. The first thing we
want to do is plug our material into the
input beauty input. And then we're going
to grab this AOV and plug it into the surface. Then we want to grab
our texture here, Plug that into our AOV. And go to input AOV, input zero. We're going to grab our ramp that's driving our
alpha channel. Plug that in, and go to
AOV one V input one. Instead of this, we
want to go ahead and rename these for input zero. This is the add new custom AOV and we're going to call
that sticker color. Instead of the AOV two, we're going to add
another custom AOV, and this is going to
be sticker Alpha. Okay, now all we need
to do is make sure in our AOV manager that
these two options are here and we're
going to make sure they're denoised as well. We've got this created
and now we can just go in here and make sure when we save this
out that we've got a multipass image and we've got it saved out
with a multi layer. We're going to uncheck
straight alpha and have this just like this. What we can do now is
hit render real quick. Before we hit render,
let's just go ahead and delete that beauty pass
because we don't need it, we just need these
two sticker colors. We want to double
check real quick in our redshift render view that we and D do have that alpha channel, because
we're going to need that. So let's go ahead
and check that Alpha channel and we're looking good. That's perfect. That's
the way we want. Now we can go ahead
and hit render, say that out as the
sticker replace EXR. And what we can do is let
that render out quick. Okay, now we've got these
passes and we see we have our sticker sticker color and
we have our alpha overall, as well as just our
image in general. So what we're going
to do is we're going to go into after effects. Once we're inside
of after effects, we want to make sure we right click in the
project window. Here, go to import file. We want to choose sticker, replaced our EXR and we
want to make sure we import this as a composition
and not footage. Then this is going to pop up this import window to say
composition or footage, which we've already told it. We want it to be a composition and we can precompose layers, which is fine if
you don't do that. Your layers just
aren't going to be in pre comps, which
isn't a big deal. What we've got here, if
you scroll this out, we see we have sticker replace a symbol and we also
have our EXR right here. But what we're going to do is
we're just going to double click the sticker,
replace a symbol. And you can see we have all of our layers here
in these pre comps, which is exactly what we want. Now there's a few that
we don't want and that is the speculator which we
did not tell it to make. It always pumps
out a speculator, a reflection in a background. And these are not AOB's
that we told it to make. None of these have any data. Let's say we want to adjust
the color of our ticker here. We can use the alpha
channel here to drive that. What we'll do is we'll go
into our ticker color. We'll isolate this. Let's
just say we go into here, we'll go to color correction. Just for the sake of example, we'll just go to hue and
saturation and just change the colors to say blue orange. Now that we have our
sticker color adjusted, what we can do is
have our alpha layer right above our sticker color. And we're going to go ahead and instead of saying alpha mat, we're actually going
to say Luma Matt. We're going to choose
that Luma mat. And you can see that creates
just the colors over our Effecttron label here. Then what we're
going to do is we're just going to grab our RGBA, pull it down beneath so it's at the bottom
of the hierarchy, and uncheck the solo and be
sure to turn on that layer. You can see now we've
got that color corrected logo on top and we didn't have to re,
render anything out. And it looks perfect without it. It, there you go. So now we have the
exact same look, but our colors are different. We've come in here and
readjusted our colors here, which is exactly what we want. There's multiple
ways to do that. That was just a quick example, but now you can see how
beneficial and having an AOB with a different logo
and an Alpha channel is going to be If your
client's telling you they want this version of their logo rather
than that version and you don't want to have
to render it completely, you could just literally
replace it over top of it. Pretty cool. All
right, so that's AOB's
14. RS Object Tag: In this lesson, we're just going to talk a little bit about the red shift object tag and how that relates to camera and rendering and
things like that. So let's go ahead and
right click our sphere, Go to the render tag and go
to red shift object tag. The main things we're
going to want to deal with here is we're going
to want to go over the visibility options
as well as how to do these Matt object options
underneath the visibility tab. We can override this by default just overwriting it,
nothing's going to change. You can brootceG force, brote force GI if you want. So if you're using a
radiance point cloud, you can make it also
do broot force GI. You don't really need to do that unless you really want to. But the main thing that
we would ever really need in here is
the costics here. The main thing we'd
ever really need are just to cast caustics. But what we can
do here is we can actually adjust the way this works with primary rays
and secondary shadows, self shadows, received shadows, and cast AO primary rays. Basically, if we uncheck that, what's going to happen is
it makes it invisible. So it says, okay, it's
not even going to get the initial light
from our scene. And the way our eyes see
things is they see the light bounce off the object and then it hits our eyeballs. So if C 40 is going to act
the same way if our light isn't ever even reaching our object, it's not
going to hit it. But the secondary
rays are still there. So let's go ahead
and take our floor and just make it reflective. Real quick, you're
going to notice we have the actual reflection of our ball here as
well in the floor. Even though the
ball is not there, we're still getting
the reflection of it because we're getting those secondary rays after it bounces off and
hits the floor. We're seeing that bounce
back to our eyeball. It doesn't make a lot of sense, but basically it can
be a little confusing. But basically, primary
rays means, hey, am I visible to
the camera or not? If it's on, if it's off. Secondary rays are going to be things such as reflections. If we turn that off. Now we don't have any
reflections here. And we're also not
getting any GI, because all of our
reflection and refraction options
are now turned off, as well as global illumination. Because all of these
things come from the secondary ray value. We get a very flat image. Yes, we can see it, but
it doesn't look right. So this is what it would
look like without GI, or reflections or
anything like that. Reflections uncheck that,
then it will go away. We'll still get our GI and
everything that we like, but we don't have that
reflection on the floor anymore. You can control what actually affects other things
and stuff in here. You can do refractions. You can do cast reflections.
Cast refractions. All of these things cast
shadows. We can turn that off. Then we won't have a shadow
from our object here. We're just going to
get I, which can cause some interesting looks
in a neat little style. But we can also tell things
not to receive shadows if you're lighting something
through a room or something. Basically, if you want to
put something inside of an object like a box
or something because you want to concentrate
in that GI. You could say for that box not to cast
shadows or do self shadows. If we had geometry
here where it was bending over itself
causing shadows and stuff, it could turn that off as well
as O is automatically on, we don't really need to
worry about that as well. A lot of these things are
really just going to be for creating a very
unique look and style. Sadly, what we can't
do is we can't go into our area light with an
object tag and say, okay, don't be visible
in reflections. I wish we could,
because then you could put a light and get that
nice lighting effect, but it just doesn't
work like that. We also can say, if
you want an object to be visible to GI, receive GI, or visible to caustic photons, all of these things, probably you're just going to
go ahead and leave on. But if you've got
something that's affecting GI and you don't want it to, you can just disable GI. Or if you have an
object you don't want to receive GI, obviously, you can turn that off there, just the ability
to control things. Most of the time when you're going to use
stuff like this, it's when you have
things inside of each other or around things
and you want to use them without being
able to see them. Just hiding objects, you still want the attubues from them and stuff like that. I'll actually show you
a really cool use of hiding the primary ray later
on in a project lesson. It's really neat,
interesting results. Let's go ahead and look at the Matt options in
the next lesson.
15. Matte Shadows: This lesson, we're
going to talk about the matt tab options inside
of our red shift object tag. And we're just going
to go ahead and override that to enable it. Then also you're going to
want to enable it as well. Override really
doesn't do anything. You have to enable it as well. Now what we have is we've
overridden our Matt objects. Now we have what is
just a black circle. We won't see any difference
here until we turn on our alpha because there's
an object behind us. We're not getting that look. We come in here and
we turn this down, we actually can
turn on our alpha, Now we have a reverse alpha. Basically we have a
sphere here that's going to be cut out of our objects. We'll get this green background, but we won't get the sphere. So you could put an image behind this and actually
see through it. Let's go ahead and
just add in a dome light real quick just to show case this dome light, for the back plate
of our dome light. Go ahead and use a back plate and we'll say, I don't know, this batmobile from
our other course here, you can see it just creates
a see through image. So we're just seeing
through to the background. And as we rotate around stuff, we're getting just this
really interesting Matt look. You could see how
you could create some really cool little
interesting instances with this with an
emitter or something. But pretty cool basically. Most of the time you're
going to want to do this is not this way but
actually the opposite. Where we're, instead of
putting it on our floor, I'm, instead of putting
it on our sphere, we would put this on our floor. Our floor is Matt. When we come in here to the RGB, you'll see we have the
option of creating just whatever background we want and we could put
this sphere on that. It's still going to get
the color information from our psych here, but it's going to be able
to put in whatever we want. So we could put in
an infinite floor or something like
that very easily just by taking this green color and making it an
image behind it. Now we're not getting
the shadows and stuff as you can
see in our alpha, unless we go down here to
shadow and enable that. Then we want to make sure
we say shadow affects alpha and enable that as well. For alpha, we're
actually going to turn this back up all
the way up to one. Now we have our object here
as well as our shadow. If we came in here and we put
an image behind this again, let's go ahead and take a look. And you would do this in
a third party program, not inside the dome light, but I'm just doing
it in the dome light because it's faster here. We've just put a space image
in our background here. And you can see we actually have the shadows here of
our ball hitting that. And if we move our light around, we're going to see
that that's going to affect it as well. Our shadows are going to
update and stuff like that. Shadows up. You can
see now we just have a ball sitting on space. We're getting the shadows and
our object, Matt, object. And we obviously wouldn't
need to do a Cyc wall here. We could just do a floor
because our Cyc wall is causing us some issues
with the reflection here. But it's because we
have our dome light on. Let's go and turn that
light off. There we go. So now we have a
perfectly clean image. Our dome light was sliding up our seam where
I didn't need to. Now we have this nice image. We still have the color of
our floor here reflecting it. If we wanted to match
a little better, obviously we would need
to go to like purple. Now we have just a ball
sitting on a galaxy. So it's an interesting look, but an interesting look. We can create some
really neat things. And obviously this is really important for products
and stuff like that, where you want to
put your product on a background or
something or some font, or text, or magazine
cover or whatever, but you want your shadow to be there so it's sitting
on the floor. You can definitely do that. This is how you would do that. It's just the matt
object on the floor. You would make
sure you have show background of you
don't have to do that. Use the alpha. That's
just for planning. You can say apply
to secondary rays. Now what you're going to do is that you're going to actually have those, turn this back on. It's going to try to apply the secondary
rays to mat as well. So you're going to have
all your reflections in GI and stuff are
going to be weird, so you don't really
want to do that. Let's go in here and make
sure our floor is very shiny. And let's say we have a
shiny floor that we want, and we want our object to
look like it's on space, but we also wanted to
have the reflection here. Let's sum out just
a little bit here. In order to bring
that reflection in, we can go ahead and see
if we turn off our mat. Here we have our reflection. It's here on the surface.
We definitely have it. Where's it going and
why is it going away? Well, it's not because we need
to apply a secondary rays. That's definitely not
going to fix it because that's going to make
our secondary rays Matt, which is
something we want. What we do want is just our
reflections on our floor. So all we need to
do is go down to here to the reflection scale. And by default it's to zero
to turn that up to one. And now we have our
reflections in here as well. And that is going to come in. With the alpha. Let's just go ahead and
test this out real quick. So we'll go to our settings. When you're using
things with alpha, you want to make
sure you're using an image that has an
alpha channel like this. We want to render this out
so we can use it properly. We're going to make sure we have a separate Alpha channel for
this and we're going to go ahead and we're
going to call this. Okay. And so now
we're going to hit the interview here that render. All right, so now we
have our objects here. If you go into our layers, when you look at the
single pass here, we see we have our alpha as
well as our regular image. So let's go ahead and
go into Photoshop here. We've taken it into after fix here because I
select a Photoshop, so I'm going to do
it in after fix, but it's basically
the exact same thing. Just more comfortable
on after fix, you would bring
it in here and we just click go to import file. Let me select both those files, the alpha one and the regular
one that we did import, take those and G's. And all we need to do is let's go ahead and just
start this from scratch. We'll take the two new
comp with these two. We'll say single composition. Okay, We have these two together and we'll put the
alpha one on the bottom. And you can see we don't
really have anything going on, so we need to go ahead and
just add a solid behind this. So this would be like
your background. Whatever color or
whatever you want. We could do something
like purple. Sure, why not? And you
see nothing happens. And that's because we're not
using our alpha channel. For our alpha channel,
we need to set that to lumet and now we have
this nice alpha channel. But we've lost our shadows.
We have our reflections. They're weak, but we've
lost our shadows. So what we need to do firstly, is duplicate this alpha layer. And then we're going to
do is we're going to go in here and we're going
to add a curves to this, and we are going to invert this. Then we're going
to take this and we're going to set
this to soft light. So now we've brought
our shadows back in. And then just because
our reflections weak, what we're going to do is we're going to grab our used one. And we're going to
duplicate that. Put this over top of everything, make sure this lumet is off. We're going to set
this to screen. That's just going
to brighten those reflections back up a bit. We have our shadow,
we have the color, we have our reflections. So it's very important that you do your reflection
scene on black. That way you can use screen
and stuff like that. Whenever you're using alpha, obviously you need
to do black anyway. But when you want to
ring in that screen, it's going to be important
to be on black as well. If there's a certain element that you want out of
your full scene that you want to add in over top of something like a
magazine or whatever, Just make sure that elements isolated with that reflection
so you can do that. But now we could come
in here and change our background color
to whatever we wanted, and everything will
adjust accordingly. Let's cool. So you can see that
happening live. Pretty cool, obviously. You could also come in here and instead of using a solid layer, you could use a photo or something if you
wanted to do that. But if you're going to do
that, I would probably just do that within C 40
rather than doing it in post. But yeah, basically
that's how you can get these settings and
stuff exactly how you want. You might want to
add some softness and transparency
to your shadows. But that's pretty
much how you can do that if you're going to use
like actual environments. I would do camera mapping and
stuff like that in sine 40. If you're going to do something
for artwork or design, I would probably just
do it the normal way. Okay, let's talk about camera
tips in the next lesson.
16. Lighting Basics: In this lesson, we're
going to go over just a quick overview of
lighting with red shift and our lighting tools that
we have available in just some basic settings so you can understand how
to control them. And then I'm going
to go in depth into each of them
after this video. So be sure to, you
know, following along. So firstly, the cameras are also down here on the
bottom right now, so we've got area tags
if you click and hold, we've got point light
which is going to generate a point light basically and
give you this nice icon. And like of course it's going
to create a point light. What that means is, is that
this light takes up no mass. It literally comes from a pixel, which is pretty neat but
also not very realistic. Like if you want to create something that's going
to be more realistic, you're probably not going
to use a point light. But if you want to
create something that's like little dots floating around that also affect volumetric fog and
stuff like that, point lights a
really good option rather than using particles
and stuff like that. So let's just go ahead and take a look at rendering this out. We're going to use
the render view here. You can see our
point light is just hovering over our mass here. And it's not really having
that big of an effect on this. We could come here and increase
the intensity of this, and you're really going to
have to start cranking that up to really start
lighting up your scene. Now that we have
this cranked up, you can see as we
move this around, it's just evenly casting its shadow across
everything really. Basically what it does is it, what it does is it emits light spherically all the way
around it with no fall off. It's just this point that exists and creates
shadows from there. You can see it's
just a neat trick, but doesn't really give you
a lot of control and stuff. You can't reduce
the spread of this. You can't make it more focused. You're going to get just
this fall off on it. You can turn off the fall off, so it becomes this 360
infinite light if you want, which can create
some cool looks. Obviously the power of that is going to be need
to be turned down. But now we've created just
by changing the decay type, this is going to
be your falloff. Okay, you've got intensity. Let me back up and just remember that you are
just starting off to redshift and you may not know
that you have your options here underneath your light,
underneath your light. You have your object
options inside of here. You can change the type of any light with these
type drop down here. If I wanted to change this from point light to a
dome light, I could. That's not going to
change the name of it, it's just going to
change the type of it. We're going to go with our
point light right now, because that's what
we're talking about. Now we've got a preview. We can say we want
the wire frame or the illumination adjustments, that kind of thing,
which we don't need to mess with ever. This is literally just
for being able to grab our light for the point
light inside of RT. Real time rendering. We don't
have that option anyway. But in the viewport
without RT on, you'll see our light right here, we have all these
little lines coming out that is to show case that
it is a point light. Because it's emitting everywhere
from a very fine point. There's no shape
to this. It's just emitting all around itself. If you turn these wireframes
off that get sort that, I don't know why you
would need that, but just in case you
don't want to see that, you can turn that off
here in the preview tab. Next we have the intensity, which is what we're
going to use to adjust the brightness
of our light. We'll go ahead and
we'll swamp out of RT, The intensity of the light
is going to be combined with the exposure as
well as the decay. The decay works fall off, basically if we do linear decay, it's going to very
much fall off with these and give us
these nodes here, you'll see it
pretty much changes our spotlight to this sphere
that has a certain reach. And once it gets outside
of this zone here, this ring, we lose
all impact of it. If we put this here,
where we're getting our light on our object here, go back to our IPR. We're going to see that the
light effects, there we go. We're going to see that that
light affects everything in that region and then
falls off drastically. As soon as it gets
outside of that, we can adjust the size of
that and bring it back down. We're basically creating
a ball of light that anything outside of the ball of light, it doesn't get lit. Everything inside the ball
of light does get lit with a decay value from
the center going out. So the further out it
goes, the softer it gets. We can control the
color and things here, as well as loading a texture map if you wanted
to for specific colors. Now, quadratic is going to be
more of a natural falloff. And what you're going
to notice is when you're using quadratic
with a point light, your intensity is going to
need to be turned up a lot. Let's just start
turning this up. We've seen we've had to
turn it up from ten, up to about 7,000 to
get our same feedback. What's neat is we're getting this nice falloff
from our light here. We're still getting
these hard shadows and stuff, but it's
a little softer. But we're still
getting hard shadows. If you wanted to,
what we could do is come in here and
turn up the exposure, and that's going to
make it brighter. Rather than having to crank this up to 7,000 we could crank the exposure up to 5.10 even. That's going to brighten
that up as well. The reason you use
intensity over exposure is so basically you can make sure your lights are set up
with the same power. And then use the exposure through the post effects
and through the camera. It affects your full
scene completely. But if you need to,
for some reason, trick it and use the exposure
instead of intensity for a certain light to
make it a little bit brighter than others around
it. This is the way to do it. You would increase the exposure or you could increase
the intensity. But let's say it's like
locked in to something else. You need to increase
the exposure. Instead, intensity and exposure both control the
brightness of your light. For point lights, it's very much just these wild numbers that don't make a lot of sense. Then you've got your decay, which is going to adjust how
your light is being used. You can see the difference is drastic between
all three of them. Honestly, you're
not going to use point lights a whole lot, but they are pretty cool to use something like the
post effects in there. So let's go ahead and
open up our interview. Go to the post effects, and let's go ahead and add flares, because that's going to
affect our light here. Now we're getting
this nice cool lens flare from this point light, you can see it just depends
on where the light is. It is reactive to this light. Pretty cool, little fun fact. With the point light, it
can cause a nice flare. But again, there's
no geometry here, so it's not going to
be super accurate. And you're not
going to use point lights that much at all. Okay? What you're
going to use more than anything else is going
to be the area light, which we'll get to in a minute. Next we have the spot
light in the spotlight. We'll cover this a little more, but basically you can see
you've still got intensity. We're going to raise this
up, you've got exposure, you've got units decay
exactly the same, but you also have the
shape and the cone angle. What we'll notice here is if
you go back out of our IPR, our shape is the same
as the point light, except it has this cone
extending out of it. We have this point
which is going to be the point where our
light is facing this. Just dragging this in and
out is going to affect our intensity and not actually the shape
of the cone angle. The cone angle is
only going to be controlled down here with
the shape of sliders. So we can say is we want a wider view or a
sharper falloff. So we have the fall off,
which is the inside, this is going to get
100% of our light. And then we can adjust the
curve of that fall off. Just going to say
how drastically do you want it to
basically create a gradient from the edge of the fall off point to the
edge of our spotlight here. With this spot light, what we can do is actually
we need to rotate it to point it towards
our object here. We're going to go over and we're going to pull
up out of the way. We're going to hit our
object from this angle here. We're going to take
a look at this. You can see we're just hitting this piece of our object
here pretty brightly. What we need to do
is we need to come in here and we can adjust
the intensity of this. It's just going to
really intensify that. What we can do is
increase the cone angle. Now you can start to see we
get all the way to the edge. And if we get rid of
this fall off angle, we're going to get
this nice sharp image, which is going to
be what we really want for a spot light. And we can adjust the
falloff curve as well. But you'll notice
with the cone angle, we're just literally
controlling the edge of that cone and it's all being
shot out from our light. If you want to soften this up, what we can do is just
soften up the falloff. And you can see that
it's going to make everything darker as it
goes towards the middle. Then what we can do is
bring that even more by crushing that falloff
even more and creating even more of
a gradient ramp there. If you don't want
any fall off at all, you want to be like
all sharp spot light. You want to make sure you have your fall off off completely. This is just going to give
us this nice object here. Now the spot lights
and stuff are a little trickier to control
because they are directional. One tip you can do
is create a null. Then right click
your spot light. Go to Animation tags, Target, grab that null
and put it in there. That's going to make that
light always face that null. So now we can grab our
light and just move it around and we're always going to have it facing that kill, so it's a lot easier to move it around our scene
with the ease here. Spots are really nice
with environmental fog, which we can add really quickly. And I'm just showing
you a quick overview, work over all this stuff. I'm just showing you a lot
of options and ways to use these things. There we go. If you come into
our fall off here, our object, and we
adjust the cone shape, and you can see how that
sharp edge creates that nice spotlight look with
that nice foggy beam. And we could come in here and increase the fall off a bit, soften up the edges
of that to create a more traumatic look as well. Pretty cool use for the
spotlight is to create that classic cone
spotlight look, especially with
environmental fog. Next on the list, we have the option of the
infinite light. The infinite light is
a little different. The infinite light
spawns this light here, which looks a lot
like the point light, except one of the lines is a lot longer and it's always
along the Z axis. If you rotate this here, we'll see how that z
axis shoots out further. Now we've created
this infinite light that is just going
to be a hard shadow. It's going to have infinite
power and never fall off. This is going to be
your best friend. If you're trying to
create a long shadow, look, it does not matter
where in the scene this is. It can be hidden underground. It's still going to light
your scene exactly the same, because the only
thing that matters is the direction of that line. Thus the name infinite, because it has
infinite power and it doesn't matter
where it comes from. All that matters is the angle. If we rotate this,
you'll notice that, that light changes and we get
that shadow going that way. Now again, the same controls, intensity, exposure and color. We can come in here and crank up the intensity a bit five. These numbers are
really going to vary based on your scene, the scale of your
scene, what type of light you're
using, et cetera. We'll go into detail about
each of these and how to add even more customization
and options as well. But again, this
one is going to be useful for creating that look. If you go underneath and rotate it up, you'll
see we get nothing. But as we come down, we start getting light coming
into our scene. You can create this
nice long shadow very quickly and easily. Very easy to create that long
shadow look very intensely. Now, each of these lights
will go into detail about, but each of these lights
has its own details panel, which we'll discuss later. But this is how you can really soften up those
shadows and stuff. Even our infinite light is
giving us super hard shadows. We can come in here and crank up the softness of that
to soften that up, you can use an infinite light as a nice soft area
light if you want. But most of the time, if you're going to use
infinite light, you're probably going to
want those harsh shadows. So you can do that a little bit, but you can also sit
on them up just a bit by raising that up a
little bit if you want to. Each light has these options, and we'll go into
each of these later. Now, the next light that's
available is the area light, which we're going to
cover extensively, because this light is
going to be the one you use most often as
well as the HDRI. Go ahead and turn off
blue or flayer here. The area light by
default spawns in the middle of your scene facing
backwards as a rectangle, which it's not really
ever what you want. If you take a look
at this area light, it looks like it's just a dot. But that's because our scene
is very small right now, our area light is actually huge. You can hit and scale these. You also can grab the
points and scale it up and down along each
axis if you want. Basically, the way an
area light works, again, the tag for the null and the target tag is very
helpful with the area light. But the way the area light
works is it actually gives mass and
volume to the light. This is as if you had basically, if you had a big overhead
silk with lights behind it, this is going to
hit that silk and give you a nice diffusion. Let's go ahead and take
a look at renewing this. You can see how that area
light is just shining across this whole area very nicely and softly we
could come in here. And the default intensity
for the area light is 100, which is a little high
for what we need. You can see how we
have this area light being above our mountain
and coming down. We have this nice soft fall off. Now if we bring this down
and make this smaller, our brightness
goes down as well. That's because we don't
have as big of a light. And the bigger the light,
the more the power, as long as you have
normalized energy on which we can talk about when we go over the area light
in its own video. But basically the
area light is my favorite because it has a few options, other lights don't. One is just really
nice soft shadows and it works most
like a real light. Your lights actually have volume to them in
shapes and whatever. You can have a rectangle, you can choose a disc, which will give
you a nice light. To recreate a
spotlight if you want. You can adjust the scale of the axes individually,
in here as well. You also can adjust the
spread if you come in here, let's take our light up to ten and adjust this spread down. As we lower the spread, we're going to get that
super harsh light basically. It's going to create an
instant beam to see this best. It's really easy to use the volume metric
environment here. Zoom in here, right now
with the volume here. Let's turn our light up to say, 50. There we go. We have this beam of light
coming straight down. There's no fall off or anything, it's just coming
perfectly straight down. And you can really see
that in the volume. Now if we come in here and we start raising the
spread of this up, it's going to act much
like a spotlight. And start spreading out that cone based on
the shape of this. The bigger the spread, the more the fall off is
going to be and everything. It's going to have
a much softer look and not be like a
spotlight at that point. You might need to
come in here and turn your intensity back down. Now if you lower that
spread back down, you'll see that comes back
into this beam of light here. The other cool thing
you can do is sphere, which is exactly like a point
light except with mass. You can see here in the
render in the environment, there's actually
like this sphere here that isn't as bright and that's because it's inside again, much like a point light. But a lot of times
what you're going to do is you're going to put this sphere or
something like this inside of a car head light
or something like that. And it's going to emit
in all directions. Basically it's going to emit out from itself all the way
and not inside of itself. Alternatively, you
can do a cylinder which is going to
be pretty cool for creating wand light
looks say 55.20 Yeah, we'll have this
nice long cylinder which is basically as if we used a nice bar light to light on a wand light
on top of our scene here. Which gives us a really nice look where it's
lighting all the way around itself and
not inside of itself. It's a really nice light
and that's a really cool, practical one to use. That's very nice. We can see the versatility
of the area light. And one of the cooler
things that area light can do is it can take
the shape of a mesh. Let's go ahead and
add a Taurus here. Down scale it up,
scale this down. There we go. We just
have a Taurus here. What we can do with this
area light is we can say, I want the shape of this
area light to be a mesh. And then I want to grab
that Taurus and put it in this mesh. Hit Render. Right now, you're not
going to see it now. We have that light
coming from this mesh. Let's go ahead and turn it down. The cool thing is, is
we can actually click visible to make all of our lights visible
even with the mesh. One that's pretty cool
because it gives you the shape of whatever
your mesh is. Now you have this
really nice look here. So what we can do now
is we go in here, adds bloom, and we have this
really nice glowing ring. It's actually
working as a light. When we add the
environment back in, it's actually affecting
our environment. This is something that
incandescent materials do not do the Iga and materials affect the GI of volumes but not
actually affect volumes. Aerial lights set to a mesh light do affect
the environment. I know this is a
lot and we're going to go into detail
about each of them. I just wanted to quickly
give you an overview of each one of these and try to give you a taste
of what they can do. So let's go ahead and
change the area light back. The last thing we'll
talk about is we'll go back to the rectangle shape. Here's something here. If you go here and we take a look at
this and you can see as we turn our light backwards to the back of our light
is facing our camera. You can see our light here in our scene is just
coming in as a void. This is always an issue. If you want to have your
light in front of the camera, you need to make sure
that you can fix this. We'll cover this, and
it's very easy to fix. And basically, the fix for this right now is just to
turn off visible. Now, you won't see that
light being there at all, but why would you do visible? Well, here's one option. Let's say we want
to light here in the middle of something, but we want it to be
lit up on both sides. Like it's a neon
sign or something, something that's or a logo
hologram or something. And we want it to light
up on both sides. What we can do is just say bidirectional and that's
going to emit our light. You can see little arrow, things stick out
on both sides now. So now we have light emitting to the left and light
emitting to the right. So our front end back
is being emitted. And we can make
this visible now. And it should create
a black shape. It should create a
white flowing shape, so you can see our light
all the time if we want. You notice that
the difference is there's still a
very thin line here because our shapes have mass. So if you want a light
that is going to affect front and back and
not have a middle at all, you definitely want to use a round shape and not
a rectangle shape. The sphere is going to give you all directions but
not that back. Interesting that you
can do that and you can still adjust the
spread of these. You can really create
some interesting looks or lights in your scene area. Lights are extremely versatile and have a lot of
control and variability. The last thing
I'll talk about in all lights have this as well, and that's a
normalized intensity. So the way red shift
lights work is basically the size of the shape affects the
brightness of the shape. Just like a real world light. If you had a bigger light, there was emitting light, then a small light, there
was emitting light. You're going to have a brighter shape because
you have more lights. Basically think of
it as an LED panel. It has more as it gets bigger. The thing is, if you don't want that to be the object
and you're just affecting the size
of your lights for reflection and
lighting purposes. Basically what you can do is
you go to your area light, scroll down here and enable
normalized intensity. What this is going to do is it's one going to make you need to use gigantic numbers like 50,000 But regardless of
the size of my object here, it is not going to
affect the brightness. It is only going to affect
where that is hitting. If I do a literally beaty, tiny light with no spread, it should look
exactly the same as a really big light
with no spread. Obviously, this is clipping in, so we're lighting
more of the scene, but you can tell there's no difference in
the brightness and the falloff and stuff based
on the size of the light. What this does, it allows you to have multiple
lights that are different shapes
and control them all but just intensity levels. It's just a little trickier
because the slider here only goes up to 100 and you
need, like I mentioned, about 50,000 to really get into that light somewhere
up there in the thousands. It's ridiculous. Not the easiest to use, but
definitely possible. Again, without
normalized intensity on scale of your light, does determine the
intensity of your light. Next light we want
to talk about, we want to talk about
the dome light, which will definitely
cover more. Dome light creates
a 360 sphere around your entire scene
of light that is emitting inward
towards itself, okay? So basically we've got everything
is being lit right now, all over from 360 degrees
with just white light. You can control the intensity of this as well as the
exposure, just like before. But the main thing
we're going to do for this is you're going
to use HCRI maps. You can grab your
ACRI maps and you'll see how that brings in
that color information from that CRI map so we can
just rotate our dome around. You'll see how that's going
to give us that dome light. It's lighting set up
for us exactly how we want it based on
the dome light itself. You may need to come in here at just the brightness and or the gamma or your dome light.
That's how you can do that. Now the other benefit of
the dome light is, I mean, obviously dome lights are great for if you're not
really trying to set up a lighting rig and you
just want to throw something on something and
have it look pretty well. Dome light is a great option. You can find all kinds
of environment maps, CRI maps, we'll talk about this in
the dome light section. But basically it's just kind of a quick and dirty way to get a very non editable version
of a lighting set ups. You know, it'll give
you a result quickly. A lot of people use them because they don't want to
have to set up lights. And you can get away with really nice reflections and stuff just by using dome lights. So it's definitely
a good tool to have in your arsenal next. Because it comes in and it
is a spherical map, right? So you can do a hemispherical, you can do a mirror ball,
and you can do angular. And you're going
to know based on the CRI map that you get. Most of them are going
to be spherical, But if you're doing
something on a film set and they give
you a mirror ball image, you can set that to mirror
ball if you want to. Now the one thing we'll
turn off our floor here. You can see our background
here of our environment map. We've got like the curtains
from the studio back here, we rotate around, you'll see we have like a
chair and stuff. We're seeing the image of
our HDRI map in our scene, which we don't want. What that is is that's down
here in the environment. And we're just going to
uncheck background now. We have a nice Alpha channel
here that we can use and we still have that really nice lighting from that dome light. We can always replace the alpha and enable back
plates which really, I don't feel like should
belong in the dome light. I feel like it should
be its own thing. But inside of the dome light,
we have the back plate. We can use an image here to put into the background if it wanted to put like a
city in the background. We can grab that city image
and just load that in. And then we need to turn
on our background again. And that's going
to use that image as our background
if you wanted to. That's how you can throw in a
color or whatever you want. Just whatever
background you want. It's going to be
using the back plate. This is really important
for motion tracking and things like that
and compositing, but that is how you enable that and we'll
cover that again, that's the Dom lights
really quickly. Next we're going to
go over the IS light, which is really a unique light that you're only going
to use if you're doing a lot of architecture
stuff and you know exactly what kind
of light you want. So you can Google IS profiles, and then you literally just
download those IES profiles, click the path here,
bring them in, and that's going to
give you that light. Basically, these are
used for a lot of can lights and stuff like
that for architecture. Let's go ahead and
find one really quick. Here is the IES library. Basically, you have
all these profiles of different lights and
stuff that you can use. You can see how it creates some unique looks and lighting, things that you may not be
able to recreate as easily. Let's use this one. This got
like a multics going on. We'll click that.
We'll download the IS, well we will click and
drag that over here. That will load that
into R scene here. Now we have our IS light. All we need to do is
again bring it up and rotate that you can see this weird little
shape it's given us here. We have this profile
of the way that, that light is being spread out. And we're going to,
again, see this best with environment on. You can see how that
light is provided this strong beam in the middle, softer beam as it fades out. And then a softer
beam on the outside. It's given itself
layers based on the way to say the light would be built and the actual
refraction of the light. Without having to build
that, we can get that look pretty cool effect, especially an arc to do some
nice lighting and stuff to make it more realistic like the actual lights that you're
going to put in there. It's a very nice touch for arc, if you know what kind of
lighting you're going to install to make that
lighting accurate for you. Really cool effect. Yeah, that's the only reason you're going
to use that is because you want to use a
certain IES profile. Next light on the list
is the portal light, which we're really only
ever going to use inside to do interiors basically. Let's go ahead and
build that real quick. So let's say we have
our portal light here on top of our mountain. We're going to render this out. We're not going to have much light from this stall because our portal light is
only going to be driven by exterior lights. It doesn't light
things up on its own, but what it does instead, is it actually takes
other lights in the scene and funnels
it through itself. Basically what you would
do, and we'll cover this again in a later lesson. But you would put
this in a window or somewhere where you want
light to come through. And you're using an HDRI map,
you're using a dome light. Your whole dome light is
coming over your scene. But your portal light, you really want to be focused. What it's going to do is if we turn up the intensity
of our dome light, we can adjust the amount that that portal light is taking the dome light
and injecting it in. If you had a house in here
and you only had one window, it's going to have a hard time creating enough light
inside of itself because the dome light is being
blocked everywhere and it's just only going to get
through here a little bit. And what the portal
light is going to let that do is it's going to let it force more light
inside your object, inside of your scene, so that you can get
more accurate results. Again, if you come in here and we change the dome light to red, a portal light is going to focus that red light
in there as well. It's going to be it
just an amplification of the surrounding the light. Now we also can come in here and make the dome
light different. The portal light different.
The portal light is taking the light
information from our dome, but then tinting it red and shooting it in.
There's that as well. The portal light is
really going to be useful for a lot of interior design. It only works if
there's another light providing the light
source for it to funnel. Lastly, we have
the physical sun, which is neat and weird, but by itself it's literally the same as an infinite light. Except as it gets
to certain degrees, it starts changing colors. So you get more evening
as it gets lower, and then it's nighttime, then it's going
to raise back up. It's oh, it's morning.
And then it's going to be afternoon and now
it's going to be more white because
it's high noon. Then as it gets lower
in the evening, again is going to turn more
of that yellow Golan color. It's exactly the same
as infinite light, except the angle of it affects
the color of it as well. That works best with what's actually in the red
shift objects here. And that is the sun and sky rig. What that does is that brings in that red shift sun,
just like we saw. Which is an infinite
light that adjusts the color based on the angle. And then it brings
in a red shift sky, which is just a
dome light that has some default colors to
make it have a horizon and the sky with the
lights here together, we can see, we can start
slowing it down and we get this nice look where we have the evening
fall in and we actually have this really nice dark
blue shadow look. It's very natural to the way light falls
off in our scene. Let's go ahead and bring our disc back here on the
floor so you can see this. If you notice inside
of a chi of sun, we can't control any
of the settings here, but inside of a chi of sky, we have the option to
control our sun and our sky. And here as well in our sun, we can increase the intensity. We can increase the
scale of our sun, which is basically going
to soften up our shadows. Then we have the sun
and glow intensity, which is just going to give
it the glow when we see it. Okay, Then we have the sky where we can increase the
intensity of our sky here in the turbidity. And if you rotate down here, you can see the sky
a little better. You can see how
the color is based on the rotation of the sun here. If you bring this
up, sky gets bluer. Now, it's noon, we bring
it down, it gets slower. And then as we get
to nighttime, black, As long as it's
above the horizon, we're going to get that golden sunset look gradient for us. We can adjust this, we'll cover this in its
own video as well. But you can adjust the
way that it works, the ozone level, all that
stuff, the horizon height. But basically you can control
everything on your own. The color of the ground
to be green if you want, and the night color to be
like purple instead of blue, which should be a
pretty cool results. Now when your light goes
beneath the ground, it's not pure
black, it's purple. So you can get some cool looks
that way to shift the red blue to create
more interesting looks. As well as just to
adjust the saturation altogether in case you just want it to be a
normal infant light. Are the types of
lights that you have. And obviously you can
tell that there are a lot of options in different
uses for each of them. What we're going to do is
we're going to go through each of them in
their own lesson. Let's go ahead and
F next one we're going to talk about
the point light real quick and go over that
and the next lesson.
17. Point Light: In this lesson, we're going to talk about the point light. So I've set up a little
scene here which is just a couple of walls so we can see how the GI is affected, which we'll talk about GI later. But it's always on. And
we want it on because it's going to allow light
to work like light works. But we're going to talk
about the point light here. So we have this simple
scene and we have right now it is just
a nice area light. We're going to turn that off and what we're going to
do is we're going to add a point light so you
can see without any light. So we've got this really
super flat looking image. So we're going to click and
hold here, go to point light. And that's going
to bring that in right here into the ground here. Because it's in the ground, it cast shadows and everything. So let's go ahead
and raise that up. But the problem is basically our intensity of
our point light is so low even though when you're using an area light intensity
of 100 is very high. It's based on the
scale of the light. But the point light,
there is no scale. It's just a point. That means we're going to need
more intensity. So let's go ahead
and just turn that up and you're going to see, oh, look at 47,000 We start
to see a little bit here. We're just going to keep
cranking that up again. We can use exposure instead, so it can actually
have manageable numbers like that
all the way up. What we can do is
just come in here and increase the exposure
up to three, or let's go ahead and
crank it up to four. Now with the exposure and the intensity cranked up,
we're finally seeing it. And we have the decay
set to quadratic. And you can see we've got
our point right here. And we have these really harsh, bizarre looking shadows, because they don't
make a lot of sense, because it's just
going to be weird. But you can see our little
circle here that we have. If we scale this in,
nothing happens. It doesn't change. It's not
going to affect our point. It doesn't work
like an area light. Okay. What we need to do to actually adjust our point
light is adjust our decay. But with quadratic,
it just falls off naturally on its own and
there's no control over it. But we could change
it to linear, which is where we get
that option to say, okay, only emit light inside
of our sphere, right? So we can go ahead
and crank that up so it encompasses our
scene here a little bit, and you're going to see
that it's insanely bright. That's because when
you're using linear, you're going to have to
change your intensity. So you can see already
that the point light is just a lot more work than it's worth because it doesn't
even look that great. But now we can have
an intensity that is normal compared
to an area light. You can have an intensity of
four exposure level of one. We have this interesting
look where you can see wherever this sphere is
overlapping with our walls, we're getting that nice circle. It's just a interesting look. It doesn't look good, it doesn't look natural. You're still getting
harsh shadows, but you're getting soft shadows
where it's intersecting. Um, so it's just kind of bizarre
and if you pull that in, you're going to see it's just
going to start killing off that light so it doesn't
fall off normally. We could turn off fall off altogether and it's
just going to be an extremely bright point light and we can lower that
back down to one. And now we finally
have just something that's interestingly bright. And if we move our point around, it's emitting in all directions. So our shadows are
going to shoot up. Shadows are going to shoot super harsh against the wall and everywhere away from that point. It's just a bizarre look that you're not going to really
want to use that much. But there are a
couple things we can do to make this look
a little bit better. That's to go into
the Details tab. Now every light has a Details
tab and has these controls. What we can do is we can
come in here and crank up the softness of our
shadow section here. It's going to take quite a bit to soften up these shadows. Let's go in here and
crank this up to 50. Now you can see we actually
have these nice soft shadows. They're not as accurate
as an area light, but it's just a way to make
your light not super harsh, but still be able to use a point light if for
whatever reason you need to. And this is the look you
want, which is totally fine. That's given us a little bit of just this nice soft look and
we could pull that back and see we're pulling that forward so we can pull that forward and see how our
light adjusts there. But it's just an
interesting look. It doesn't quite match a lot
of things from real life. When would you use a point
light and why would you? You can use whatever you want all the time.
There are no rules. But basically one thing that I think would be a good use
of the point light would be for particles to actually
effect a volume. Let's go ahead and just set
up a scene really quick and I'll show you a good
time to use the point light. What I've done in this scene is I've set up a risk
shift environment, which we'll cover later. Basically what we have here is we've got a big old
emitter up here. It's just going to be twinkling down these point lights, right? So let's go ahead and just
let this go for a little bit. And then we'll pause
when there's a few down here just to show how
this is going to work. Basically, we've got
our point lights, each of these point lights here. And it's going to
affect the volume, but we don't want it to
affect the volume as a whole. Because obviously
if we crank this up to 100,000 we're going to get way too much light
flickering around all over the place inside the emitter with these non sister
render incense. You can see they're flowing in here and they're
lining up our scene. And there's just so many of them that they're really brightening up our fog a whole lot. What we can do real quick is just go into
our objects here, switch it de linear, turn
this down to about ten. So they're just a
little tiny dots. Yeah, there you go. Maybe 20. You can see we just have
these little dots here. And what we could do is
we could just copy and paste a couple in here. And then go into the object and start changing the
color of some of the. We have all these
multicolored things. If we wanted to, I'm not liking the way this
linear is working. Let's just go back
to the quadratic and just turn this down to, we're just going to
turn off this overhead area light because
we don't need it. Let's go ahead and just
hide our walls here. Now we have this really nice,
pretty lighting effect. It looks like little
string lights or fireflies or something
floating around, but they actually affect
the volume in the scene. Which if they were just point
lights with glow on them, they wouldn't a
rare scenario here, but just keep that in mind that, that is something
that these could do. The neat thing of this versus just using
particles that would affect GI or something is that these are actually going
to light up your scenes. Let's go ahead and just go
back to the frame zero and you'll see our scene
is totally dark. And we'll skip ahead here and
let it render a little bit. You see as those lights come in, they're actually
lighting up our scenes. It's something that you can't really create with anything else except maybe a very
tiny sphere light, a cool little effect. You could add some turbulence, you can really create some
actual little firefly lights and stuff that are really
affecting your scene. Pretty cool use of the
point light, in my opinion. But definitely everything in cinema for T D has 1
million uses, right? It could come in, we could go in here and you go
with the details. Soften up these shadows
by a whole bunch if you wanted to. There you go. You got a pretty cool
little scene with some dynamic lighting that you couldn't create any other way. Point lights need to create
this little whimsical look. Lots of uses for everything is in 40 when you're going
to use your point lights. Exactly. I don't know for sure. They're good at hiding
into tiny geometry, things like light bulbs
and stuff that are tiny on cars or ships
or something like that. Or if you have a bunch
of string lights, they're good because
you can shove them into really tiny
places and they don't take up any space and it
just emit E 360 light. If that's something you
need in your scene, you can fit, throw
those in there, especially something like LED light switch or
something like that. You also can throw them
in cloners and stuff and make light rays and
all kinds of things. Cool. You also can throw them in a cloner and make a really nice backdrop
for your scene that is actually going
to light your scene. Pretty cool little effect. A little tool you can use to just create these
really nice looks, especially with
environmental fog. Without environmental fog on, obviously these
aren't going to light this up near as much and
you're not going to see them. You still get that
lighting effect, which is cool to create that
interesting lighting look. But with these on the
environmental fog on, you actually get
these nice looks. And then you could add Boca
to your camera and create some really nice Boca
look to this as well. Pretty cool little way
to use point lights. In the next lesson, we're
going to cover the spot light.
18. Spot Light: Lesson, we're going
to talk about the spot light, very
straightforward light. We're going to go ahead
and add that basically. It's a lot like
the other lights, except it's very directional. It's a hybrid between the point
light and the area light. Because the area light obviously
is more directional when it's in a rectangular
or circular disc shape. The point light obviously
generates from a point. That's how the spotlight
is by default. And you can see we have
this shape in our scene. We'll pull this up,
rotate this down. We're only going to have
it be actually lighting. What is in this cone here, you can see how we get
this nice moody light. What we can do is
into our objects. Again, our intensity value is at 250,000 again just
between different lights. Your intensity values
are all over the place, which is again another reason why I prefer to use areal lytes. Because I can make area lights do what all these
other lights can do, but yet there's more consistency within the intensity
values of everything else. Here's what we've
got going on here. We'll go ahead and just crank up the exposure of this by three, so we can see this
light working here. You can see it's
literally just coming in where our cone is coming in. And there's a tiny little bit of softness in the fall
off on the edge. So we've got this gray line on the inside which
is saying, okay, this is where I'm
going to give 100% of the lights to everything
inside this gray line. And then I'm going to fade
out to 0% by this white line. In order to adjust that, we've got our cone angle
and our cone fall off. And we'll see, we'll
take a look at this. Well, we can see it in
the viewport as well. As we spread out the
angle as you'll expect, the cone angle will get wider. We're going to light
up more of our scene. Now if we go tighter light, let's go somewhere in between. We'll get a half our light
on our objects here. And then we'll start
adjusting the fall off angle. You can see how that's going to tighten up the gray
interior angle. We're only going to have 100% of our light here in this scene. And then it's going to
gradually fade off to 0% by the outside
of this white line. Just regardless of how soft the falloff is or anything
like that or the angle, it's not affecting the
sharpness of our shadows. And that's because it's still
coming from a point and it's going to work out
just like a point light. Where it's going to
give us super hard, crisp shadows regardless
of your cone angle. Fall off angle, fall off curve, which the fall off curve
is just going to affect how that blends between the
edge and the inside Here, bigger number is going
to mean it's going to start falling off
a little faster. It's going to be a
little bit smoother of a fall off and end
a little quicker. But without it,
it'll go closer to the edge and then
fall off faster. Okay. So it's a
little more gradual. The larger this number, it's going to smooth that out. And then tighter number
or no number at all, we're going to get to the edge and just instantly
kind of cut that out. Okay, so we still have
the option to come in here and increase
the softness of our shadows inside of
our shadows seen here, as well as the ability to cover transparency,
what this means. And I cover this and all
the lights have this, but I'm going to cover
it more in depth in the area lights because
that's going to be the one that's going to have that I want to have pay the
most attention to. But basically you can
control the transparency of these shadows,
making them softer. If you want to control
them for whatever reason, you can make softness
affect gobos which will cover later as well. I cool, moody look. Obviously it's
going to be cooler. And the most useful
I think, again, I like to throw
environments in here because I love the way
red shaped handles fog. But obviously the spotlight is a pretty cool one
to use for fog. One tip I would have
for the spotlight, it would be to use a target
animation tag on this. Basically, let's create
a null or a shape. Let's go ahead and
just say we want our spotlight to be
looking at this cube now, rather than coming in
here and trying to rotate it and get it to the
right angle, there we go. It's going to be a lot easier if we just go ahead and
click our spotlight. Go to Animation Tags Target. And we're going to drag our cube into the target object here. That's going to make
our light point at the axis of our Q peer. Now instead of rotating
our light around, we can just go and grab our move tool and we'll go into the multi view
here to see this. Wherever we move
our light around, you're going to see
it's instantly, wherever we move
our light around, it's going to remain
pointing at this object. Which of course is super helpful when using a spotlight and
you need to follow something. Or if you want to control where your spotlight is going
easier, you could, instead of putting the
spotlight on the object, you could put it on a knull
make this null, the target. Then you can just animate
that null around. So you could animate
your spot light sweeping around in the sky
or whatever you want to do, if you want to do a bat signal
or something like that. Or just have your
spotlight move around. And you can animate
your spotlight cone and stuff like this as well. Make our spotlight fat again. Now we could have animate from being over
here on our cone. And we could say, okay, we
want to move over here and then focus on going. We've just, by moving this
knoll, using this target tag, we're able to create
an animation of a spotlight sweeping
from our object, going over and also adjusting its focus
and becoming sharper, and casting a light
on our cube here. Pretty cool little way
to use a spotlight. Definitely use it
with a target tag. It's going to make it a
lot easier to control. Again, these are good for
obviously spot lights and cars and stuff like that. But again, there's no real need to do this over an area
light if you don't have to, but if it just makes more
sense to you to set it up, because visually it's just a spotlight and
that makes sense. Then by all means,
use the spot light. In the next video,
we're going to talk about the infinite light.
19. Infinite Light: This lesson is going to be on
the infinite light, which, if you can guess by the name, is just a light source. That does not matter where
it's coming from because it has infinite power and
infinite distance. So all that matters with the infinite
light source like we covered in the
overview is the angle. So there's no like start
point for this light, it's just infinitely
away in the distance. Think of it as
basically the sun. We can't go and move the sun and just how
that's going to affect us, it's just infinitely away. Okay, let's go ahead and add a infinite light
to our scene here. Infinite light. And
you're going to see by default it's pointing
straight backwards. And we're getting a
super harsh shadow. And it does not matter where I put this, If I move it left, it's not making our
shadows go more left, it's just going
straight back still. And it does not matter until
I start rotating this. If I rotate this, then we start getting those
shadows react to that. Go down a bit, and
it's always going to be on the Z axis here. You see our walls here. We're getting this
really sharp line from the way that it's
hitting our walls again. Our infinite light is way
back here behind our scene. It doesn't matter where
in the heck this is, it only matters the rotation. Frankly, it's not the
easiest in the world to tell what direction it's
facing via its rotation. The icon for the direction
it's facing is this blue line. But they don't extend it
out really or anything. It's a bit punky,
it's not the easiest. I wish they made it much easier to see what
direction you were facing, so you could make those
adjustments faster. But again, just like
the infinite light, we have the ability to soften
up our shadows if we want. But most of the time you're
using an infinite light, you're probably not going to
want that because you want it to be a super
far away distance. So you might soften
them up just a bit, and that kind of creates
this nice light like coming through a portal light or something that's
coming through a window, or lighting your sun
scene up from a distance. It's kind of a nice look that's really easy to control
and manipulate, but also easy to
get lost and lose control of When you're
controlling it, It makes a lot of
sense how it works, but it also is super tricky. One main use of this would be, let's make a scene
real quick back. Let's go ahead and make a plane. We'll make a huge
white on there. We're going to go
ahead and make a text, and we're going to say Shadow. We'll go ahead and
copy that. Make it better font. It's
cooler looking. Let's go with the
classic of now. We'll rotate this, oops, our text here. Rotate that hold. Shift that 90 degrees and we're going to bring that
up and make it bigger. And bring it up just like that. Let's go ahead and
make it even longer. There we go. Now we
have this scene here. We'll throw our light on here. We'll go ahead and just
look straight down at this. What we can do with this light is go ahead and go
into the render view. You'll see we have no
light in our scene. Let's go ahead and add that
infinite light instantly. You have this really
weird result where our light is going perfectly
straight into the ground. We actually need to rotate it. Just you just start rotating it. And you can see how
that's creating this nice long shadow. Now we can hit W to do the world rotation and
rotate that around this way. We can come in here and increase the intensity
of our lights, and we can go back to the
rotation of our object. Here we go, again, it's not the easiest to do. You can drag this
up until we get our shadows going all
the way out of here. We have this nice shadow here and our scene
is looking weird. What's going on here?
Well, basically, we have a bunch of
that light hitting the backside of our
font super hard, causing a bunch of that
bounce to come off of there. But then no light ever
getting past that, because all of our light
is coming from one point. Everything here is
extremely dark. A couple ways you could blend this and make this
look a little better. You could add some
transparency to your shadow, that gives you a pretty
cool little look. Or you can leave
your shadow harsh. You can see we've got just hitting that and all
we need to do is we can start tweaking
this down and you'll see how that's going to
start hitting our shadow, making it shorter and shorter. Now our scene is
getting really bright, so we can bring this back down. Pretty cool way to create that
cool infinite shadow look. You can create some
pretty cool little looks. They are interesting because top down, they look pretty cool. But then even at an angle,
they still look cool. It's an interesting look. Now, just by using
this infinite light, we have this really
cool style font. This would be a
pretty cool title for a movie or something. It seems like an
older type movie. But then you can
also can rotate it and get that long shadow
that way as well. If you want that
classic long shadow, look the infinite light. When are you going to
use it? You're going to use it to create
long shadows. But it's also very useful
for outdoor scenes. If we had a city, let's say we have a
city like this from our asset browser,
the infinite light. This is the exact same set up, Obviously that's going to
be a little sharper look, but as we start
rotating this light, you're going to see
how that's going to be able to just bring some nice outdoor lighting to our scene and we've got a lot of bloom and stuff
going on here. Let's go to crank that off. Bringing that down, you
can really see how that just provides some nice quick lighting with
just one light. That really gives you a really soft but a
really nice exterior. A light look, especially for
artz and outdoor scenes. It's really pretty light. And again, we can just soften up those shadows a
bit if we want to. Pretty cool, pretty neat light when you're able
to control it well. All right, in the
next lesson and we're going to talk about area lights. And this is going to be a big
one because the area light basically is almost all of the lights except the dome
light wrapped up into one light with the most
control and the most options. It's going to be
your best friend. Let's go ahead and
cover that next.
20. King of Lights, Area Light: This lesson, we're going to
talk about the area light. Now the area light is
the most versatile light that you have at your disposal. It can pretty much act like any other light in the red
shift lighting system. Basically, it has
the most control and the most versatility to
use for multiple things. Now, the dome light is
probably going to be when you go for a lot of
reflections and stuff for that, you're still going to want
to use that a lot as well, but you don't always have to. But an aerial light is my go to light and my
favorite light to use because it gives me
the most control and options to use it. Let's go ahead and
just talk about this. Let's go ahead and we have
our simple scene here. And all we have to do
is click area light. And you'll see it just spawns
it right in the middle, facing backwards always
as a tiny square. Let's go ahead and grab that
and pull that up a bit, just so it's up above our light. And you can see how
that's working. It's casting these
nice soft shadows out and it's based on the
size of our light here. As we scale up our light, you're going to notice
one, the shadows change, but also it gets brighter. The size of the area light determines the intensity
of the light as well. Now it doesn't always have to. The way to control that is
to just scroll down here in the area light settings and
click Normalize Intensity. Now with this option,
you are going to need to type in pretty much
gigantic numbers here, like 10 million to get our light back
to where we want it. But the beauty of this is
now that we have this here, we can scale our light down. And that's going to
control not the intensity, but just the softness of the shadows and where our
light is coming from. If you have a very small light, our shadows are going
to be very harsh. And then if you have
a very big light, our shadows are going to be
very soft, pretty cool way. If you have a whole bunch of lights in your scene that are all different sizes
and stuff and you just want to lock in
the intensity and you just want to move and scale them that way
you told it can. With the normalized intensity, it's not something
that I do a lot, but that is an option
that the area light has. Now, with that off, let's
just go back here and turn the spec down and you'll
see that the scale of the light does make it higher. Really all you have to do
is when you adjust it, just come in here and adjust this accordingly to
whatever you want. Lower it if it got
brighter and so on. Now you'll notice that
that doesn't change the softness of the shadows
for us at all in the scene. What we can do to do that, let's pull our light back
here just a little bit, so it's not right
on the edge there. What we can do now is go
down here to the shape. And we have different
options here. We have the same options, it's
every other light up here. The linear, quadratic,
the exposure, the color. Now we'll talk about texture in a little bit because it's really cool to use gobos
and stuff with this. But let's go ahead and talk
about the shapes here now. Before we talk about the shapes, I just want to talk about controlling the
shadows real quick. And that comes down
here to the spread. Now, this is going
to be a little bit dependent on the type
of light you have, like the shape, but let's go
ahead and talk about this. By default, the
spread is set to one. So we're getting these
nice soft shadows. Because the way the
area light works is basically think about
this big rectangle, not as a giant spot
light or a light, but think of it as a giant silk that's up in front of a light. So this is a big white screen
that you put up in front of a big light to cause
it to diffuse evenly. Basically the light hits the silk comes
through and creates this really nice soft
spread across your scene to provide really even lighting rather than something
like a spot light or something like that
where it's going to have a lot of falloff and be really intense in some spots and not
so much in others. And this is going to provide a nice even coating of light. Now it doesn't have to, and the way to control
that is by the slider. If we take the spread and we
start lowering this down, you can start seeing just about 0.345 We see that we're not getting any light
all the way over here. We're limiting it to the
size of our light here. If we pull this out, we're
going to spread that back out. But as we pull this in, and we're going to keep
lowering this down, lowering down, lowering down. And you're going to
see they were really getting a just locked in view. So think about the spread as
barn doors on your light. They're going to
block off light. Light is not going to spread out all of that light energy is going to be focused and really focus in and
go perfectly straight. If you lower this
all the way down, we're going to get a
straight square image based on our area light. If we rotate this down a
little bit so it's looking at our scene, we'll see how we get. Very harsh shadows. Exactly the same way an
infinite light does, except we are only getting
it where we have the shape. This is like perfect for doing windows and
stuff like that. You can have a
really cool effect. So we have this nice
bar here of light. This works really well
for things like this. Works really well with
environments and stuff like that. You can create some really
cool creative looks with just adjusting the
spread of your light. Let's go back and take a
look at this real quick. Take our spread back up to one. Let's move our area
light so it's overhead, it's clunky to get
the move tool out. Move it over and then
rotate it and move it up. That's fine, but it's
a little tiresome, especially if you want to
do a lot of finagling. What I like to do is if I have a subject or an object that
I know I want to light, I can make that the
target or I'll take a null and move it to the middle of my object
where I want it to be lit. Then I'll right
click my Area light. Go to Animation Tags Target, Grab that knull.
Put it in there. Now, wherever I move
this aerial light, it's automatically going to
be shining on our knull. There towards our knull,
which is going to be where our scene is.
Sophie, spread this out. We can increase this back up. You'll see as we move
this around, our light, it's constantly
facing our scene, which makes it much
easier to move around. So we can just say go
right above and then just pull it up, there we go. Scale that up and move that up. So now we have a big
area overhead light. A big overhead light is
a very common thing, especially in a
studio or something. You can have a very large
silk above something. This is going to be
what you're going to use for cars or stuff like that, but we're just going
to talk about the way that this works
real quick as demo. Huge overhead light
you can see provides a really nice just soft light
throughout the whole scene. We're getting a really
nice look here. Now if we start
hating this down, you can see how you can
really focus that in. You could get shapes and
stuff like that. Even a box. The one thing with
the spread is it works really well with
environment lights. You can see the
difference between the area light and let's say like a point
light or a spot light is when we have
this beam of fog, it's not coming from a point. We actually can have
entire shapes meshes, or disc or squares,
just like this one. If you have a window,
let's pretend that this is a window
coming in from over here. We get this really nice, clean light coming from the fog. And it's just going
to be just like that. We can spread it
out a little bit, then we can obviously lower the intensity because once it gets inside the environment, it starts bouncing
around a whole lot more and we might get a
little too much power there. We have this really
nice fall off light that we're getting that we can't get with the spotlight
and stuff like that. It's a lot more control
and a lot more versatile. With the area light and
the adjustable spread, you can create really nice
guide rays and stuff coming through windows and stuff
like that in your scene, you can get nice full areas. It's not always
coming from a point, it's coming from
your entire shape. Obviously, you could
just come in here and change the shape to a
disc if you wanted to. By default, it's not going to adjust it to make it square, so you're going to have
to do perfectly round, so you have to do
that on your own. But you can see here, if
you look at the floor here, we get a nice round shape
here from our aerial light. Very cool. You can see
how just the shape, the spread control, the
normalized tendency, all of these things just
give you a lot of control and versatility with
the area light itself. Let's go ahead and
get rid of our environment fog and
just go back and take a look at just the different shapes
of the area light. Here we have our area light. Overhead light is
going to be very nice. We could a sphere.
Again, it's not going to be rounds 2500 by 500, 500. We have this shape here, we'll take a look at in our scene. Basically, this is just
acting like a point light. It's going to emit light all the way around in 360 degrees. Even inside of itself, it's basically a point light
that you can scale up if you want to or scale down. There's also the cylinder, which is a pretty cool one. A lot of times we want these
to be like tall and skinny. Let's say ten for the X, ten for the Z, and
500 for the Y. We can move this up
above our scene here. Let's go ahead and crank
up the brightness of this. Let's go ahead and make this
visible so you can see. It creates a little
bar of light. Let's go to 20.20 It creates a nice
little light bar for. This is exactly the same
as like a light wand, or a light saber, or something like that,
if you wanted to. But this is how you can
get some really nice, cool lighting and
shadows from a light. And the really cool thing is, let's go ahead and take this out and just reset
this real quick. We'll take it out of the target. We'll reset it real quick. What we're going to do is we're going to throw it in a cloner. Put the area light in a cloner. We can go ahead and change our cloner to like
a radial effect. We can spread this out. We can just create
this nice round, cool little studio light. Let's change it to 2020, 500. Now we have all these
nice lights up here. You can see how this is going to provide a really
nice look on here. And if you put
something a little shinier on our text here, you're going to get these really nice cool
dynamic reflections. It's just a cool way to create different lighting
effects and stuff. The versatility
of the area light is literally limitless scale. Our cloner down here make
it really cool light. That's going to give us some
cool reflections and stuff. Pretty cool way to build actual lights and stuff and
nice little fluorescence. This is a really good way to do fluorescent lights
and stuff like that. And obviously you
can still change the color of all
these and stuff, just like all the others. Very cool, interesting ways to get all kinds of cool looks. Lastly, the last type
of shape that we have is going to be the S shape. To recap, rectangle shape, common soft box look windows, stuff like that for sure. Disc, pretty cool one to
just have a different look. You can use it for the sun
and stuff like that as well. Spheres not going
to be as useful, but you actually can possibly use a sphere instead of a
dome light if you wanted to. But you don't really need to
cylinder pretty cool one to create some really
cool looks and make more fluorescence
and stuff like that. Mesh is going to be
really, really cool. One area lights are
the only one that has the option to be
a mesh light as well. The way this works is if you switch it to
mesh light right now, that is going to happen
because we don't have a mesh set for it
to be the shape of. Let's just go ahead and
create a shape of quick. We'll do a Taurus. We're actually going
to slice it in half. We'll just scale it up here around our shape
here like that. Now what we can do is
in our area light, we can just grab this Taurus.
Throw it in our mesh. Now we have that mesh
shape acting as a light. If you can make it
visible, we'll see, we've created that light. One issue with red
ship is if you use an incandescent or emissive
material on an object, it's not actually going
to light your scene, it's just going
to affect the GI. But using an area light as a mesh actually will light
your scene and work correctly. You can do this, you can
make copies of your clone. You can make copies
of your shapes or whatever that you
want them to be. Mesh specific for the
lights if you want. But really cool
way to create some really unique, neat
lighting tricks. Obviously, we couldn't spill this light without the shape. Really cool way to create some really nice lighting
effects and stuff like that. Obviously you can turn
off your light and still have that nice effect. And we could take this
and rotate it behind. So if you're just
back lighting it, you're just going to
get some cool effects, wrap it around it,
make it a ring light. This is how you could
do an actual ring light, stuff like that. Let's say we want to
make our text a light. Let's go into our text and
make it a little thinner here. It's more like real thin font. We want to use this as a light. Okay, What we're going to
do is go to our area light. If you just see on this, it's going to make a bunch of different objects together
which we don't want. We want to right click our text and go to
Connect objects. That's going to create
just one text layer here. We can turn off this text, now we just have our
original text here. What we can do is go
to our grab this text. Switch dish Aero lytes, switch it to mesh, and then grab our text one and
throw it in there. Now we have actual font
that is lighting up our scene and not just the
GI actually lighting it up. If we even had environments
coming in here, it would be actually working, which is really cool. We have our area light
actually affecting our GI and our volumes together. Really cool way to use lighting and create this
really cool effect and how it's actually
lighting you're seeing up and not just using GI
and stuff like that. You can come in here
and brighten it up, change the colors,
whatever you want, and it's just going
to work just like a light, it's a font. Then you could come in
here, A, shift effects, B it up, get some crazy glow. There you go. You have lights, shapes that actually are
going to light your scene. Now one thing with aerial
lights set to a mesh is you don't have control of
that spread like you do. It's just going to use the
ish as whatever shape it is. Just going to be a nice
soft area light from that pretty cool feature though, that you can
actually just create objects that are actually
lighting your scene. Not just casting GI
and stuff like that. We'll cast shadows
and everything. Let's just take a look at
one more scene really quick. I just got it hidden here. Here we have a really nice
Roman bust head lit with three area lights with
just one light on. You'll see we have this nice
back light coming in soft. Then we have a light from
the side that's a little sharper and it has a nice
complementary blue color to it. Then we fill that up
with this front light, that's a nice, really
soft light on their own. But just one of them, it
doesn't look really that great. But when you start
layering them in together, they really start to complete and create this really nice, you know, images
just like you would set it up lighting
for a real thing. So you can come in here
and turn this one down a little bit if you want it to be a little more dramatic there. You can adjust the colors. Just gives you the option to create a lot more
than a HCRI map does. Yes, an HCRI map will give you basically lighting
from all around, but you can create that
and build that with aerial lights really well and still get a
really nice look. You can see we'll
cover how to do a studio set up in
a later lesson, but basically area lights, super powerful,
super cool colors. We'll talk about gobos
and we'll talk about the textures there when we
do that for the area lights. But basically, I know it's hard to show off the area
light because there are so many ways to use it. It's hard to show every
single way to do it. Hopefully, that
helped you understand some applications
without overwhelming you with the power
of the area light. A lot of the other
lights are a lot simpler because they
have one purpose. The area lights
are a little more complex because they
can do so much, but they also just work really well just to create
really nice soft shadows. But then if you want to, you can go in there and
really build them out and make them do a lot more than just
nice soft shadows. You can see a very
simple set up. We've just got a couple
of lights around here. Some are tall, some are short, and they're all pointed
and targeted at a null. It makes it really easy and quick to set up a
really nice scene. And it's just fine
tune your lighting, Get your lights exactly
where you want them. Pretty cool area
lights, super powerful. I know that's a lot and I'm not sure I even
covered everything, but I think I covered
the most of it. We've got the same controls, we have everything else. We have the ability
to make them visible. Just remember if you do make
them visible and you want to put them in front
of your camera, you're going to need, it's
not going to work well. Basically, if you put it between your camera and your object, you're going to see through it. Visible is not going
to work that way. You're not going to be able
to see through your light. Don't make it visible unless you want to see the front
side of the light. Visible Excel, the
covered all the shapes, the cylinders spread the
visibility of the bidirectional, The normal intensity area
lights, super versatile. They have a ton of purpose, a ton of different uses. And on their own, normally you're going to need more than one
to get the job done, and that's one of the
downsides of them. But normally a scene
you can't light with just one light anyway. Even a dome light
needs help sometimes. Let's just go ahead and say that area lights are probably going to be a must
in your scene. Then we'll talk
about the dome light next in the next video, and we'll use this
exact same scene so we can see the
difference here. All right, let's
go ahead and take a look at that and
the next lesson.
21. Dome Light: This lesson, we're
going to take a look at the dome light and how
the dome light works, when to use it, and how to use the back plate and
the environment as well. So the dome light is really cool because the
dome light is going to use I images or
environment maps. And basically what these are, are 360 degree images unwrapped into an image that
you could put on a light, and then it wraps it into a sphere and puts itself
around your entire scene. Okay, so basically
we've shot it with a 360 camera from the point
of the middle over scene. And that image is being used to generate light from all
the way around our object. We don't have like an
image or anything in our scene to represent this, but we have our dome light here. And we can do is
we can rotate it. And you can see how
that's rotating around as well as the light. So you can see that the
sun is back here in this image and that's giving us our brightest light source. It just uses the information from the image to
generate lighting. It's going to be
very helpful with reflection because it actually fills in every inch of
space around your object. So there's not going
to be any voids where it's not
reflecting anything. That's going to make it
look a lot more photo real. Because there's never
nothing there really. There could still be dark spots, but normally it's
not going to be so dark that it's not going to cause reflection and
stuff like that. This is going to be
your best friend for reflections and
things like that. Let's just take a look at some resources real quick
on how to use this, as well as, okay, well cool. I have this nice lighting. I like this lighting a
lot on my Roman head, but I don't really want it to be out in
the middle of a field. What I'm using here is
this image right here. Normally HDRIs are either
EXR files or HDR files, which just means they have
a high dynamic range. This is what that
image looks like, It's a rectangle
but it's all warpi like this because
it's a 360 image. It's been unfolded like when
you look at a world map. It's a rectangle even
though the Earth is round. Okay, Let's not get into the flat earth
argument right now, but really cool way to you can download these
from different sites, and I'll show you a
site here in a second. But you can just easily get a completely different look and you can adjust the
brightness and things. Here's like a city a night and
you can see it's a low res CRI and it's really just not a great one,
let's not even use it. We have a studio one
that we could use. You see how that provides just a completely different
look with a different image. We can just grab this and
rotate it around and you can see our light and
how that's looking. We have this really nice, cool, dramatic light from
the studio set up, and we didn't have to
set up a single light. Now the only difference is
between this and area lights, obviously is you don't
have a lot of control. You can adjust the
color and stuff, it's just the saturation
and the gamma. But you're not going
to really be able to just add light over here. You have to add a
light like otherwise. All you can do is
rotate it around. Once you start rotating around, a little wonky, you
get really weird, unrealistic results
because normally they're based on a ground
plane and a sky plane, let's undo that rotation. But you can see they're
super useful for getting some really nice
cool reflections and lighting and
stuff like that. So we put this guy back on here, very cool, It's a dome light. We're getting these
cool reflections here, even on the front of this image, because there's stuff to
reflect across our dome. It's not just one
area light from back here shining in one
area light from back here. We have some ground and some sky and stuff
inside of that ACR, so it's all being reflected. It's all looking a lot nicer than if we just had a
couple of area lights. But obviously you can add in
area lights on top of this. We've rotated our
dome light around. Let's say we like this really
harsh light from the side, but we don't like
this giant light staring us in the
face behind it. Inside the dome light,
there's a feature called environment
and back plate. Environment basically means
we have a background option here that says use the HDRI
image as your background, which you almost never
really want to do. We're going to go ahead
and uncheck that now. We just have all the lighting
information from the CRI, but we don't have a background, we actually have Alpha. It's really nice
way that we can get the lighting from AHRI
and then still put it on whatever background
we want or use a back plate which we
could enable here. This is where you could load
an image if you're doing something like let's
just say we want to put this in front
of this batmobile. Now we can turn background
back on, that's going to use. This batmobile as the
background versus this. Now it looks like we've
got our scene here. The only reason you do this
is most often if you have a flat color or something
you know you want to use or if you're doing motion tracking or
something like that. And you want to put it in your background in there
so you can see it. But a lot of times if
you're going to use this, it probably means
you're going to do some compositing or you're better off doing
compositing afterwards. So go ahead and just use the Alpha without
the background. But you totally can
use your back plate. Because the thing with
the backplate is that it does not provide any
reflections for your scene. If you come in here
and add a plane, this doesn't make sense. We're not at the same angle. Now we have a top down view. You can see our
lighting on our subject and stuff doesn't
make any difference. We're not seeing any reflections from our object, whatever. However we rotate our
object and stuff, it's not getting any
reflections from that. This is literally just as
if we took this layer with an alpha and put it on top
of this image, really. You only want it for when
you're lining things up or motion tracking. You don't want to use this to do reflections and
stuff like that. Now I'll show you how to do a background that
actually does reflect your floor later
in another lesson. Yeah, the dome light, super
cool, really fast way. Let's go ahead and take a
look at a website here. This website is called Polyhan.com HGRIs used
to be HGRI Haven, but now they have even
more free things, but basically you have all of these really high
res environment maps that you can load
in and you can have previews of what
it's going to look like and you can
just load in these and just have your lighting
based on your AHRI. Let's go ahead and say let's download this brown
photo studio. Okay, what we could do is just download this
four K HDR file, then we can just
click and drag that into our texture here
under our dome light. We can uncheck and recheck
our background here. We can see how that's being
applied in our scene. We've instantly changed the entire look of our scene just by changing a color or just
changing the image. Really cool way to get completely different
looks much faster. We have this nice preview
of what the statue would look like inside of this apartment studio with
this nice wood floor. You're going to get all that GI, you're going to get all that
lighting and stuff from this so we can just turn
off the background. We still have this
really nice image. And then we could
put in an image of a room or something here
in post if we wanted to. But we have this nice
image and look from that, we didn't have to create a floor with wood on it or
anything to get that color. We're just automatically getting all that information there. We'll just do one more. For example, an interior. Let's take look at like
this forest scene here, an exterior with trees and
things. Will download that. We'll click and drag that in. You'll see the color information
and stuff is going to be completely
different. There we go. We can turn the
background on here so we can see what we're doing. We have all these trees here. We can rotate this around. And it's not updating live here because we're
doing it in here. You can see you have this nice information from
all these trees. You got all the brown
color in the green and everything is reflecting nicely. Completely different
look than before. Again, super fast way to completely light
your subject with a nice look without having
to set up a single light. So if you don't know
a lot about lighting, it's very easy to fall into the trap of just using a
dome light and nothing else. Sometimes it's good enough, it really is,
sometimes it's not. But this looks fine
and it's totally cool. You can add in both
specs and you can see how easy it is to get
nice reflective metals and things and preview that just
with a simple dome light. And all your reflections and things are going to
look really nice. Like all of these textures and roughness maps look really
nice with all this dome light. Very easy way to quickly get a nice clean result
that we can turn our studio back on here. We're back in here, we've got this scene exactly
how we want it. It's pretty cool. Dome light, a lot like Areal lights. You're going to probably
use them a lot. They're just really handy. And they're not as versatile, but the dome light
really don't need to be. They're super powerful
how they are. You're going to want
to use them mainly for reflections and filling in
those gaps in your scene, because without a texture map, they are pure white and it's
just a flat white image. Keep that in mind. Dome
lights are only as good as the texture
that you put into them. If you just try to
take a normal texture, that's not an CRI map, you can and it will try to
wrap it around your object, but it's probably not going to give you as good a results. But sometimes it really
might throw stuff in there. It's just a gradient
map that we've thrown into our dome light and
it's just lit our scene but nothing is like brighter
than others because it's not an HDR file
or anything like that. It's just a peg thing. There's no, like, bright
spots or anything. It's all pretty even
because it's not an HGRI file or
anything like that. You can use whatever you want. Dome lights are only as good as the texture that
you throw in there. The good news is there's
a lot of cool textures and there's even a lot
included inside of here. We have photo studios and stuff inside of the asset
browser here that we can just click
and drag in and instantly use these really
nice cool studio set ups. There you go. Let's fix
the coordinates here. Nice soft box studio just
built right in there for us. Just grab a sunset,
throw it in there and we'll get a really
nice sunset look on our scene, dome
light, awesome. Because you can just
throw in an image, just take some time
looking through images and stuff to
find the right ones, but you will lose a lot
of creative control. It's very nice to just add in an extra aerial light just
to complement these things. We can always throw
in area lights and stuff to help break
this apart from our background if
you want to to add some extra lighting in
our scene together. Super powerful alone. Also still very powerful Dom
light, pretty cool light. Definitely going to
want to use that a lot.
22. IES Light: This lesson, we're going to
talk about the IS light. And the IS Light
is going to use IS profiles in order to
create a real world light. So this is just going to contain information
and the way that the light is going
to funnel out of the bulb and how the intensity of it is going to be affected. It's going to be very accurate to real world light
bulbs and stuff. So a couple of sites
that you can do, you can find a
library of IS sites. Or if you need to create your own you can
do that as well. And I'll show you how
to do that real quick. Just googling IS
library gives you access to over
307,000 IS profiles. So let's go ahead and
browse this library. You can see here
you have all these different looks based
on different lights. You've got soft lights,
you've got the amount of aluminum and watts
that are coming out. And you've got the Luminary Catalog number
and everything like that. If you know exactly what
you're looking for, you can find it here. There's a lot of very unique and different
looking lights. You can just search by
manufacturer, things like that. If you know what
you're creating, it's going to be very easy. All you need to do is
click on this light and download that S One. And then inside of Red Shift, we're just going to click and
hold the light icon here. Go to IS Light.
We're just going to pull this up here just a
little bit above our floor. Inside of the IS light, we have the IS profile here. We just need to drag and
drop or click this folder and load in that light IS file. You can see that it generates this weird little shape
around your light. The way this works
is this basically is 360 graph of how that light
is going to be emitting out. So it's going to be coming
out and cone out of here. And if you get
different looking ones, we'll have a
different shape here. We'll rotate this 90 degrees
so it's facing down. We'll go ahead and
hit Render on this. We're going to need to turn
this up. There you go. You can see how that light is hitting that, it's very unique. Light is hitting that with just a harsh circle
in the middle. And there's this really
big fall off area, which is exactly what
we wanted to see. An even better view of how
this is actually working, we can add a red
shifted environment. Now if you zoom out here, we can actually see
the whole actual shape of this light and turn
our scattering down. Now you can actually
see how that light is, like super bright in the
middle and then falls off. And if you look at the
profile that we downloaded, that's exactly what
it looks like. There you go. Pretty
cool. You can see how that's going
to be working. Just a neat way to create realistic lights
and stuff like that. Now, there is a way to
create these on your own. If you look up the IS generator, it will take you
to this website, the Wortheim.com IS Generator, where you can download
this and install it. And then when you open it up, start off with just a flat bar here and you have
a black screen. What this is going to do is
this is going to show you how to create IS profiles. Everything over here on
the left is going to be the middle of your light. So you've got zero degrees,
which is straight down, and then over here
we have 90 degrees, which is going to be right here. As we turn that up, you're going to see that lights
coming out over there. We have obviously the zero for the lumen here and we go up to a higher value
here for the exposure. What we can do is we can create some very interesting shapes. We have a unique look. We'll have this one streak
save that IS profile. Then instead of our light, we can just select that IS profile that we just
created, streak. We have this really cool light that building this some other
way would be pretty tricky. It's really cool way to get some unique looks
like that. A lot. That turned out looking pretty cool because you
don't think about it because you see it in it's
visual and it's two D. You don't think about
it being circular and go actually all
the way around. So when you actually
get that circle look, it's kind of satisfying. Yeah. But that's pretty
much the IS lights. You're going to use
that for Arc visas and stuff like that and
that's how you load in your profile and you can
still adjust the color and intency and stuff just
like other lights. But really that's about it. The falloff and everything
is going to be determined by the IS profile just for example. Let's go ahead and
look at this one. And you can see how this
one was a lot different. So you can see how it has the starting point where
it comes out and it comes out really wide and shallow in all
these directions. So we have this kind of weird pentagon look here, coming out. And that's just kind of how
this light is being emitted. You have a very tiny, interesting little
profile that's basically a 360 render of this. Somewhat how that works, Yeah, for the cool light. The next lesson
we're going to take a look at the portal light.
23. Think in Portals Light: In this lesson,
we're going to talk about the portal light. What I've done here is I've
created a little cube here. And I've punched out
a hole in the wall. And we just have some
chairs and stuff in here. And the reason you use
a portal light most often is to be a window light. Let's say this is an interior
scene, there are rendering. So let's go ahead and just use a dome light because
we're going to probably use that
for our lighting, for our outdoor scene. We'll grab a dome light
real quick and we'll see. We'll take a look at
this render here. You can see we have the sky or we've got our
grass and everything, but obviously it's lighting our wall on the
outside in here a lot. But let's go ahead
and put a camera inside of our cube here. Let's go ahead and go red
shift, standard camera. Go into that thinking
the square here, I want to just zoom in here. We want to take a
look at this as if we were doing
an interior scene. We're probably going
to look at 24 top. You just pull it
inside the wall here. Real quick. We'll focus
on our stable there. Let's say this is our scene. Let's go ahead and render this. We have a really bright
dome light and everything, but inside of our cube, all we're getting is that GI coming through that
tiny little window. We could try to
rotate our dome light around and hopefully get it to shine in there
a little brighter. So there we go, we've got the light source
actually coming in. So let's go ahead and just
put that on the wall there, but obviously still we're not getting realistic
lighting in here. That's pretty, but
it's not ideal. Let's go ahead and add
a portal light here. In order to do this,
let's go ahead and get out of our camera,
so we don't mess that up. What we do is go to
our lights here, click and hold, and go
down to portal light. The portal light by default
is just a rectangle. So we're going to pull
this up and over. We're going to switch views
here, so we can see this. We know our hole in our
window is right here. We hold shift to rotate
that you can see. If we can just make it
the size of our window by grabbing these points and
or scaling it down here. Always type in the size if
you know exactly what it is. We're going to put this
up right by this window. Now we have this portal
light facing inside. Of course, in this
hole of this window. Now we don't have to do
a custom environment. If we don't want to,
we can tint the color. We can do the transparency which we don't want there
to be any transparency yet. This is, you could fake like a tinted glass or
something like that. Same with the tinted color,
would be a colored glass. If it's coming through a window, you could tint it or color it. Whatever a custom
environment is, you could drive the colors of a light or something
like that through here. This is basically like
using the color output on an area light or something
like that cover in the gobos. Let's just go ahead and just go back into our camera
here and just take a look at the difference
here in the way this looks. This is before the area, the portal light, and this is going to be
after the portal light. You can see we're getting all of that color information from that dome light
actually coming in. It's not just the
light coming in, we're getting that
color information and it doesn't look very good. What we can do is just increase the intensity of our
portal light here. Now we're getting that
lighting from the blue sky. And obviously, since
everything is solid white, it's getting a lot of that color being adapted onto there. This is looking
much brighter and much more realistic lighting than without the portal light. Let's go ahead and just see what happens if you
take a portal light off and we just try to crank up our dome
light to be brighter. It doesn't quite
give the same effect because we're just
going to start blowing this out super bright, here it is, with the
dome light cranked up. And it's looking pretty good. But we're not getting really any color information at
all from our sky map. We're just getting this
white light bounce around. You can see the
difference between using the portal light
to bring in all of that information from that dome light versus
the other light. Now you can see if we were
to come in here and change our picture here to a different dome light
like the forest one. We're going to get all that
color information from the forest versus just
it being white light. Really cool way to bring in that natural color and everything
back in to your scene. Your light doesn't
have to be pointing directly into the
window or anything, you're just always rotating. Your light doesn't have to be
pointing directly in there. It's just going to channel that exterior light
into your room. It gives you much more
realistic results. It allows you to control the brightness,
see how it's like, nice and soft now versus being really harsh.
Let's go back to that. We see that we do
have this softness. We actually say we like
the harshness of this. All we need to do is
take the spread down of our portal light and we can
just lower that spread down. And we're going to
start getting that to be very finite
and less spread out. If we lower that spread down, we're back in the same
situation where we have just a sharp
light coming in, but we also can rotate this. And basically the way
it's going to work, it's just going to take all
that color information from the outside and pump it in through this as if
it were a normal light. Really, the only time you want to use portal
lights is when you have an exterior that you like the environment of
and you like the color of, and you want that exterior
environment to actually affect your interiors without
having to pump in a bunch of special lights
and stuff inside your house. You can just use these portal
lights to basically take all the information and put
it into your house for you. Take them as a portal. Basically, without
this portal light here to light inside
of our house, we're getting shadow
on everything else. Instead, we're taking all
this color information from all around and
shoving it through. There is a really
cool way to shove color information
from exterior scenes and HCR's and or environments. You can have a dome light
that's maybe not on, but you want a
different environment light that you wanted to use. And use those colors,
you can provide that. Link that up if you want. But basically it's just taking exterior light
and color information, shoving it through the portal. Really, it's an area
light rectangle that is just using the dome light environment map to drive its color information. That makes sense.
Pretty neat light, really useful for archives and interiors and
stuff like that. To get that light in
there so that you can adjust all your
settings separately. Or light can be cranked up
without having to crank up that dome light so you don't lose that color information. See no saturation. We still have just a nicer, more well lit image than when we were using
just the dome light. Obviously D noiser is
helping out a lot here. You really would see a lot more speckles and stuff on the walls, but this just looks
a lot more natural. You still get those shadows
and stuff from the window. Whereas just using the
window light by itself, you lose all that and things just based on GI exclusively, the portal light allows
that to be opened back up into being
more realistic where light is actually
coming through your window rather than just actually hitting a
wall and then bouncing off. Really cool use of the portal
light to create those. Obviously, you can come in
here and if we wanted to, we could tap this and
change the whole mood of our scene, right? Pretty cool way to control that. Portal light. Pretty cool, very straightforward
Light used to pump in colors from the outside world and adjust the brightness
a little easier. Especially good for
things that have different entrance points and
things like that where you just want to bring in a
little more of that GI bounce in without forcing in another hidden light or
something like that. Very cool. The next lesson we're going to take a
look at the physical sun.
24. Sun and Sky: Okay, in this lesson we're going to cover the red shift sun, but we're also going
to go ahead and cover the red shift sun
and sky rig because they work together by default, we can go ahead and create a red shift sun which is going to be our last light here
option physical sun. And it works a whole lot like an infinite light where
it's a tiny little point. It doesn't matter where it is, it only matters the rotation. And it's always going
to be going on the Z. So let's go ahead and
just bring that up and tilt that over a bit and we'll go ahead and
and render this out. Let's throw our alarm
here a bit of a city. You can see we, we've got
no background or anything, we just have our
light coming in here. And the only difference
between this and the infinite light is we have
a couple options in here. We have the Sundisc scale, which is just going to
soften up our shadows. The larger the number sharp, the softer the shadows. Then we have a non physical
intensity control, which we don't
need to mess with, but we have the
turbidity and ozone. What this is going to
do is this is going to control the color
information of your light. The way that the physical sun works is basically if you go
lower towards the horizon, our sun is going to
get more golden. As raise up, it's going
to be more white. And then as it gets
closer to the horizon, again more golden, just
like the sun does. Sunsets are more golden and
in the afternoon and stuff, it's more just clean,
bright, white light. Now, we can adjust the horizon
height and stuff on this, but you're not going
to see it much here. Let's go a just crank up our turbidity and
you can see how that's going to affect
the color of this a lot. And we're going to
turn up our ozone. We're not going to see that huge of a difference or even really
good quality results here. Because by itself, the
physical sun light isn't quite as powerful as
the sun and sky rig. Now it's basically
just an infinite light that's just going to use the angle of the sun based on the horizon
to drive the color. But it's better with
a sun and sky rig. Let's go ahead and do that.
We'll let this physical sun, we'll click this
little button right here called the red
shift sun and Sky rig. You can see right off the bat it comes in and it's
a little brighter. Let's go ahead and just pull our rig up just so
we can see it again. It's just a tiny little point. It's only going to matter
on how it's rotate it here. So we'll rotate it straight down and then we'll
rotate it over. And you can just see it looks a lot different compared to just
the physical sun. It looks a lot nicer. Our shadows already
have some built in transparency and they
have a bluish tint to them. And not only that,
but we also can tilt up and we actually
have a sky here. We have this horizon line
here that you notice. A way to fix this is not really by adjusting
the horizon height though. You can, you could bring
that down and that will lower that down is basically is going
to stretch that out. But what we could probably get away with is just blurring this. It's going to provide
a nice gradient. Fall off up into our sky color. Both our sky color
and our light color, again are going to be
based on the angle. As this rig gets
closer to the horizon, we're going to get more of that sunsetty color
look coming in. And the cool thing about this is if we rotate this around, we actually have a sun. We actually have like an
actual point reference where we can see where our
light is actually coming from. Really cool, that we have
this sun here and you can see that it creates a red
shift sun inside of this. But all the options are just figured out because
it's actually being driven by this tab here we have the Sky
tab and the Sun tab, which just breaks
up those settings between the two in ***, just controls it differently. It's the same buttons and names but just set
up differently. What we have here is
we have the option to go into the sun tab here. And then we can increase
the intensity of our light, which is just going to be
the brightness of our sun. We can adjust the disc scale, which is not only going
to soften our shadows, but physically make
our sun bigger. You can see how once it gets to that horizon line and
I have that blur on, it's going to blur that for me. Then lastly, we have the
glow intensity which is going to just be that
glow around our sun. It's going to give it that
glow in the atmosphere look. Now we can go back in
our sky options and we can really take a look
at the colors here. We can increase the tributity. Up here, you'll see
how towards the sun, that tribuity up has really
made it a lot more darker and oranger as we
look away from it. Our sky is more gray rather
than when it was down here. It's more blue. It's going to become darker and redder
as that comes up. Then for the ozone, we're just going to get
it to be a little less. It not only affects it at the evening time with
our tepidity up, but if we come in here
and rotate this back so that it comes up and
it's more daytime, we have a little more
color information here. Let's go into our city here. You can see how this, this light is nice for lighting, really big areas and stuff because it's super powerful and it comes in with nice colors
and everything like that. The shadows look really
nice and soft and natural. It's a really nice light. We can lower that, DC, have a nice blue sky. Or we can crank that up and now we're getting more of that. We're getting more of
that color in here. There's another way to control the color versus
just the tripidity. That's by the model. We
have two options here. The second one provides a little more of a golden yellow look. Basically, that just
changes your sky map. You can increase
the tripidy there, you see how that
changes our colors. We can increase the ozone there, and that's going to
make things just a little softer, blue. I like the second
model here better. Actually, I'd like to turn
my tripidity up just a bit. Now, we could have a camera
in here, come in here, take our sun sky rig and do a nice sort of time
lapse effect if we had this oriented the correct
way, time morning. So yeah, really, really cool way to get nice, pretty
lighting outside. And it also works
in interior studio set ups and everything, but you get lights and shadows really quickly
with the sky rig. You also can adjust it so the ground color can be
something like green or something if you're going
to have a green background. But you won't really
see it except on the horizon line which we have hidden because we're
building is so much we can see. If I pull that up, it's green
there rather than the gray. You can plot that back down. Then the night color,
we could do like a purple versus pure black. So that when your light
actually goes below the horizon and it starts mixing that
here before the end, we actually get more of a
nighttimy purple twilight versus just pure black
and still not going to look great because you're
telling it it's nighttime. You can light that
up with something like this if you want to. Like a dark blue gray. There's a little bit of light at night for that to mix into. As it comes up, the
sun's going to rise. How pretty cool You
can animate that. Looping around to do
a nice time lapse, obviously grab at
the right spot. You could easily do a nice
time lapse. Yeah, pretty cool. Let's take a look
at it in a cycle. Set up quick, flete our area light and just
add in the skylight. And we'll go ahead and
just add our guy in here. Scale him up, give
him that material. Let's just take a look
at this from the get go. Pretty straightforward is
straight on a light that we can come in here and rotate it. We get a pretty nice
little lighting set up. This is a very natural shadow, very nice soft lighting. We could come in and increase our sun scale a bit
if you wanted to, so it's a little softer shadow and then come back to our sky, add some more tribidity
into this and some ozone and lower the
intensity just a tiny bit. But we get this even lighting
really quickly and easily. It's actually a really
nice viable option for some really nice scenes
and set ups real quick. Pretty powerful light,
a lot of customization, some weird controls and stuff, but actually provides really nice natural looking shadows, so don't rule it out. In the next lesson,
we're going to talk about global illumination. It's render thing, but
it's a lighting thing. Let's go ahead and
take a look at that.
25. GI GO! Global Illumination: In this lesson, we're
going to talk about GI. Gi stands for Global
Illumination, which is when light
bounces off of an object and take some of that color information and
bounces it on something else. Like when we see
something with our eyes, we aren't seeing the color. We're seeing that
light bounce off of whatever color that is,
and that becomes a color. So if you look in
here and we have totally white walls
and a white cube, but we had this
light coming in and bouncing off this blue floor. And our wall here doesn't
look super white. And that's because
it's getting a lot of that blue light bounce
up off this floor. If we were to come in here
and make our floor white, our whole scene is going
to become a lot more white because we're bouncing
white light around now, instead of blue light
blue off of that light, you understand, our whole
scene becomes a lot more blue. And we had this blue floor. Especially since we
just have one light coming in and
bouncing that around, That blue light is
bouncing around. And that's exactly what
GI is basically before. Gi was a practical thing that
you could render easily. What people used was something
called ambient occlusion. And you can see how our corners are dark and stuff like that. Basically, ambient occlusion
was a way of faking GI. You would tell it to put shadows in dark spots
and stuff like that. It looked like our light
was bouncing around. More really, with GI, you don't really need to use
ambient occlusion anymore, but you definitely
can if you still want to add some
stylistic control. And just control that
a little bit more via, through the textures
and materials. But really you do not need it because GI is creating
that for you. So let's take a look at what
this looks like without GI in our render settings. We can go to the Red
Shift tab and go over to Global Illumination
Uncheck enabled. And we'll see how this looks. We just have our light come in. It hits our objects and
stuff and then stops. It doesn't bounce at all. This is what three D
used to look like back before GI and you just have to put more lights
in your scene and stuff. This is basically how it
works when we enable this. We're telling it to
bounce that light back up and you can see how
quick my IPR is and stuff. And that's because I'm
using brute force. And brute force. Now
there are two options. This is a radiance
cache, which we can use. You can use both if you want, but radiance cache
is going to be a little slower feedback as
far as for the IPR and stuff, but it is going to be
faster for rendering. The only issue is it's not as accurate and it can
cause flickering. If you do everything just
radiance point cache and radiance point cloud as
your secondary option. Yes, you might get it to work a little bit faster,
but probably not really. But we do the bucket rendering, just going to calculate out
this irradiance point cloud. First you'll see this image
look really white and bright. And all that's doing
is calculating out that point cloud
and then boom, we have this nice well scene. Let's take a look at that. Let's switch this back to prove force proof force and see if we can see the difference
between these two. You can see it feels
slower because it's doing it all at once versus how the other one does
the lighting first. And then when it
gets time to render, it's like real quick because it doesn't have to do the GI. This is calculating the
GI while rendering. It seems a lot slower. We'll take a look. We have these two images that
look almost identical, but you can tell there's definitely some
weirdness going on here. The main thing is
this took 12 seconds. This is the irradiance
point cloud one, the root force one
took 30 seconds. But you can really
see the accuracy and the difference in the
lighting between these two. With this irradiance
point cloud one, we have a lot less natural
ambient occlusion. We're not getting these
shadows light up here, and our dark corners and things
aren't really very dark. Go to the root force,
you see we have this nice fall off and
stuff from the corners, from our e per swap
back and forth again. You see noisy with the
radiant point cloud, smooth with root force. This is with the noise
or on for both of these. This means that the noise
doesn't do as good of a job when it's using
irradiance point cloud because it's a
little extra noisy. You can see just the
shadows and stuff are a little chunkier and a
little less fine tuned. I don't know if you can
see it in the recording, but there's definitely
some variation going on here versus when
we use the roof force, it's very smooth and
natural looking. You can just see
already the root force is a bit slower for sure, but still pretty fast. But yeah, it's definitely
more accurate. Now, what if we
do readings point point cash first and
then brute force second? Well, at that point I don't think you're really
using either one of them properly. I don't know. That took 26 seconds, so it's a little bit faster.
Let's take a look at that. You can see it's like
splotchy, see the splotches. I don't know if they're just
showing up on the render, but you can definitely
see these splotches. And that's just what a
radiance point cache does. Yes, it's faster, but
it's not accurate, and you're going to get
these weird splotchy images and really it's become outdated. The only difference is it's faster to get nice previews
and stuff like that, but you can see how it's spec and the brute force one is not. That's why I always like
to use brute force. But force you can increase
the number of rays. If you're seeing you're
getting really grainy images, you will need to increase
the number of rays here to reduce the
amount of grain from GI. It will take longer to render,
but it will be cleaner. Again, you can increase
the number of rays here. I don't recommend
going like in using the slider because it goes up to a ridiculous amount of rays, but you totally can't
if you want to, you also have the option to
conserve reflection energy. Go ahead and turn that on.
Basically, that's saying, once it gets to a point
where it's falling off and it's not really
making a difference, I'm not going to calculate it because you won't be
able to visually see the difference if I am not conserving that
reflection energy. It's just going to be
wasting memory and stuff and not be that
great as Point Cloud. Yes, you can come in
here and cache this. So you have the option to cache this and you can
rebuild it and save it. So yes, when you're doing
previews and stuff like that, you can actually
get that GI faster. Because once you
build it one time, as long as you're not changing your lighting and
stuff like that, you can get faster playback and stuff
like that because it's already cached and
it's just like baking a simulation or anything. Once it's stored in the memory, it's going to load faster because it doesn't
have to calculate it. You can increase the
no samples size for this to make it more whatever. But basically, once you get a radiance cache up to the point where it's looking
as good as brute force, it's not that much faster
than brote force anymore. There's not that big of
benefit in using it, up to you if you want
to use that or not. If it is something
you want to use and you're using something like
renter farms and stuff, well, basically if it is
something you want to use, storage space is always a thing. Anything you got a cache takes up space, blah, blah, blah. Another reason why I just prefer the root force but force, it doesn't use up any extra
memory than the point cloud. Anytime I can give my
computer more memory, it will both have pros
and both have cons. I think for most workflows you're probably going to
find that the brew force, but force is where you're
going to want to render with. But if you would like to
develop your scene with radiance cache while you're going to get a quicker,
rougher preview, faster. Definitely an ideal option
if you're doing a lot of IPR rendering and stuff,
it might be the way to go. Yeah, that's 100% what GI is. If you took this pink,
put that on the floor. Our room would be
more pink because our light is hitting that
and bouncing off of that. Hopefully that makes sense. Purple. The room
would be more purple. And then we can do white in
the room would be more white. Now if we did the
blue floor again. But then we took our light
and we lowered it in here. Rotated so it was
actually bouncing off of our white wall here and
not off our blue wall. We're going to get a
little less of that because by the time it's bounced off this and
then bounced off that, we're still going to get some
color here on some things, but it's not going
to be as dramatic. See, this wall is still
pretty white because we're just bouncing
off the white first. But there's still
a little bit of blue coloration here
down near the floor. But it's defitely, not
as intense as if we were doing just off the blue floor. How your scene is colored and how that light is bouncing
around is going to be very, very dependent on what that
light is actually hitting. First, the primary ray is exactly what is going to
be the most color giving. Basically it's going to lose power as it bounces off
of multiple surfaces. Our whole room isn't
as blue even though we still have our same amount
of blue in our scene. It's because our
light isn't hitting the blue with that full
power and bouncing back. It's hitting White and then spouncing off and then hitting the blue and
bouncing back up. So it's not quite as intense. Now, if we were come in
here and turn it back again to go towards our blue, we're obviously going
to start seeing more of that blue bounce off
into our walls here. But where it's lit up more, we're not going to
have that blue. It's really, it's going to affect things with colors a lot and things that are white. But there is some more blue here than if there wasn't
any blue floor here. But really, you're going
to see it a lot more in that shadowy area and stuff where the light
isn't hitting directly. And that's where I live. It lives in the shadows and it lives in the area right next to the lights and stuff like that I is what makes things
look real, really. What separates old
timey three D stuff from new three D stuff. It's like visually
you can be like, oh, that looks really fake. And because there's no
GI and stuff like that, I really helps lighting look real and that's
the big thing. That's how GI works for you. Most of the time I would
just do brute force. But force, that's
what I did the most. But definitely feel
free to play around the radius point cache,
save it, rebuild it. You can do pre pass only. So that's going to
be for progressive rendering and stuff rebuild. And then if you have
it built up before and you close your scene and you
want to load it back up, you can load that back up. You can adjust your presets, obviously low, medium, high. Same kind of thing
as everything else. That's all going
to be dependent on having this radian point cloud. Even though we have changed
it to radiance point cloud, we slid root force rays here. But they're not
going to do anything because we're not
using boot force. We could rebuild
this, set it to high. We can adjust the
number of rays to make this work more accurately. We can lower the
threshold down to zero, which is going to make
it work really hard. Or you can raise
that threshold up, and that way it doesn't have
to think as accurately. You can get really, really
fast results really quickly. Again, the same thing for the
point cloud screen radius. Make that bigger
samples per pixel, make that bigger, and
then it's going to give us a cleaner image faster. We also have filter
size retrace threshold, you can show the
calculation, which is fine. That's like that
little preview you see where if you go
to bucket render, we see this is
radius point cloud. This right here. This is the calculation, okay. Everything is white. All we're seeing here is just color information
based on our light GI, our light is bouncing off. That's all we're seeing.
You can see how it's taking much longer now because
we cranked up the rays. We cranked up the sample
settings and samples for pixel. But it should be a lot more
accurate at this time. At this point, you're better
off just using brute force, in my opinion, because you don't have as many
things to mess with. You can just do but force, force, go to the sampling, leave it at automatic
and let it control that. You're not going
to get any weird I noise and stuff that you will
with a radiant point cloud. There you go. That's
why I like it. You also don't have to
wait for it to render. Yeah, that is GI in a nutshell. Play around with that, whichever one you
would like to use. There's no wrong way to do it. It's whatever works
best for you. But if you start
noticing splotchiness or noises for animations and
stuff, try brute force. It may take a little longer, but you should get
cleaner results with less settings to tweak with
a couple less headaches, hopefully, and cleaner results, which is always the way
I'm going to go towards. There you go Next we'll take a real quick look at
volumetric lighting, which is super easy
with red shift. Now in the next lesson.
26. God Rays Volumetric Lighting: In this lesson,
we're going to talk about volumetric lighting. And you've seen me use the
red shift environment a few times already in
the lighting video, so we're just going to
cover that real quick. You used to have to set up red shift to enable volumes
and stuff with your lights. Now everything is automatic,
which is amazing. So we're going to take
a look at some of those settings and some
ways to control that. Inside of our red shift option here we can go to objects and then red shift environment. Let's go ahead and render this. One thing I will point
out is that we do not have this option with real time. This RT does not support
red shift environments yet. You can see by default
R scene is super white and that's because
either our area light is too bright or our red shift environment
is scattered too much, soar light bouncing
around too much. Or third option, our red
shift light inside of there. We go to the Details
tab and we actually can come into here and go
down to contribution. Inside of here we have
the volume option, so we can adjust how much this light is actually
going to contribute. Two volume, we can bring
that way down if we want to. That's one way to control
that a little bit. But most often you're going
to want to control it in your ridge shift environment
just by lowering that down, 2.001 And that gives us this
nice beam of light here. What we can do now is
take our area light, go back into our object and
we can lower that spread. And that's going to tighten
that up as you can see, or we can raise that
up and that's going to fill up our area and
make it a little more, just even fog, that's really it. With fog, basically the options we have in the red
shift tab, we have scattering, which is going to
adjust how much that light is going to
bounce around within itself. Normally, this is going
to be a really low value, but depending on your lights
and stuff, it may not be. But the higher the
value of scattered, the more it's going
to bounce around. You can tint this, you
can make it cool look, it's only affecting the fog. So if you come out here
and shrink this in, anywhere outside of our light is not going to
have that red tint. It's only going to be
where that light hits that fog blade runner. Look real quick. Let's talk about fog. And the way this works, fog on its own is default off. Let's go ahead and turn that to, let's say, like a nice,
cool orange, right? Nothing's going to happen,
and it's only going to come into play when
our attenuation is up. As we crank that up,
you'll see how that works. As we crank that up higher, the thickness of
that is going to get thicker towards the camera. This has created that
fog fall off there. As we crank that
up more and more, it's just going to become
a thicker and thicker fog. Then all of a sudden
we can't even hardly see anything because our
attenuation is so intense. That is where attenuation is really going to
come into play. We can lower that
down and really get just a nice fall off fog. We can come in here
with our light. Just lower that
down, you can see we have this really nice fall off. As our cones go back
here into the distance. Again, we can increase that attenuation
to our background. Ones are pretty much
invisible back there. We just have these front ones. Alternatively, what we can do
is we also have the ability to adjust the height of this fog at zero. It's going
to be infinite. But if we come in here and we start giving an actual
height to this, we're going to actually
just give it a height. So it's going to only
come up off the ground. So far we can come in
here and crank this up. And now it's just going
to cover up half of our pipes here versus
the other half. Once you mess with
the fog height, you lose all of
that extra ability to have all that extra
volume up there. You're cutting it off
at a certain point. But you can still get some
pretty cool results this way. You can always blur the horizon because with it set to zero, goes off and then disappears. Right. A weird look. But if we put that horizon, we have a more natural
fall off there. Turn our attenuation up, so we can see that as you get closer towards the
back, it goes away. But it still looks
weird when you can see half of your images
and not the other half. Then lastly, the GI settings, we also can transform. And we can actually just adjust this and control it like it's a big fog box if you want to raise this up and
animate it and do whatever you would
like in here as well. And then lastly, we
have the ability to adjust whether it's
contributing to the GI or not, and also just the overall intensity of the
environment itself. So we can bring that
environmental fog down now. It's not attributing to
environmental fog, anything, not within our little scene here isn't getting
that extra look. But you're definitely
going to want that on because that's really what
blends it all together. Then GI is off by fold
because it takes a while, but we can turn GI on. And now you're going
to see we actually are getting this light bounce off of our orange fog and back
up onto our objects. Like we talked about in
the last lesson of GI, we're getting that
color bounce from this. But you've got GI
settings down here. Then inside of your lights, you have the ability to
go into your details and make them and not
affect your volume as much. You don't have to
enable them anymore, they automatically work for you. Real quick, little set up and some tips on
environmental lighting. The main thing is if you're going to use area light and you really want God rays
and stuff real quick, tip is to just lower
that spread down. That's going to give you
more of that God Ray look. You're going to get these cool,
harsh shadows from stuff. That's how you're going
to get these really nice cool Guide Ray type looks where you have these
little dark pockets from the shadows and stuff and that's from the fog
and stuff like that. Red shift handles
fog really well. It is a little slower to render, but it's super fast compared
to other things as well. A cool way to just utilize red shift environments and create that volume
metric lighting. In the next lesson,
we're going to go ahead and go over caustics.
27. Caustics: In this lesson, we're going
to talk about caustics. Caustics are this
really cool effect when light goes through glass
or something like that, that's going to refract
it and reflect it out. And you get these nice
little light beams that hit the floor
and stuff like that. Like if you're looking
through a prism or if you're just naturally this
happens a lot but it doesn't happen by default and red shift you have to
enable it because it does take a little longer
to render and it's extra calculations and it's not the simplest
thing to just enable. You can't just like
check caustics and have everything
work properly. So we're just going
to go ahead and take a look at setting
this up and creating this looks and also
troubleshooting some things and what
lights work best with it, because every light
doesn't work best with it. So to start off, you want to use an RS spotlight to
cast your caustics. So you're going to
have a light source that's going to
cast your caustics. So you don't want to have
all of your lights on, your seen all casting
the caustics. Because it's just
going to overwhelm it. And it's going to
take forever and it's not going to look right. And I'll show you that
in just a second. So let's go ahead
and just set this up and recreate this real quick. Okay, so without our light, let's let our lights, okay, we just have a sphere with displacement and we
just met with the RS, the regular RS material
rather than the Chao graph. And we just are going to
go with the glass preset. We'll just throw
that on our sphere. And we have a displacer
on there that's going to, that has noise
animation on there. So it's just wibbly, wobbly in because we just wanted to have
a cooler looking caustics. The more distortion and stuff, the more complex an object is there the lights going to refract around in
interesting ways? Versus if it was just a
perfectly clean sphere, it would just focus in like
a magnifying glass, a thing. With this, we'll
have some really cool looks like you saw earlier. We don't want to use a
point light because we just really don't want to ever
use point lights that much. If we use infinite
light, it works, but it really takes a whole lot longer and the results
aren't really as clean. It's something about it and
the fact that the light comes from a much bigger area when
it's casting the photons, it's harder to concentrate
that down to the point where it's just going
to be very speckly. And there's not going
to be a whole lot we can do to make it less speckly, even if we keep adding photons. It's just the way
that the light works. Area light does work well, You can get away with using the area light for
this, but it's not. You have to lower the spread down so much to the
point where you might as well be using a
spot light instead. And honestly, because
the spotlight emits all the photons
from one point, we get cleaner results that
emits photons from one point. It's easier to get a
clean result versus where the area light is
going to emit photons from the whole size
of the area light. It's just like you're going
to need more photons and more photons and it's
just never going to be as clean because they're all
coming from all over the place. Versus just one exact point. The first thing we want
to do, I know there's a lot of sense but you'll see it once we start
getting into it. Firstly, is lighter seen
with like a dome light. We're going to go ahead and
just use an object here. We're going to use, I'm just
going to go ahead and do the studio dome light that is not causing
caustics or anything. You'll see this is what it's going to
look like real quick. This is what I'm talking about,
the way the light works. This comes from a spot
light from over here. It goes through our object. And then the photon mapping
is what it's called. Basically, it maps
the point from where the light beam enters, our object, comes out
and hits the floor where that hits the floor where
it creates these photons. You see that it
creates these paths because some of the light
and more of the light is going to come back where it's like thicker in areas
and stuff like that. That's because more light
photons are hitting there after they're refracting
through here and so on. That's how it works and what we're going to do,
we have our dome light. Let's go ahead and
hit render on this. We just want this dome
light just to get these reflections and
stuff on our sphere. And you can see that
we have no caustics or anything going on in
any caustic photons. Now we could use the dome light, but it's going to
be absolute mess. You're just going to end up with speckling dots all
over the place. You just don't
want to. We're not going to learn how to
do it the wrong way, we're just going
to learn how to do it a way that definitely works. We're going to go ahead
and add a spot light. We're just going to
target spot light. We'll just go ahead and throw that sphere in the
target object. We'll just grab the
spot light and aim it up above our sphere
a little bit there. And pull it back a bit. Yeah. Okay. Now let's
take a look at this. We've got our spot light here. We're going to
increase the exposure, this up just to one, It's a
little brighter there we go. So we can see our lights coming through,
hitting our sphere. We're getting these
interesting shadows and stuff from this, but we're not getting
any caustics at all. And so what we need
to do to enable caustics is inside of the light, and every light has this option. But again,