Product Lighting in Blender 3d | Nityam Patel | Skillshare
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Product Lighting in Blender 3d

teacher avatar Nityam Patel

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:01

    • 2.

      Magic Of Gobo Lighting

      15:02

    • 3.

      The Art of Soft Scenery Lighting

      12:36

    • 4.

      Studio Lighting Essentials

      10:04

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About This Class

Welcome to this comprehensive course on product lighting in Blender! In this series, we'll dive into three fundamental lighting techniques: Product lighting using gobo, Soft lighting using scenery, and Studio lighting. This class Divided into three episodes, each segment focuses on mastering one of these methods to elevate your product renders to professional standards. I've provided all the necessary references in the project resources for your convenience.

Throughout the course, I'll guide you through every step, from setting up the perfect lighting environment to crafting intricate gobos and creating captivating scenery. Join me on this journey and unlock the new skills and secrets of product lighting mastery!

Drop a comment below and let me know what you think about this one!

Thanks for checking out this class! Please 'Like' it if you like it and follow me to be the first to see my new classes.

Meet Your Teacher

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Nityam Patel

Teacher

Hello, I'm Nityam Patel, and I'm deeply passionate about the world of Visual Effects (VFX) and Computer Generated Imagery (CGI). Over the past six years, I've immersed myself in this captivating realm, honing my skills and pushing the boundaries of what's possible in digital artistry.

My journey began with a fascination for the intersection of technology and creativity. I've dedicated countless hours to mastering Blender, an open-source 3D creation suite, and various other 3D animation software. These tools serve as my canvas, allowing me to sculpt mesmerizing cinematic experiences that captivate audiences.

What sets my work apart is my ability to infuse soul into pixels, creating immersive narratives that evoke wonder and emotion. Whether I'm orchestrating complex particl... See full profile

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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.