Transcripts
1. Introduction: Hey everyone. In this
series of product lighting, I'm going to show
you about how you can create this amazing
product lighting. In this series, I'm going to
teach you about the basic of light fundamental that I most
use for product lighting. In this series, I'm
going to show you about the three types
of product lighting. The product lighting using Gobo, the soft lighting
using the scenery, and then the studio lighting, which is divided into
this three episodes. In the first episode, I'm going to teach you about how you can create
the different type of gobo and also explain
each node which I used, and also teach you or basics
of light fundamental. In the second episode, I will create the
scenery and also show how the light fundamental
can match with this scene. In the third episode, I will explain about the
studio lighting. All the resources I utilize in my class have been included
in the project resources. You can simply
download and use it. Fasten your seat
belt and join to this lighting series and meet
you in the first episode.
2. Magic Of Gobo Lighting: Welcome to the first episode
of Product Lighting. In the first episode, I'm going to show you
how you can create a gobo and set some other
lighting for the background. Here, I modeled the
dropper as a product. The dropper model
is provided into the project resources here. How you can use the Dropper
model in your blender file. First, open my blender file, which I provided
into the resources. Open the Dropper model. Now here, simply select all by pressing and by using
control, copy everything. Now open your
blender file and by pressing control V,
simply paste it. First I go to the render view, and now I'm going to use an SDRI instead of this
background surface. To do that, go to the wall property and change the color to
environment texture. Here you can click
on Open and select the DRI which I also provided
on project resources. First I'm adding a plane and rotate in y direction
by R, Y, and 90. Then pushing backward
by pressing X. By keeping this distance, I scale in size. It will work as a background. First of all, I will show you how you can create
a gobo Lighting. Do you know what the gobo is? Basically, the gobo is the
object which is placed in front of light source to
create the shadow effect. For example, the gobo can
turn this image into this. Here the object is, the window. Now I'm going to
show you how you can create a gobo by
using the spot light. I will teach you two
different ways to add a gobo. I don't need a dropper
for a gobo right now. I hide it here. I scale the background a bit, Run this spot light in such a way that shine like
a sunlight from above. First I go to the
side view and grab the light above and change the detection to the background. And from the top view, grabbing the light
to the left side and change the rotation so that it gives the illusion that the light is come
from the side window. Now go to the render view
and you can see that how the light come out here. I increase the
spot light vote in the data property like 5,000
vote for better seeing. For the Sed of the gobo, we have to apply the material. So go to the Seding menu
and select the spotlight. And turn on the use Nod option. Here I change the
device into GPU. Compute. If you don't have
a GPU in your device, you can also see CPU and make sure you are
the cycle engine. In the material section, you can see that the emission is connected to
the light output. Emission is used to create the emit light with containing
the strength value. The more you increase
the strength, the more you get the
power for lighting. The emission is
default material. Now we can add some material, so select the emission. And I'm pressing the control and these three nodes are
automatically connected. The connection of
the three nodes are called a node Wangular. You can enable the node wrangerl in added preference and add on. And here set the node
Wangreal and tick back the box here we do not
need an image texture, select it and place
x to delete it. Add these two node A noise
texture and the color ramp. The noise texture is used for
creating the noisy effect. We can create the tree
use as object by using noisy effect and also add the color ramp between the
noise texture and emission. Here the mapping node is
allowed to change in location, rotation or scale, or
in the particular x, y, z in detail. Now connect the vector of mapping to vector
of noise texture. Now connect the color to
vectorial of color ramp. And then connect
the color to color. Then in the texture coordinate, connect the normal value
to vector of mapping. The texture coordinate is used for how an image gets the map to geometry to change
the color m value. Here we connect the color
m because the color Mp is used to display how the dark
and bright the gobo is. Here I set the black value
of the color M to like half and white value
to close to it. Then I increase the
strength value to see the clear gobo in the color M. The black
value is changed, the black shadow
and the white value is changed, the white shadow. After that, I increase the
scale value of noise texture. The more you increase
the scale value, the smaller you get the do. It's the same way. By changing the color p and
noise texture value, you can create a different
value of the gubo. You can also change
the brand value in the data property where you can play with the sharp
or blur value at the border and also
change its size by changing the value
of spot size here. How you can create the gobo
by using the material. It's the same way,
by little changing, we can create another
type of gobo. Here I duplicate
the sport by using sift and hide the first one. Here we can create the
gobo by using image. I select the noise
texture and delete it. Instead of this, I
add image texture. In the image texture, I select
the image of window gobo. And give the same connection as we've given in
the noise texture, the image of window Gobo I provided into the
project resources. Here you can see that the shadow of the window can be appear. Here we will use the mapping
node for adjusting the size. Here you can see
that the changing of the scale value is used for adjusting the size and also changing the rotation
or the location. And in the image texture, change the repeat value to clip so that only one
image can appear. Instead of repeating, we can set its position later back
to the layout view. Okay, now here I'm
adding a camera. Now. Set the position of the camera by pressing
the Numpaed zero. We enter the camera view and
pressing Shift plus Tilda. Change the camera
moment by using ASD, like a gaming movement, also by using Q, and we can
go upward and downward, keeping some distance,
We set the camera. Now we give some
randomness to the object and change its rotation
to y and z axis. After giving its position, check this whole element and press swiftly to duplicate it. Place the second dropper
behind the first one, and give it to random rotation. I also give the rotation
in y direction and the z direction and set the proper position by
changing its rotation and location of the dropper and
camera by little adjustment. Here I changed the
camera dissolution to four k. To do that, change the x value to 3840
and change Y value to 2160. Now for the side lighting, I'm adding a plane and
rotate it in x direction by r x 190 and placing
it to the right side. And then increase the
scale value here. Our plane will work
as the side light. And keep some distance between them so that they are
not visible in camera. Applying the lighting, go to the shading menu and
create the new material. Here the principal
BSDF is appear. With the use of that, we can change the color
and its property. But for lighting, we do not
require a principled SDF. We delete it and add
a emission node. Place the emission node, and connect the emission
to the surface output. If you now increase
the strength, you can see that it work as
a light for better checking. Go to the camera view by
numbered zero and change the location and strength
value to better result. Here I set the
strength value to 2.5 and duplicate the plane and
place at the left side. Now light come from
the board direction. By adjusting some strength value and the position of the plane, try to give the good light
effect on the product. You can see that it provides the better lighting
from the side. Now here I am adding
another lighting, which is the area light. I am using the area light
for the front view. I select the area light and grabbing it with
little distance. Rotate towards the dropper
and scale in size. Now face of the area light, it's towards the
dropper direction and increase the power value. In the data property. I set the power
value to like 300. I increase more, little
like 500 or something. You can also decrease the Sprad value for the
better brighter performance. The spray value indicate how much spread you
want in the light. Okay, I change the color
of the background. Select the background,
go to the material, give it to new and
change its color. Here I set some
light orange color and give the roughness value to one and specular to all the way. Zero specular value of the zero can observe the
most of the light, that the background does
not reflect the light. Now I hide the Cobo
lighting which we given before and then met the Gobo
lighting with this product. Lighting here I smash with some noise value and the color them to get
the better result. If you want a dark
sido more in the gobo, you can simply change the black value in the
color them to more. Here I take the
half of the gobo, I change the position of
the spot light and create delusion like some random
wall is stopping the light. You can also give
the same material to the area light to get the gobo, but I preferred the spot light
to get the better result. After giving some value and mace with detailing I'm going to the render view and in the color management section I simply mace with
some other setting. These changing on
the value or effect on every property here, I just changing a very
little value here. I also take the use Co
option and give you some very tiny changes to get the proper result
For all lighting, we basically use the
simple fundamental to use the plane as the side
lighting to both sides, and the area light for
the front lighting. And add some gobo. Here I take the noise option. It transforms the noisy
image to the clear image. Make sure you are in
the cycle engine. And I change the sample
to like 300 for render. And before render the image, go to the solid view and then
render and render image. Otherwise it will take
twice a memory here, it takes some time for render the image and here
is my final result. As the same way I'm using another gobo lighting
for render the image. As the same way I set the
position of the gobo properly, I'm using the mapping
node for the correction. In this case, the
mapping node is very useful for the
particular x, y, z location, rotation or scale to change some
detail or value. You can see that the gobo is very sharp to blur this logo, we can use the radius
of the spot light. You can see that if we change
the radius of the circle, the tail part of the
circle can be changed. But the gobo can only work on the zero radius and doesn't work even the
value is very closed. If changed, then
do it by radius. Or for solving this problem, we can change the
U value instead of normal value in the
texture coordinate. You can see that the gobo
is appear at the corner. It may be generated
elsewhere in your device. By using mapping node, we can adjust its location to see a proper gobo in
the camera angle. All this we have done to make a Gobo pluri in
the camera angle. I adjust the proper location. If you change the radius now you can adjust how much
blur you want. Now I easily increase and decrease the size
by the spot size. But here the side of the
dropper is very above. I just grab the spot light
in upward direction. Okay, Now that's fine, but the gobos
position is changed. I adjust the gobo position by using the mapping
node and scale, by using the spot size to get the blurry
result of the gobo. I increase the radius and
for strong sunlight results, I increase the strength value. Here all the gobo setting
almost maden for whole scenery. I also change the color
management value, very tiny. Do not forget to
save the file by using control after
the progress you made. Here I'm changing
some value to get the better contrast and
also change the background. I'm not giving the more complex
material to the scenery. That's how you can also set up the Gogo lighting
for the product. The model of the dropper bottle can be provided
in the resources. You can use these resources. Or if you already
have a product, you can set up a lighting. If you try this set up, you can also upload the
work on project gallery. I would really happy to see it. That is my render result. In the next episode, I will show you about
the soft lighting. Meet you in the next class.
3. The Art of Soft Scenery Lighting: Hey everyone. Welcome to the second episode
of Product Lighting. In this video, I'm going
to set up a soft lighting. Here I take a skincare
bottle as a product which I modeled and
provided in resources here. How you can simply download the resources and go to
the Skincare bottle. And here select all by pressing a and control C to
copy everything. Now go to your blender
file and control V to paste it In the wall property, I use the same DRI as we used in Gobo lighting and which I
also provided in resources. You can see that the idea is applied and in the
render property, make sure you are
in the cycle engine and the device is GPU. If you don't have a
GPU in your device, then you can use the CPU. In the gobo lighting, we just simply set the object in air, but in the skin care we create some scenery like a glass
wall or the round table. For the table, I add a
cylinder and place under the skin care and then select the right click
and set auto smooth. Now I scale the
object and set it such a way that the product
can placed on the table. Here I duplicate the table by pressing if D and place it to right side from
first one and put it back a bit for
little randomness. I increase the scale size. After setting up the size
and location of the table. I simply duplicate the
whole skin care bottle and place it above this table, keeping that two on the table. I give some little rotation
to give the randomness. Here I have a label on the
bottle, only the front side. I wrote it in direction. Look at this, the logo is
the back side of the bottle. I wrote it in z direction
and set it like this. For background, I'm
adding a plane and rotate in Y direction
by R, Y 90. And placing behind the object. After pressing that, I
scale in size so that it covered the
whole camera here. I can adjust the size of
the scale in front view. Now the product arrangement
and background looks fine. Before I'm adding a glass wall. First I set up a camera so that we can then
adjust a glass wall. First, I put the camera a little bit away from the object, and then by pressing
Shift plus til, I can adjust by using ASD. By using S and D, you can go forward
backward, left and right. And by using Q and we can
go upward and downward. After setting up the
camera properly, we go to the render
view and change the color of the
background to like a blue. And then decrease the
roughness value to like 0.3 or close to it. Now I select the
table and also change the color to like a
hard blue and set the roughness to one
so that the material is not the siny here. I'm not giving the
material to very complex, just changing the color, roughness and some basic value. After changing the material
of first one table, I select the first table and give it the material
to previous material. It can be the copy of material. Then the changing of
value can affect both. Now here for lighting, I'm using our lighting
fundamental side lighting. We use the plane with emission
material on both sides. And for front lighting, we use the area light. I select the plane
and place it to the left side of the
bottle and scale in size. Now it's the same way
I go to setting menu, Delete the principal SDF
and add Emission to create the light and adjust the strength value to
get the better result. Now I duplicate the light and placed to the right
side of the object. For the front light, I add
area light and grab it with little distance and rotate
towards the bottle here. I grab the light to little
right side and scale in size that the front light seems to be giving light
slightly from the right side. Now here I'm turning on the render view and
increase some vote here. The effect of the light grew gradually cost our
object size is too much. Here I increase the
power vote too much, like 1,000 or more. Now here I create
the glass wall. To do that, I add a plane
and rotate in y direction, Y, R, Y 90, and put it in front
of the scene. Then I grab in direction to put in middle and
increase the scale size. And place it left side. It covered the left side
with the glass wall. Here, scaling in size
in only e direction. So it creates a rectangular
glass wall here. We take the glass
wall of this size here I want to create a
glass in rough style. To do that, I create the
multiple loop cut by using controller until it filled the entire glass
with little gap. So you can see that
the look cut are added and keeping it selected. I also select the first
and last edge and then go to the select
checker dissilect. By using the checker dissilect, the one look cut is selected by keeping the distance of one. Now keeping the selection with
gap I grab in x direction. So you can see that it creates
a different rough pattern, but it looks like a
very sharp and thin. To decrease the sharpness, go to the modifier and
add a bevel modifier. The bevel modifier will reduce the sharpness by changing its
amount and segment value. By increasing the amount value, it will be slightly wider and by increasing the segment
value, it gets smoother. Here I set the value like
a 0.04 or close to it. And by placing right click
to select sate smooth, I increase the bit value 0.5 And now it's look fine for
adding the thickness. I'm adding a solid
five modifier, it's look more thicker. But first I set the value of
thickness to zero and then slightly increase
the value here. I increase the value a very
bit to like a 0.01 and check mark on the even
thickness option here you can see that it
chain dark from below. This problem can be easily
hall by adding a loop cut. I'm adding a one loop cut and placing below a little
higher than touching down. And as the same way
add another look cut. And placing above a little
down then touching above. Now the design of the
glass is look fine. Now by placing Numpet zero, go to the camera view and the
glass is look very large. Here I decrease the
size of the glass and placed properly for
decrease the width value. I decrease the scale value in y. Here I'm not touch the glass
from the top of the camera. Here our glass is
placed properly. Now to give the glass material, go to the material section and first open the render view. Here I select the new material and basic color to
very bright and change the roughness
value to all the way zero And change the transmission
value to all the way one. Now it's look like a glass. If you want a more
bright glass then in the basic color you can simply increase the value by typing it. The more you take,
the less value, the more you get the dark. For here I take the
value two here, I slightly increase
the roughness value so that the glasses
become a bit blurry. Now for more scenery, I simply duplicate the glass and place it behind the object. Now this time I place the
glass to the right side. Here, I increase
the scale value in that direction it
covers the whole area. Also scale the width value
by scale in y direction, then set it to proper location. Here our scene is almost
complete in the gobo lighting. We add a gobo, but here I add area light to
distract the scene. Go to add light and select
the area light by side view. I adjust the light properly here I want a distract
light from above. So I put it a little above by
grabbing in set direction. I put it very close to the plane so that the light doesn't
affect any scene. And then directly rotate towards the plane from the camera view. I increase the size
for the length. Now I'm scaling the
size for the wet to y direction for
better seeing. I turn on the x ray
mode and then scale it. Here I adjust the location so it covers the
whole camera area. Now here I'm turning on the render view and
increase the de. Here you can see that
the light is spray too much to get the sharp
result of light, you can simply decrease
the spray value. The more you decrease
the spray value, the light you get,
the more sharp here. For too much sharp, I simply
change the value to five. Here I change the power
value to like 4,000 Here I simply decrease the
length value and decrease some vote value
to get a better result. Okay, our scenery look fine, but our main product
is look small. So I slightly increase in size and placed it properly here. I increase only the one
bottle. Now I'm here. Mess with some property
or the color so it can be look good at the last, for the whole scenery. I simply change the value in
the color management here. I change all the
value very little in the color management here. I doesn't take any
particular value but only just Mace with some setting to get the better result. And also Mace with in the
use for render result. Make sure you are in
the cycle engine and here I take the sample
like 300 in render. Do not forget to save the file after you've made the
progress by using controllers so that for any reason if your
file is crashed, you can recover by easily. Here as we did in Gobo lighting, I change the camera
dissolution to like 3840 into 2160 to
get the fork result. Here I notice a
very little thing, our body of the label
is not much bright. Here I select the side
plane and increase the strength value to
get the brighter result. Here I set the string value
to like five point something. And it can be changed
on both the plane, because the plane material
is copy of another plane. By messing with some setting, find a good result. Here we use the
same fundamental, but in the gobo lighting,
we added a gobo. In the studio lighting, we add some light from
the behind to get total focus on the object by using the same fundamental
of our product light. Here, I render the image
out and it takes some time, and here is my render result. So in the third episode I'm going to show you
about the studio light, so then meet you in
the next episode.
4. Studio Lighting Essentials: Hey everyone. Welcome to the third episode of
Product Lighting. In this episode, I'm going to show you about
the studio lighting. Here. Our scene is dark, so we do not require any HDRI. And make sure that you are in the cycle engine
and device is GPU. Here I model a
perfume motel which I provided into the resources
as we did in previous two. You can simply
download the resources and open the perfume motel. Here, select all by pressing A and control C to
copy everything. And now go to your blender
file and simply paste it for dark scene. We also do not require
any background strength. I bring down the strain
to 0.1 for the surface. I add a plane and increase the size before I do
a background first, I add a camera and
set up the position. Here the camera is added. And now I change
the position by, by placing Numped zero. You can go to the camera view
by precing P plus steel, you can move the camera. I'm setting the position of
the camera in such a way that the camera is standing on the ground and
looking to the object. Here, I randomly rotate the camera like in
x and y direction. Now I'm grabbing in
direction and placed on a little air here. I set up some random rotation so that it's look like
it is flying in the air. Here I select the camera and by placing shift ten til I set
up the camera properly, it is easy to give the movement
by using the blue ASD. Like a gaming movement, we have to give the
proper position of the camera and object, because in studio lighting, the total focus is
on the product. After giving the position, I had a plane as a background. Now here I rotate the
plane in y direction by R, Y 90 and grab behind the scene. Here I place the plane
behind the object and give little rotation
corresponding to the camera. And increase the scale value so that plane can
cover the camera. Here I'm going to
the render view, and you can see that right
now our background is dark. First I select the
plane and giving it to material and change the color
to like a dark brown color. Now here we can use
our way of lighting. For side lighting,
I add a plane. Now I'm rotating in
x direction by R X 90 and place it to left
side to the perfume motel. I'm going to the top,
place the plane to the left side and rotate
towards the perfume motel. Here I am properly arranged, like a decrease in
scale and graving in direction in the same way, add a material and change
it to emission node. And increase the strength value. But you can see that
the reflection of the light can affect
the background plane. To eliminate that, select the plane and change
the specular value to all the way zero as
we did in previous. I select the emission
plane and place it to right side and change the rotation towards
the perfume motal. By using this fundamental, we set up the side lighting. Here I decrease some strength
to get the dark result. Now I'm adding a
material to the plane. Select the plane, create
a new material and bring down the roughness all the way zero and transmission to one. By changing this value, it creates the fine glass and I change the
metal value to one. It creates the
glossy type material which can reflect every scenery. Now for the front lighting, we add a area light by
going to the side view. I place the area light
and rotate towards the perfume motel
and grab it to a little right and then
increase the scale value. Now by pressing Numped zero, I go to the camera view and
place the light properly. Now I'm going to the
render view and increase the power value here I set
the power value to 50, or maybe a 70 here. 5,200 vote is too much because our product
is too much tiny. Now in studio light, to get the more focus, I add an area light and
placed behind the object. Here I put the light above
the background instead of the product in the side view. By grabbing the light
behind the object and rotate towards the background
in the data property, the shape of the
light is square. Here I change it into the disc, the surface of the area light
is become the circular. Now you can see that
the camera can be looking to the
object in this way. To keep area light right
behind the object, change the location and rotation
in this line direction. It will be right
behind the object. First I the line I
have, draw the line to. So just only for the direction. Now you can see that our light is right behind the object here. I increase the size and now
I'm going to the render view. And then increase the power vote to get the reflection here. I increase the power
vote to like a 200 and change its
color to like orange. To decrease the
spreading of the light, I just decrease
the spread value. Here I adjust the position color and some other value to
get the better result. This behind the lighting
is look like a rising. Now here I'm adding
another area light. I simply duplicate this light and put it in front
of the first light. Now we have to behind the object light in
the camera view. I decrease the scale size by going through
the render view, change the color in
the data property and also change the power value. Now these two lights are
appears to be rising here. I change the color
of second light to a light yellow and then increase the splat
value more compared to the first one lighting here, our background, it's dark. I select the first
lighting and increase the spray value that the dark part of the
background is not visible. Here I'm changing
some power value. In the second light, I increase the power vote compared
to the first one. It becomes more brighter. Here I mess with some aerial
light property to get the better result here. I'm also increase the
side light plane value to get fine light from the side. Then to get more
brighter result, I also increase the power
vote of front area light. In this scene, we do not require any HDRI because it is
the dark scene here. All the sorts of light
can be delivered by a product.
Lighting fundamental. Basically the studio
light can be provided for the total focus on the main
object or the product. Here I mess with
some property and detail and try to
find the best result. When you made a little progress or satisfied with your project, please save the file by using controllers and give the
same render output property as we've done in those two. For the forcasult
in output property, I set the value to like 3,840.2 160 in the resolution and make sure that you are in the
cycle engine and I set a sample of render to
like 300 at the last. For whole scenery I
slightly check out the color management
value here I tiny increase exposure value and also increase a value
of gamma to little bit. And also Mace with the use Co option to
get the better result. Here. I'm not changing the more value because it
affects on the whole scenery. All the product of the model I provided into the resources. You can try to give the
lighting using these resources. Okay. After some changing
the value and property, check out the render
property and then hit the render image
after taking some time. Here is my render result here, how you can create
the studio light using the fundamental
of product lighting. Here we use our
basic fundamental. If our scene is bright, then use at the ye,
otherwise don't. Then by using plane give two side light for
the front light, we use the area light
for studio light. We add some area light behind the scene for the gobo
and soft lighting. We add some gobo and some scenery after changing
some color management value. This is my final result.
I hope you like it. So meet you in the next class. Still stay safe
and stay healthy.