Transcripts
1. Introduction: Welcome to my Skillshare class. When it came to me thinking
about making this class, I knew that it had to
be something really, really special and
something quite unique. And I didn't want it to just be about creating a
particular kind of render. I wanted it to be about
giving you a process, a process that you can
reapply to different renders. So in this class, what
we do is I take you through a step-by-step pipeline, starting with the
folder structure, going through Luke deaf scenes, and then eventually coming
into the final scene, distributing the
assets correctly, making sure everything
looks neat. Having the scenes built
in a way we can revisit them, having everything
centralized. And what this does
is it gives us a nice kind of compiled, compartmentalized
structure and workflow and pipeline that allows us to
create renders effectively. Now, the way I'm
translating it in the course is through
soda can renders. Specifically Coca-Cola
can renders. It was something I had my eye on for a while and I've seen some references and I thought it would translate really well. So within it, on the
surface, of course, this is a soda can
render tutorial and you can absolutely
extrapolate that from it. But I really wanted it
represents something a little deeper about what can you take away from the workflow
and what points can you come in to the course
at different levels. Whether you're a beginner
or an intermediate, and see it for different
things and be able to revisit it and pull things away from
it in different ways. So with that being said, I hope you enjoyed the course
and I hope you learn a lot. And there was quite
a lot of stuff here that is also included
in my email list. So if you want to
sign up for that, find your weight to that. And you will get many, many more tips that are
similar to this kind of workflow that's being
demonstrated here. So that being said,
a Enjoy the course. My light turned yellow
in the middle of that. I did see that and
I thought, **** it. Now if go re-record
this because there's no blue the whole time and
that's not perfect. But who cares?
2. Preparing Folder Structure: So for us to navigate this
process professionally, especially when it comes to
creating product renders, such as this one, that have a lot of
variables and have different steps
throughout the process that we need to take. If precaution to make sure
we get the best result. What we need to navigate that effectively is a good
folder structure and meet bringing this course to
you without offering you a folder structure would be like giving you a car without wheels. So what we're gonna
do, and you can put this wherever you want
on your computer. It's just create a new folder. And I'm going to call
this folder structure, but you're going to
want to call this whatever you wanna call it, product renders soda can renders whatever
you wanna call it. Call it that. But for the sake
of the tutorial, for the sake of the course, I'm calling it folder structure. Inside here, we're going
to put three folders. The first one is going
to be called assets. The second one is going
to be called output. And the third one is
going to be called seen. Now in assets. Anything you download
from the course, modals, premade scenes, textures, anything related
to the project goes in here. Absolutely anything. And output,
we can leave that empty. That's where our renders
are going to go. And he's seen, we're going
to put two more folders. The first one we're
going to call looked f, the second one we're going to call final underscore scene. This is a very, very simple and basic folder
structure that creates a pipeline for you to create everything in a
centralized place. That's not going to confuse you. It's going to make
it easy to revisit. I would highly suggest
doing this and any renders that have
a similar lightness. Now I have many other
pipelines that are much bigger and scale for
much bigger projects. But this is a really simple one just for creating basic renders. Forgetting your
feet on the ground and getting familiar with using a folder structure and not just dumping all your files. Some random folder with
the name of the project. But regarding the
folder structure, that's about as far
as we're gonna go. It's super-simple and
this is going to allow us to save out everything we need, have everything
centralized, know where we're going
for it and not going in multiple different folders looking for multiple
different models and textures and the other
side of the hard drive, and this is just simple. So with that, we can move on
to organizing our assets.
3. Asset Overview: So for the sake of the course, I am going to call this folder structure
sort of current renders. That just helps keep
things a little bit more familiar on your end. And going forward, I'll just refer to this folder
structure I've created here. Please ignore my hoarding of different Cinema 4D versions. But if we come into the
folder structure we just made in the previous lesson
and we come into assets. What I've done is put
everything that you should get. Once you download
the course assets. I've put them in here. I want you to do is do the same thing and put all
of them in this folder. And what we're gonna do
is we're going to take a quick run through
all of these. I'm going to come back to some of them a little bit later. I'm only going to go through
the ones right now that have utility to the
next couple of lessons. So right now, that's
gonna be the look that I've seen and our 3D model. Now one thing I'm
going to detail is if we come into
the model here, I'm not going to make a
3D model, this model. Now the reason for
that is I don't want you to worry
about those semantics. So what we're going
to be concentrating on is how can I get you
from point a to point B? And that is for you to create
a good-looking render. The 3D model we're using is
only an artifice within that. You can chop and
change this model. You can replace it
with whatever product you want or any 3D
model you can think of. Because what I'm
teaching you here are the tools around it that you can compile a rounded that model and create
a good-looking render. So this model here is
largely redundant, but I'm going to
use it as a device to teach you the
skills you need. So we're just going
to concentrate on the model and we're going
to move forward with that. So we have the model here. I've cleaned it up, I've
made it a lot nicer. The person who kindly modeled it had a bunch of
different versions, but I don't want you be
distracted by mTLS and FBX. And what's the best version? Again, this is just an artifice, is just the device.
I've cleaned it up. Just there will
be j inside here. The person who, who
modeled this can it has provided three very, very well UV mapped textures. And this is brilliant
as I did want, the Classic Coca-Cola, the
diet and the Coca-Cola Zero. So big thanks to the person who modeled this and made
it royalty-free because it has saved me a lot of
time here and allowed me to really concentrate and what
I wanted to in the course. And then what I've
done here is these are a couple textures
from mega scans, which we'll come back
to a little bit later. But right now I want you to concentrate and using
these textures here, we don't do much with them. It's quite simple. It
adds a little bit to the kind of makes it look a
little bit more realistic. And this texture here
is something from, I believe, Cornelius
**** website. I download this a few
years ago and used it across a couple of projects
I was doing with cars. And in a couple of scenes, I did actually experiment
putting little water drops on the cans
and some condensation. And this texture came in
really useful for that. So that's what this
is. It's a water drop kind of texture,
rain texture. A displacement map
works really well. We might touch it, we might not. I'm not really going to use
it as a part of the process, but I thought it would
include it in the assets. You have it as an option if
you want it to go that route. So if we come back to the assets here, we're gonna go into look, they've seen what it can look, dev, and we're going
to open this up. So you don't necessarily
have to follow along here. I'm just giving you a
rough overview of what we're about to go
through this scene. This looked ever seen
that were overviewing. This is a process
that we do before we put the 3D model in a situation there's
going to be fine on that. We're going to present
to the client. Think of it as a stress test, to think of it as a bench, almost a benchmark for how
does this model hold up? How does it work under different
lighting environments? How does it handle
different camera angles? It's kind of a checklist
and it's so useful. Go through this process
with everything. And this is why we
create a look there folder and then a Scenes folder, because we can use
this as a baseline and we can reference this
and come back to it. Whether that's cameras,
whether there's lights, whether that's old
versions of textures. Usually this is where you
want your mass to be. This is where you want
all your different things to be all over the place. Not really thinking about it. Just how am I
getting to grips and familiar with this
product that this client has gave me or this
product that I'm desiring to create a render
of or not even a product, just any 3D model. This is so beneficial to have
this here as a practice, run a messy Canvas, a massive piece of
paper before you turn to your final
Canvas is so useful. And what I've got here is a very cleaned up
version of the scene compared to my more messy one, which we're about to
create in the next lesson. We've got our finished
textures here, and we have seen, we have our different
versions of the con. I have a cloned version. And little bit later you might not be familiar with Takes if you're on
the beginner side, but the close diversion can it comes in useful
with the Takes here? And don't worry, I will have
a lesson on Takes later on. But we've got these three
different versions holding all. We can turn these off and on. We can go to the zero and
we can go to the diet. Again, usually we would
use takes for that when it comes to a professional pipeline in terms of rendering these out. But for simplicity sake, I've just left them,
turning them off at all. And then we've got HDRI here. And we have a couple
of camera angles. One for the cloner, because
I kind of had to zoom out. And then we've got some lights here and we've got turned
off light for the cloner. I'm gonna boot up octane. I'm going to let you get a
little bit of a look at this and look at what we're going to create in the next lesson. So you can see it's kind of
a studio lighting setup. We have the Coke Can. I had messed with a whole
bunch of different textures, making it more reflective, making it more anisotropic,
changing different things, giving it surface imperfections, making it compensated by, ended up just going with it. Really, really simple
and funnily enough halfway through creating
this process, I was, I was very much struggling to
actually think about what's the best way to present this Coca-Cola account in the
final renders and ended up, of course, going and buying
kinds and looking at them. And it was kinda difficult
because for it to reference real-life doesn't
necessarily always mean it's going to look
the best and the render. So I tried really hard to reference it the
best than real life, but it wasn't until I was
driving the other day and I saw Coca-Cola advert
instead of a bus stop. And it was at this 3D render
in a studio lighting setup. And I thought, Oh, I'm going
to make it look like that. And that really helped me finalize the approach
I want in here, which was definitely more
of a matte approach. I went through a lot of look deaf scenarios where it
was a lot more reflective. And when it comes to us
during the late Dave here, I'm going to push you to take
those liberties as well, but I am probably going to be taking us down a very
narrow path of telling you what parameters to pump in to the materials and the textures
to get this result here. But I would absolutely
implore you to discover what different
looks look like as this is, again, what this
scene is four and then y look to having
is so important. So the reason this is so useful is because
we can just rotate, look at it, see how it holds
up at different angles. Make sure all the parts of the
model are just holding up. A reason that this
is straight on is we want these parameters to be very stable when
we pour them over. And if you're porting over
models that are like this, it can really make things
a little bit difficult. So if you're going to rotate
these things and play with them when you're kinda
close to the stage of bringing it over to
more final scenes. You know, you're going to
spend a bit more time on, this is where takes
come into use. And I'm just going to flip, flip over to this tab here. And this is when I would spend these things around and
have a little look at them. And of course you
can just switch to the other models here and
see how they hold up. And again, super useful. And the reason I
created a cloner, this is because
this allows me to, not only does it look
nice and it kinda references an apple advert. And we will go over
creating this, but it allows me to
leverage a step effector and see how that looks
in almost every angle. Because I can rotate this
around and it's array. And we can see here it looks at every single angle
and it's just, it's got so much utility for
seeing how a model holds up. And this is something
that should be a staple. And you looked at process is creating this
kind of setup here, which just creates
complete proof and insurance that your model
is going to hold up. And the textures,
you mean holdup. So anyway, I know I'm
rambling a lot here, but this is very
important to go over. We're gonna go into the node editor and
you're going to see the texture set up
super simple here. We have that original
Coca-Cola texture. We have the mega scans here. And this is a little bit of a setup for the raindrop
textures I referenced. So if I plug that into
the displacement, you're going to see the
effect that has here. I'm going to see, it's going to add all these
nice little droplets all over the con might not be the
most effective to do. At this angle in the corner. You can see them a
little bit here. So I'm going to swap
back over quickly to our single angle and
turn on classic. Plug them in here. Sorry, it's kept a plucked in which is good, so you can see them there. It creates a nice little look. But I really don't want this course to be too complicated currying
service imperfections. There's plenty decent tutorials out there on adding those
things to the models. And generally you will
find this kind of process of creating
branded 3D renders. The clients want
things that look so clean and so
crisp that we don't really want to do anything that compromises their flourished
aspect of the product. We want it to look new, we want it to look
shiny and we want it to look stunning and appetizing. So we don't really want to
put fingerprints all over it. A bit of condensation or
some raindrops can be good. You can see here I've also done a quick little setup with some condensation,
which is really simple. It's just a tapered sphere on a cloner scattered across it. And that also adds a cool
that will look there. But again, I've got a turned off in just about all the scenes because I wanted things
to look so clean. But it's there if
you want to turn it on and you want to
reference this scene. So all these scenes here, the look that I've seen is in
the ones I'll come back to later are going to
be in the folders. As I mentioned here. You can come and grab
them if you want to. But I would suggest that you stay away from
them unless you're really struggling for
you to learn and for you to really develop
from this course, I want you to go
through the hard parts. So although I'm
providing you with these assets and
these safety nets, if things get really difficult, I would suggest don't
go into them and familiarize yourself too much. Weight and embrace the struggle of trying to make
this look good. And with that being said, we will move into the
next lesson which is going to be creating
this looked ever seen and seeing
how we can create the different lights and getting the can to hold its own weight. Before we move into creating more of a final scene with it. If you're in more of the
intermediate sight and you just want to develop
your composition, your lighting, your optics,
wherever that may be. Feel free to use your
own model and just let me guide you
through the process and setting up the textures and seeing that kind of process and my workflow and leverage
your own modal through it. You absolutely are not bound
to using these Coca-Cola, as I said at the
beginning, this is just the device
that we're using. So if you do have
that confidence to use your own 3D model and apply it to the setups in the process we're doing here. Because that's really what
this course is about. Is this professional
pipeline from getting you from nothing to a professional looking 3D
render that has good backbone, that has a good
folder structure, that has a professional
tint to it. That's what's important here, not the Coca-Cola render. So if you do have the
confidence to use your own 3D model,
then absolutely do it. Anyway, with that being
said, let's jump into the next lesson and get started doing
some look death here.
4. Texturing The Can: So what we're gonna
do now is we're gonna do some
texturing on the can. So we're going to
create the textures. And then after we do that, we're going to move into looked, having the can and creating
some lighting and making sure that those textures holed
up in the assets folder. Let's just go and grab
the 3D model here. I'm just going to drag it and have it open
and new scene here. Now don't worry
about the scale kind of glaze similar to a cube here. That should be about fine. We don't really need
to worry about that. I want you to do is delete
this default material. Now inside the
Coca-Cola can OBJ, we have the body and
we have the tab. I did consider separating the actual metal from
where the print would be. But if you look at
Coca-Cola cans, it doesn't have a label. It's all mantle. It's all the same material. So there's no point really
differentiating that. I'm happy to leave it as it is and keep it all kind of unified. But because of the UV mapping, we can actually apply the same
material on both of them. Now, I didn't do that in
the initial renders because I did consider using a
different mantle material. So I did just create
one for safety. But to keep this simple, to keep it beginner, to keep it slim, we're just going to use
that same material. So we're going to
open up octane here, and I'm going to pop that on this side and we're
going to boot this up. Now. What we're gonna do is
make this path tracing. I'm going to lock
the live viewer. And if we click here,
we can zoom out. And I'm going to make
this for the sake of the course and clarity. I'm going to make
this 248 by 248. If your computer can handle
that, absolutely do it. But it's more just so you can
really see what's going on. If anything, I would
suggest doing 1024 by 1024, and that probably
would be enough, but just for the sake of
the tutorial will do this. So I'm going to switch this
render to Octane Render, and then I'm going to add
in a texture environment, I'm going to make it black. Then I'm going to the
HDRI Environment. So the way I'm going to get this is I'm going
to go into look they've seen can look dev texts and I'm going to grab
it from the assets, the scene files from
the other scene. So that's just gonna give us a little bit of lighting here, which is going to make the scene visible and we can
do our lighting. So I'm actually going to drag
this HDRI below that sky, and I'm going to make this black one, the visible environment. Let me call this BG, and I'm
going to call this HDRI. So let's just rotate
this a little bit. But you'll notice right
now if we select it, the axis is gonna be
all the way down here. And we don't want that. We want the access
to be centered. So I have this
little button here, but typically we'll do Shift
C and we'll do Axis Center. And we can grab this point
center, include children. And then we hit useful objects. And now it will work. What we're going to do now
is rotate this a little bit. And I'm going to drop
in a octane camera. In this camera, we're going
to hit this little box, so we're in the camera
and I'm going to change the focal length
to 135 millimeter. In fact, that could be
a little bit too big. We'll do 100. Then if you come to coordinates, we're going to start off with the x and we're
going to press zero, then tab, then zero. Then you're going to press
tab and you're going to skip over 0.0. Now what this has done
is centered or camera up in the middle of the scene. I'm going to drop the
Coca-Cola icon down. I'm gonna do that by selecting
it and then pressing W, which aligns our access to the world axis instead
of the object axis. So then we can bring
this back down, press W again to return
it to the object axis. Now we're going to get
started on the materials. So we have a little bit
of a basic scene setup here that is allowing us to texture and allowing
us to work through that. This is absolutely necessary, is not a good workflow. To just start texturing without adding in a base that allows
you to work around it. Now what I'm going to do
is create the texture. And then after
that, I'm going to start lighting
around the texture. I might come back
into the texture and tweak it depending on how
the lights work with it. So we're just going to
create a base and then we're going to do the lighting. And we're gonna be open to maybe chopping and changing
in a couple of things depending on how
it looks in the lighting, because we don't know that yet. So this is the basic scene and now we can move
into texturing. So to begin, I'm going to
bring in a metallic material. I'm going to apply
that to the body and I'm going to apply
that to the top. Now you see off
the bat we have a very, very reflective material. So we're going to grab
the octane node editor. Now, I did mess with
the BRDF models. G, gx is generally what's gonna give you the
best anisotropic look, which tends to be on a lot
of soda cans like this. I will come back to showing
you how to do this. But for now, I'm just going to guide you through
getting the result. I had to do that. We're going to
keep it on octane. I'm going to bring
in an image texture. Now we're going to
come up to assets, Coca-Cola 3D model texture. At this point, you could grab any of the three that you wish, or even your own design that you might have that you want
to apply to a soda can. Absolutely doesn't
have to be Coca-Cola. But if you're following and
you're using these assets, feel free to pick
whatever one you want. Although they might respond a little bit differently
to the lights generally, if you referenced the scenes, you will see that the parameters
are slightly different. I'm not gonna go through
creating all of them if you do want to see those,
just go look at the scenes. But generally they
were pretty similar. So we're gonna do is
gonna drop this in here. I'm going to plug this
into the specular. Now with metallic
materials and octane, the diffuse doesn't act as
the albedo or the color. The specular does. So if
we want to see the color, we need to plug
into the specular. Then next up, I'm going
to duplicate this and I'm going to give it a
projection and transform. And then in here, we're
going to grab the normal. I'm gonna plug that
into the normal. Then I'm going to
duplicate it again. We're going to plug those in. And we're going to
grab the roughness. I'm going to plug that in. You can see that's
kinda filled in the blacks a little bit now. And that was the reason
it was black was due to having no roughness
parameters whatsoever. Then after this, we're
going to plug in the texture protection
and the transform into a third one. This is going to
be our rotation. We're going to
plug that straight into the rotation there. This is going to help it
the anisotropic look. For these values. What I ended up going
with the iPhone looked best was
in the roughness. We're gonna make this
legacy gamma 0.9. That gives quite a rough look. And then the roughness tab, we're going to make
this about 0.15. The float. This is the roughness level if it didn't have
anything plugged into it. And at the minute,
it's not reading that, it's only reading
the image texture. But the way we get it to respond a little bit to this is
with this mix value. So as we bring this down, this alternates between
these two values here. So what I'm going
to do from the mix is bringing into a boat 0.45. And then for the spread,
we're just going to leave that as it is at 0.5. Now, for the rotation, I'm gonna give this
a gamma of about 1.5, maybe 1.6 section. Then in this transform node, we're going to mess
with the scale of this aluminium texture. So if I right-click and
solo this node here. Now notice you don't see
very much this one here. This is allowing us to
see a little bit more. In this transform node.
I'm going to turn off the lock aspect ratio. I'm going to bring
the xs to about 0.25. And in, in the r z, I'm going to rotate
this by 90 degrees, which gives us that
vertical aluminum texture, like Coca-Cola cans or
soda cans in general have. I'm going to lock that again. I'm maybe going to scale
it up a little bit. Might come back to this. But right now, let's
stick it 0.25. And now those
aluminum lines are in there and they're showing up
the most on the reflections. So super-quick, super basic. I've just walked you
through creating that initial Coca-Cola
kind of texture I had. And I did a lot of going back and forth with these
textures to get this result. And that's a really important
part of the process. So what we're gonna do now is we're going to move
away from these set values. And we're going to texture and just kinda get a little
bit of a different result. But I want you to follow
along just as I'm doing it, not as him saying so to speak. So before we move into that, I'm just going to tweak
this HDRI a little bit. You can see this nice control
of their reflections. But the reason we bring in the light's ain't never
truly sells itself. So we're going to come
back in a little bit later and probably put
this at a lower power. So it fills in some
spots and then have some lights in there
too quickly as well. We're coming to
the octane camera and we're going to enable it. We're going to bring up
the Highlight compression. And we're going to bring the
whole pixel removal to 0.8. And wireless on my mind, we're going to come to
the render settings. Now these are the
render settings I use in every single project. We're going to put these to 248. I'm going to put
the diffuse depth, the specular depth and the
scatter depth alter eight. When he keep hitting tab, we're going to come
down to GI clamp. I'm going to set that to ten. Now, if you ever
have to go over, I would say at least
three to four, maybe 5,000 samples you're
seeing is un-optimized. Something in your scene
is causing noise. Normative samples is going to
help you 100,000, 200,000. We'll get rid of that noise. You should be able to get clean looking render
on a boat two to 3,000 samples regarding
these different depths. After about five or six is never going to
look any different. So just keep it at a
nice safe bet. Gi clamp. What this does is kind
of zone out some of the unnecessary light
calculations that may be slowing down the scene or contributing
to noise in the scene. So bringing that
down to ten really helps cut out some of
that indirect light. You can even bring it
down to one if you want. But generally, I
bring it down to ten. So those are the
Render Settings. Now what we can do is start creating a second
version of this. I'm going to call this
classic underscore one. I'm going to duplicate
that with Control C, Control V. I'm going to
apply that onto these. And I'm going to expose
my workflow a little bit. I'm just going to play with
this and we're going to see what we can, what
we can do with it. Now, it's a shame in-between recording
these license and I'm doing it
chronologically. I actually, I opened my fridge and I looked at
kind of Coke and I do love how reflective they are. And although I didn't go that
route for my final renders, I really want to show
you how to create that look because it
is a really nice look. And although it's kinda hard, it seems that they may be vary
in different countries or different advertisements
or different points in time the cans
looked different. So it's hard to know what
to really set your eyes. And I don't think there's one completely
correct way to do it. But what we're gonna do is try and create more
reflective version. So if you come to basic, we're going to set this to g dx. Now, this is super good for an isotropic and anisotropic anisotropy
wherever you want to call it. And the way we do this
is we're going to, this tab will
actually really work unless you're on one of
these other BRDF models. So in anisotropy,
I'm gonna bring this up now if you bring
this up towards one, it's going to give you
more vertical anisotropy. And if you bring it down, it's going to give
you more horizontal. You can see that reflecting
on the material preview here. Now I'm going to go for
the more vertical one. Let me come up here. And
what these values is. The higher up we go on
the roughness gamma, the more effective
it's gonna get, the lower the rougher. I'm going to compensate
a little bit, maybe come down a bit more. And generally, I was
just kinda playing with these values to try and see
what would come out of it. Now, back in the roughness, I would maybe bring that float back down again a little bit. Maybe bring the mix-up. Just rely on this roughness, texture and the anisotropy. More than tweaking those values. Because one of the
things I look, I think look really cool about this texture
over the old one. Was the metal of the top looking a little
more reflective. If we try a couple of
different angles here, you're going to see
it seems to respond almost nicer to this kind of
dark lighting environment. But this is where it can be
tricky is you can get this to look really nice in this
look dev environment. But when you take it into
another scene setup, it might not look nice and you might have to compensate
and change things. So this is where
it's good to have a couple of different
versions of the material. But generally, I did like this reflective on
it did look nice. It looked a little bit older. In some moments. The way it just interacted
with like was, was very nice. Let's add some of those
raindrops onto it, some of that condensation, because that was quite nice. So we're going to grab
a displacement node and I'm going to duplicate
this image texture. We're going hit the file
icon and we're going to grab that xo max net displacement. And we're going to plug
that into the texture. We're going to give it a
projection and transform, set it to box, and we're going to plug
it into the displacement. Now you're going to see
it's going to make them bolder, look super weird. So we're going to set the
level of detail to four k. And we'll set
the height to one. And you can see already,
that looks quite cool, but the colonization
is sideways. So again, let's set
this to 90 degrees, and now it will be
the correct way. And maybe want to mess with
the scale a little bit. Now it looks super nice. The problem is that
I noticed with it, especially on this material, is these raindrops are
highlighting areas that are in darkness in the
material in the mantle. And that just doesn't
look that nice. And I did find a couple
of solutions around it, but generally a state for the long run and it
was a bit irritating. And I even did that
with the specularity of the actual geometry of the raindrops or 3D modeled
and scattered onto the can, which you saw in the
other reference scenes. But this looks quite cool. I'm not going to stick with
it, but on some shots, it really does look nice
and I think it's nice to have to turn to
in the materials. Lights unplugged that again
if you want to keep it, just keep it. Now. Maybe we'll have a go at creating some surface
imperfections. Looking at how we
can play with that. So I'm going to bring this
roughness a little bit. I'm going to grab a
surface and perfection. Now I have this surface and
perfection from polygon, and I didn't end up using it
in any of the final renders. And this is one of
the assets I probably won't provide in the end. Maybe I will if I provide
the tutorial files as well. So it might be there might
not, hopefully it will be. But we'll see how it comes. Eight turns out right now. So we're just going to ignore this roughness and
plug it in over the top. And we're going to add our
projection and our transform. We're going to set this to box. It might give us some tiling. I'll keep it in mesh for
a second and solo it. Actually, it looks
fine like that and the scale because okay, so I'm going to bring
it down a little bit. And again, I'm going to switch it to 90 because there seems to be kind of flow there and
we want to take one down. So I'm going to bring
it up a little bit. And usually in the gamma, let's play with these
values and see what's going on as we tweak this
back-and-forth. And you can see that it's not really doing
anything nice right now. It's just kinda looks like dirt. It really doesn't do
anything nice at all. Now, a lot of this
is because we are on GTEx and that's the
main reason for that. Responds to these maps a
little bit differently. I'm going to keep
the rotation I'm plugged and I'm going
to come back to g, g x. And it's because this isn't
that it's making it black is, this is the reflections in here. And it's making them
super, super dark. So ideally, we would want to compensate with
a gradient node. In this gradient,
we can play with the values and get full control over them more
than just tweaking this legacy gamma or this gamma, whatever is in whatever
version you're in. What we can do is lift up
this gray Black, sorry, make it more and more
closer to white. This is going to really
help reduce that contrast. Overall. Give us a
bit of a nicer look. But you're probably
saying still doesn't look like condensation
was going on, dude. So what we're gonna do is
we're going to mix that with our roughness map here. So we're going to
take a multiply that should work on the red. And we're going to plug
them both in together. We're going to plug that
into the roughness. Now we have our shine back and we're going to play
with the gamma a little bit. At this point. We're kinda, when we're looking
at playing with these values back-and-forth
until it looks nice. Maybe going to set this
power to about 0.5. Again, we're going
to push these back and forth and see how they look. I might bring up the scale. May still doesn't feel a
whole lot like colonization. It just kinda looks like dirt. So at that point, you could always
mess around with an invert and see how
the invert response. This dark again. Now it looks a little
bit like condensation. We can see on those reflections. Now, I'm probably going
to bring up the scale. And within the
roughness texture. A little play responds. I'm going to play with the
anisotropy ever so slightly. Even though it's not plugged in. Even though it's not plugged in. You can see that there is some
kind of condensation here. Now, I would say to get a
true condensation look, you're probably going
to want to deal with a glossy material and bridge between the two
using mixed materials, that's probably going to
give you a better look. But because that's not really
the resultant chasing, I'm not going to dive
too deep into that. There is resources, online tutorials showing you how to do this kind of thing. But generally,
metallic materials, you're going to
want to layer them up to get a really nice effect. But if you wanted
to keep it simple and just kinda wanted to allude to the fact
that it's there, bring that in and then mixing
it with the rain drop. It's probably going
to be a nice enough. Look. It really again
depends where you are after. Things start to get a
little bit complicated. And I don't want this course to focus on that stuff too much. You can see that
it's a little bit of an insight to adding some
surface imperfections, keeping them super, super
simple and super vague. But like I said,
overlaying them, really playing with these
materials is gonna be the way to go if you want
to go that route. But I always kept
it quite simple. We have those raindrops back in and we have a look at this at a couple of different angles. We can see this looks nice. If we were to store render
buffer and compare the two. You can see both of them there. Of course, off the
bat in this lighting. This one pops a lot more. But I did find that held up in the end scene quite a bit more. But to finish up with our
original texture here, I am going to give
it a value of one, give it a bit more reflection. And you will see how
this texture comes to life once we apply
appropriate lighting to it. So in the next lesson,
we will go over that. And we will really get into
the nooks and crannies. I've looked having
this and coming back into the material and tweaking little parts and moving it
around different lights. And I'm going to
discuss fall of maps in dealing with
reflective materials. And we'll dabble between
this material as well here. And we'll see how
they both hold up. And then once we have
a good grasp on how both of them work at each
side of the spectrum. The more reflective one versus the more pliable one that's going to behave and
be a bit more predictable. And we'll see here
they both work. But this is what doing
look dev is all about. And I hope you're
following along. Well. There will be moment to experiment a bit
more and go a little bit more quiet and explain
a little bit less. I hope you managed to follow
along in those moments. What would that being said? Let's move on to the next lesson and get stuck into really, really creating the, the, the foundation of this
looked ever seen.
5. Scene Lookdev: So moving on, The
first thing I would tell you to do is just save this scene into the look dev folder,
like I've done here. I've called it look
dev underscore 001. The reason I put that 001
there is if we go to File, save incremental or
shortcut Control S, it'll just change that to two. That makes it really
easy to kind of build up incremental saves. But moving forward here, it's kind of difficult
to compartmentalize and separate these stages of
building these look dev seen, I've tried to record a lesson. They centered more about
getting seen ready, building some initial textures. But this scene is going
to be a little bit more messy and a little bit more true to my actual workflow when I'm creating
these kind of renders. And the reason for
that is I'll put in some lights and I don't
really like the way it looks. So I will change the
texture a little bit, and then I'll move
the HDRI around a little bit and change the
camera around a little bit. So it's very much a
going back-and-forth. And this is the way you probably already work and
the way all of us work. And it is very difficult
to record and say, I'm creating the
texturing segment. Now I'm creating the
lighting segment. It just doesn't work like that. So we've got into the
scene to a decent baseline and now we're going to
move forward with that. So the first thing I'm
gonna do is actually just shut off the HDRI. I'm going to drop in
a octane area light. And the first thing I always do is drop a target tag on it. And I'm just going to
target the Coca-Cola. If we press F2 here, I'm already set to perspective. But for F2 and
change this the top, this is how yours is gonna look. So you press F to go to the top view
and you can press F3, F4, it's up to you. That's just the front
view and the right view. Any of them. But you can change the projection back
to perspective. It's very similar to the 3D space that we're working
with and our normal view. And now we can kinda
run around here. And the viewport, the Octane live viewer
will stay the same. First thing I'm gonna
do is I'm gonna bring this light off to
the left a bit. We're gonna make this our
key light you see is looking very matte on the can right now. It's not, it's not
looking very appetizing. So I'm actually just going to
change the sampling rate of the light to the same
as our Cine samples. I would always suggest
doing this and then make sure that every light has
the same amount of samples. I'm going to make
the power something quite high, like 10,000. In the distribution.
We're going to add an, a fall off map. And I'm going to leave
the fall of map as a is. There's a couple
of moments here. There's 90 degrees, 180 degrees. They're going to
come in useful for different things depending
on what you're doing. But with reflective
objects generally leaving it on what it is by default
is going to look the best. And the reason for that is we
want our light to have fall off and octane doesn't provide
that fall off by default. And there's numerous ways we
can go into that fall off. Whether it's blocking
it with geometry, are using IES lights. But this is a really,
really simple kind of cheat codes to adding
that fall off. And just as an example here, if I put this light
behind those, you're going to start to see
what that fall off is doing. So we're going to push
this off to the left here. I'm going to make
it a little bit bigger as that will increase the power and keep it to
the left side of the can. And you can see it's already
looking quite a bit nicer. Then I'm going to duplicate
that holding Control and I'm gonna put it
underneath again. We're going to go a two-way
thing going on here. Make this one a little
bit thinner and little to kinda get highlighted
strip up here. And then I'm gonna do
the same thing again. I'm going to pop this
one behind the can. And that's going to
add a nice glow. And then if we grab all of them, visibility and turn them off. So now we have some
lighting in here, but the texture just
doesn't look that nice. And that's where we're going to move forward and
really dive into making this texture look
the way I want it to. And the reason it is so hard
to create texturing segment. And then a lighting segment is because you'll create a
texture and it will look okay. And then when you
start to add lighting, and again, this is what it
looked ever so important. It's gonna highlight
flaws in it. It's gonna show where it's not going to work, in
where it is going to work. So this is why we have to
revisit it and come back. So what I'm gonna
do is I'm gonna duplicate it again and
create third version. I'm like I'm saying,
if you're doing this in your finished C
and you're just gonna end up with a Massey
scenes with to have this seem to do this in, saves us so much time. Now I've applied that here. I'm going to create a
GG X version of it. And we're going to see
here that holds up because it does give it a much
more metallic look. And especially in
this dark lighting, it just looks lovely. So with that, I'm going to
come to the hotness dropping. I'm gonna bring it
up quite a bit. And then in the roughness
here, Let's try 0.6. And then in the
actual roughness tab, let's bring up this
makes a little bit. Maybe I'll scale up aluminium texture because right now I feel like we're not
seeing that whole bunch. You can see a little bit here. I want more reflectivity, 100%. Okay, That looks nice. Just going to test
a couple of, a, couple of different compositions here to see how it looks. I'm actually going to
release our focal length a little bit to the
eighth day just to get a bit more depth than the cam on the camera
and on the object. Then with these lights, just going to play
with the scale and position of
them a little bit to see how I can get it to
affect the can the best. Again, I'm pressing
W to continuously switch between the world
axis and the object axis. We've got this backlight. Now I'm going to
turn to the camera. In the camera and
what I'm gonna do is provide a bit of contrast. I'm going to bring
down the Gamma, to bring up the exposure. I'm going to come to
post-processing enable. And I wouldn't really suggest
going over about 10:15, you don't want this
amount of Bloom. Even this is probably too much everything in
real life as bloom, specialty objects like this. Maybe give it 567, go up to
ten if you feel like it. I'm going to add a little bit of vignetting and
topics or removal. It's already at 0.8 and
I'll leave it there. I can't remember if I did
that in the last segment. I I do record these and kind of drill through it really quickly just to make
sure I know where I'm going and things I'm
going to go over. So if there's ever any
parameters that are not default, it's because I've sat around in the scene
before if it record. Anyway, this is beginning
to show up really nice. Now, some of these
textures and lighting, I'm going to bring the scale down a little
bit because it's showing up a bit too
much, but it looks nice. Anyway, you know what Sigma
some dark spots here. The way I'm going to
tackle those is with HDRI. I'm going to bring the HDRI
back in and I'm going to mess with the position of that until it fills in
those spots for me. Awesome. Yeah, this is nice. We're still getting a
lot of those dark spots and this is where the material on the
own GG x can become a little bit irritating because
those dark spots are being drastically caused
by the material rather than the lighting. Have a look at these lights. Okay. I think we're in a
pretty good spot right now. It looks nice. It holds up. Maybe becoming a bit
more composition. Look at that. Yeah, Cool. So moving forward, let's
actually, before we do anything, let's compare this store render buffer and compare this
to the old material. Again, that's kinda
preference where these noun, the lightings in
there, it holds up. Now we've done a bit of work in the camera imager holds up, but it's going to come down
to preference largely. So with these lights, I'm going to call this one key, call this one, fill. Call this one VG. I'm going to group them
and call that lightening. And I'll put those in
there for now as well. Now I did mention
using a cloner. So I think that
would be a good step forward to see how the materials are holding up
every single angle under pretty much
the same lighting. So let's duplicate this, can just call this
classic cooler. And we're going to zero
out these parameters here. I'm going to zero out
these parameters here. There's no rotation
on the object. I'm going to go to
MoGraph holding Alt. We're going to grab a cloner. We're gonna go to Object. And we're going to
change this to radial, and we're gonna
change this to x, y. Then we can increase the
radius a little bit. Increase the cone. We
can start rotating. We won't rotate them on bags. It's just yet, but we
can start to give them. Nice little bit rotation here. Then we can duplicate
the camera, zoom out. I'm just going to want to shift
back this key light here. Duplicate it, create
another one shifted back. So what's good about
this is we've got reflections coming
from the objects now. So this is allowing a nice kind of back-and-forth that I see what's going on
between all of them. But what I want to do
is if we come up here, grab the corner, go to
MoGraph Effector holding Alt, grab a step effector. And you can see
that it's going to increase the scale of them incrementally as we go around
and we don't want that. So I'm gonna come to
parameter and turn off scale and turn on rotation. And then we're just
going to rotate the H. And now we have
this nice kind of rotation is we go round. And that allows us to see
every part of the con. This point. If we go back to where
old texture again, you're probably going to
see how it begins to hold up a little bit more and how it begins to look a
little bit nicer. And this is just proof that we have to remind myself to bring
this light forward again, I'm not going to duplicate
it and I'm just going to rock it back a bit to
stop it from blowing out. This is a shear evidence
that it's not always the texture that
doesn't look nice. And it's why it's
important to put it in different environments and see the different environments are going to make it look different. So it's quite
important to do that. And if we were to do the
same thing and have a look at this condensation texture. Now we can see how that looks. That does look nice. Now we have three textures and they're all a
little bit different. And going into the
next couple of scenes, you can reference these
improved from these and see which one suits you
and which one you prefer. As of right now in this scene. I know I certainly like
this one quite a lot. And I just love how
dark and reflective is. Way too dark a way
to reflect if, but this is something
so punchy about it. I really like it and
I did try to use it in the final
scene and it's why I ended up coming away from it. But as of right now, it looks, it looks quite nice. But let's try the classic 11. It's more seen in that folks would even argue that when it comes to the
background light here, only do we want to add
a little bit bigger. But if we were to turn it off, we can get the HDRI
to do it for us. I could provide a
slightly cleaner result. So I'm just going
to turn back to the original model quickly. Come back to our first camera, and come back to the
original key light. And let's take the
BG light as well. So just rotating this
to a spot that makes it look quite appealing that we can come into and referenced
different textures. Come back to it, understand where is working well
and where it's not. And we're going to call the
one in the cloner cooler. Cooler. We'll call this cam single. We'll call this can cloner. Call this key cloner. And we'll leave it
like that for now. And that's pretty much a
complete looked ever seen. We can come back to this and have a nice clean cut space of what's working
well and what's not. Have a messy area to duplicate textures and have an
easel Almost there is capable of
allowing us to work in a very non-destructive
way. In this lighting. Let's just see you. This
original texture holds up. Again. It's looking
quite nice now. Although it still looks
quite flat and unrealistic. And the mantle here Really, I don t think is super
nice under this lighting. Although it's not obeying
the kind of roughness, It's not massively obeying the roughness parameters
they said that it has is it will show up a
little bit more like this, but just due to the nature
of the lighting and lack of reflections in the scene is it's showing up a lot
more rough than it is. So you can just kinda
have to bear with that. And I've just have a feeling that when it comes
to the final scene, I'm probably going to go with
the base material again, but we'll try all of them. And we'll see you it looks
and we'll start off with this one and see how that one looks. So going forward, what
we're gonna do next is take a little look at the asset seems I have prepared
and mega scans. And then we're going
to jump straight into building out this
final scene and getting multiple versions
of the model in there. Having a couple of different
versions of lighting and they're seeing
how it holds up and working towards getting some very nice looking
brown renders.
6. Final Scene Overview: So in the course,
I say is I've just opened up the
finished scene here. And I want to take a little look around
it just so you can get a little bit familiar with the direction we're going to go. So we have a couple
of lights here, a couple of different
versions of the same light, one with a light and global one without a fill light
and some unused lights they ended
up messing around with but didn't use
for the final render. And then we have
our scene geometry or different versions
of the kinds. At different version
I made where it was tilted and falling off. And then our cinder blocks. Now, I'll run into
the cinder blocks in one of the next
couple of lessons. But basically I have
created a another scene for these and the cinder blocks. Now I will go over
the cinder blocks in one of the following license. And then we've got our HDRI RBG, very similar to the previous
looked at I've seen. And then we have just some
different camera angles. And then we have some
takes setup as well, which I will come into in a couple of
different licenses as well. But that's it.
It's quite simple. I've got everything
in layers here. So if you do want to come and
have a look at the scene, you definitely can do if
you get really stuck. It's very simple set up. As you can see,
nothing too scary. And yeah, we'll
get straight into this and get creating a
scene that resembles this.
7. Megascans Overview: Outside of octane, this is the only plugin I have used
to create these renders. And it's free. It's not even really a plugin. I am sure you are maybe familiar with using Quicksort
bridge and manga scans, but it is free if you get
it through Epic Games. And this is the place that
I use for the assets. And I believe that this
cinder blocks are quite easy to find that I used. It was these ones here. Now I'm going to have them set up in a scene for you to bring over similar to if you were to import them
into the scene. If you want to do it this
way and you want to bring in your own assets or even just import them from
magazines you can do. But for the sake of the course, I'm going to have them set up in that scene and you
can port them over, reporting them over from bridge. This is just to make it a
little bit more beginner friendly and to hold your
hand a little bit more. But if you want to take
those liberties, you can do. I just don't want anybody to be missing out because
they struggled to get manga scans
or it's difficult or I don't want to slow
down the process for you. And I also to really ensure the fact that you're going to get such a
similar result to me. And I want you to feel so happy about getting that result
that I want you to stick. If you are in the beginner side, I want you to stick with using
the same assets that I'm using as it will elicit
almost a one-to-one result. And that's going to help you
just feel a little bit more confident coming
out of this course. If you are to come in
here and I tell you, Oh, just pick a similar asset and I don't tell you
exactly what I've used or we tell you to port it over and I don't show you
why did to the materials, things are gonna go wrong in little areas you're
not going to notice. And as a beginner, that's
just a little bit unfair. And I feel like just eliminating those choices
for you and those that kind of hedge strain and the headaches
of going through different versions and messing with different ones
and seeing what works. I just don't want you
to deal with that. So this is a quick little
overview of magazines just to see where I find the assets and where
it brought them over. But you are going to have
access to the ones I used in which I will go over
in the next lesson.
8. Megascans Assets: Now in your Assets folder, I had initially
called this cinder block seen in three
out of the recordings. It would have been
referenced as that. But what I've
actually done is just create a new one called
Mega scans assets. And this is what it
will be called by the time you download the files. And in here, if you open
this up and that was because they didn't have the floor of the
background in there, it just at the cinder blocks. And I thought to
keep a centralized I'm just going to pop
those in there as well. So what we have here a
is the cinder blocks, if you were to import them
over from manga scans, they would come in
something like this. But then what I've done is
if you really get stuck. And when we're creating and compiling all of the
bricks together to create a nice little setup
to light and put the hands-on or the product
wherever you're using. If you get really stuck, the version I used,
I just popped there. There's a couple in there
that are turned off that I messed with and
ended up not going with. There is this one, this
one sticks onto the ground here just to get the
scale difference. But because it was behind, I didn't really care
about sticking through. But the rest are all pray flush, especially against
the displacement. Then what we're gonna be using and why would suggest you use is we're going to
build it with these. Then you have the floor material here and the
background material. So this is all the assets you're going to
need for the scene. Like I said, if you want to use bridge and you want
to, like I said, if you want to use bridge and you want to bring
in your own ones or you just want to go
through the motion of importing them from bridge, then absolutely
feel free to do so. But to keep it quick and snappy, I'm gonna be using this scene as a place to police assets
from as opposed to bridge.
9. Creating Scene Setup: So what we're gonna do is
just create a new project. And this will be where we
build our final scene. Immediately. Let's just save this out and let's
save this into our final scene and
call it cola renders. One. I'm gonna go to Filter
and turn off work plane. And the first thing
that we can do here is we're going to drop in a cube and we're going to
bring this down by 100 cm, 100 cm holding Shift, which will center it up to the baseline or the
grid usually is. And that's because by default, the cube is doing just
centimeters tall. So if you're making
it 100, that's half. So it keeps it in a nice
place to use this a floor. So what we're gonna do is
make these quite a bit bigger and a little
bit further back. So maybe let's do
it 1,000 by 400. And then we're not
going to add a fill it because we're not really
going to see the edge of it. I'm going to add in a
plane and we're going to bring that back and
make this plus is it. Then we can make this
the width thousand, and we'll make this about 2009. So it's a bit too tall, 1,000. And we'll create a little
bit distance there. We'll have it a little
bit farther back, but not super far. Closer. Okay. Then what we can do is bring
in our mega scans assets. So I'm going to bring
in the, and again, this is point where
you can choose how much effort
you want to apply. I would go through the motion. Like I said, we're
gonna bring these over. And usually you would import
them straight like this. If it was coming out with manga scans
and other textures went black because it's struggling to reference where
they're coming from. So to fix this, I'm just going to debate
again. Just like that. You just kind of retell
it where, where the, the texture path is and cinema
as i 0 and then it makes, it doesn't make
it black anymore. But that's because I'm
working with two folders and you'll be working with
one, so you might be fine. What I'm gonna do is I'm gonna brush these
off to the side. The reason for that is because
I'm going to immediately duplicate them and
turn them off. And I'm going to
work with these. But before I do that, I'm going to bring them a little bit closer and then we will
get to work with them. So I'm going to start, There's a few
duplicates in here. Our little bit different to the way they come up
with manga scans. So I'm going to start off with the big one
and I'm going to go for a pretty much identical look that I created in
the first render. So one thing I really liked I did in
the original seniors, I kept them all parallel to each other and if float, really nice. So what I'm gonna do is I'm going to just
try to remind myself to keep pulling from this
pile rather than duplicating. And then what we're gonna do is we're going
to use a transfer. So if we shifts in Toronto
type and transfer, and then for this one here,
we're just going to click it. And now it's in the same spot. Not just saved us a
couple of seconds. They're super useful tool and finding exactly where they were parallel or sometimes a
little bit irritating. I did want them to look so
glutes together and so flush. So I'm just going to
be replicating that. Then. Then I think it was
a little bit different. I'm probably going
to try and stray away a little bit to
be honest with you, but I'll see how things go. And then we're going to
bring in this smaller one. And I remember this was either
have my transfer command, the hair, so I'm
just going to use it like that really speeds up the workflow and rotate this. I believe it was actually
at different times, this one that we used. So put that there. And I can put this
one at the end of it. I was really trying to
play on the shadows as well because they interacted
with the shadows so nicely. Is I was trying to get some taller wounds to cast some really
nice dark shadows. I was playing with
that quite a bit. And then I'm going to
rotate this 180 degrees. And I'm going to duplicate it, reflect no, not duplicate any of the Talmud
doesn't want to do that. I'll bring this one over. Here is the transfer again. Can rotate it 90 degrees. If I rotate it 180. Nice and flush in there. Then we'll grab this
other tall one. And we will rotate
by 30, 25 degrees. We're going to place
this one behind. Maybe that's where
I'll go a little bit different is just for some of these taller
ones at the back. Now, I initially
did have it kind of building up more like
a pyramid or a throne. By no SDA. It just made the can not stand out against the
background and it kind of eliminated that depth. So in the end, I ended
up making sure that you could see straight
through to the back. Now you can see this is where we start getting some issues is even though we're
rotating them 90 degrees, we're staying true to our ankles and our
and our parameters. Things aren't looking
totally flush. So we kinda have to come in here and eyeball it and make sure they're just flush to the
eye because that's what matters is not that the
numbers are correct, but they're completely flushed
to the way we see them. It takes a little bit to weaken. I'm just gonna make this one
the one that was back here. And then I do believe that I had one of these ones kind of similar to
this position here. Real quick, you guys from
reusing that transfer. And I believe that
that ability to just click is a newer part of
the transfer command. You used to have the dragon
from the object manager here. And I didn't want this to
come out a little bit taller. Then. Here. Duplicate this. Now, I will start
duplicating and we will just position this vertically just behind it. Okay. That was a pretty similar setup to what I had on the original. I think a couple of the blocks would have been a
little bit different in some areas and I'm
probably going to mess with this a little
bit more in a while. I do remember I did, of course, is pushed this through the floor just to get
that height difference. But this was pretty much it. There was a lot that
I was doing and the other one they
ended up taking out, which I kinda wish I
didn't in some spots, but it looks pretty
good for now. So what we'll do is
save incrementally, I'm going to turn
off his world axis because it's in the
way and it's annoying. And then we're going to
drop in and octane camera. And we're going
to zero this out, similar to what we did before if cinema light's me
and will zero out the rotation and
we'll bring up the y. And we will make it a
bit 135 and zoom out. And we'll make our
aspect ratio again, I'm going to do 248, but that's
largely for the tutorial. Then. And do Control
D shift the darkness. And you can see that
the blocks aren't totally centered and
I do want them to be. Now if you press F2,
you will see that they access it all
the way up here. So I'm just going to enable
the annexes and bring it in. I'm not gonna get too stuck up about centering it because I'm not going to
be rotating them. So I'm just going to drag
that over a little bit now. And then we can zoom in here. And I'm going to set
this to perspective. And a, we can see that
we have a nice loss or outgoing needs to turn off the
grid in this view as well. Okay, So that's a start. We have our scene set up and
what we'll do now is move into adding some lighting, adding some texturing,
and bringing in the the kind and the asset and seeing
what positions work. And again, this is going to
be similar to the look dev, where we've got the scene
in an okay place now, but we're going
to start chopping and changing things and working a little bit more
chaotically while trying to retain a smooth process.
10. Lighting The Scene: I just want to make
a quick little note coming into this lesson eight, Ben had a couple of days or so between recording
these two lessons. So the versions of the scenes were a little bit different, which is why my axis isn't centered on
those cinder blocks. And I'm putting in
the camera again. So I just wanted to
add in this note to clear up any confusion
with that being said, I will let you continue
with the lesson. Okay, so now what
we can do is get started on look to
having this scene. So I'm going to be working a
little bit more chaotically and we'll just get
everything on the goal. I'll try to compartmentalize what I'm doing as
much as possible. But the main goal here is
let's get to this well, to this good-looking
finished seen. So I'm going to
increase the width, the depth, if you want to
call it of this cube here. And just give us a bit
more, more breathing room there because I don't
want to see the edge will create a camera, will make it about 150 mm. And we'll do what we
did before in zero. Everything here. Maybe I'll just point
up a little bit there. Yeah, something like
that. That's nice. Then I'm going to make
this to 560 by 14, 40, I'm gonna go white screen. In fact. Let's do that.
Let's make one way. You can make that
1920 by ten if you don't want to go
for two K. And then we'll do square will
have this set to 248 by 24.8 will set
this to Octane Render. But for now I'm going
to stick in the white. Okay, now let's boot up octane. But before we do that, I'm going to attach to love you. But before we do that, let's bring over these
mega scans assets. Now. I'm just going to cut this out, but I'm going to make sure
they're all linked up as I bring them over because I duplicate the scenes
and it was linked up to the other folder. I've been running
into this issue which hopefully you
shouldn't run into. But I'm gonna make
sure that links quickly and then pour them over. Okay, So notch these
materials in the scene. And unfortunately it's
lost the file path. So I'm just going
to grab them again. Lets me hooked up both
of these textures. Now when goal the texture
is linked and what I'm gonna do is octane and we're
gonna get started here. And the same thing has happened. So what I'm gonna do is
boot up octane here. And I'm going to
lock the view here, which locks us into
our aspect ratio. I'm going to switch
to path tracing. And where you're going
to see here is all of these pieces of geometry
aren't going to be perfect. And it can be a little bit tedious and we'll
probably have to keep coming back to these and
tweaking them and make sure they all just say the way
we want them to. Try and wait till
the end and come back and do this
all at once rather than switching from one thing and continuously
switching constantly. So regarding the background, We'll put on this
painted concrete in the background and we'll put on this asphalt
on the ground. And then I'm going to
drop in an area light. We will add a target and target
the cinder blocks. Okay? I will press F2 camera's
perspective. I'll do n a. And let's have a look
at lighting this. So if I'm bringing this light
up and off to the left, you can see giving
us some lighting, but we're going to add
any texture environment. We're gonna make
it nearly black. Not quite black, but nearly. And now we're going to
play with these lights. So what I wanna do
is go for a super, super sharp lighting,
superdense, somebody that's gonna
give us really, really, really sharp shadows. Remember to keep
doing Control 0 and S and saving
incrementally as we go. Just going to turn off
this camera as well. But first of all, actually, let's add highlight
compression on the camera. And in the render settings, we will do 248 by
eight by eight by ten. Then let's make it 248
on the sampling rate. I'm going to set this
to a power of 10,000. And now what I'm gonna
do is make this about 20 by 20. Want to
see what this looks? Okay? Yeah, this is
definitely the kind of lighting I wanted to go for, maybe going bring it forward
a little bit though. But at the minute,
everything is so dark. So let's duplicate this
light and add a fill light. So I'm going to make
this light maybe 150, 150 will make the power hundred. I'm gonna bring this way. I just mess with a couple
of different angles. Maybe over here. You can see that's just
filling in those shadows. So now we have a couple
of nice dark shadows, which is a bit more realistic, but just not as many
dominating the scene. Next up, I think we should probably bring in
the asset because attempting to like this
without bringing in the asset is kind of difficult because that's the main
point of all of this. So I'm going to go
and go to our looked ever seen and grab our Kula. I have straighten this up. As you can see, everything's
all nice and straight. So when we bring this in
and there's no issues, and we're just going to make
the scale 0.4 by 0.4 by 0.4. And I'm going to bring
this center it here. Now again because my
scenes were messed up, my materials are linked. So I'm going to fix that. And I'm just going to place this here and then boot
up octane again. Now we have our asset in there. And as you can see, this
more mount material really holds up in
these lighting. What I'm gonna do is bring
in the camera a little bit. I don't want this light to
feel a bit more powerful, but messing with the light isn't always the way
to go about that. Make the scale a little
bit, a little bit bigger. That will help. Bring it a little bit
closer. That'll also help. But a nice little cheat code in something you
should always rely on. It's just messing with
your exposure and gamma. This is always going
to be a nice way to fluctuate your lighting. And then we can even give
it a different response. E.g. this DSC three,
number, number, number underscore five will
give you a lot of punch, really going to make your
render look a little nicer. We can add a little bit. Bloom. Got about five. That's too
much maybe with three. Okay, so I'm pretty
happy with the way this lighting is going
is happening quite fast. But what I'm gonna do is create
instances of the object. So if you just hold this and
you just grab an instance, we now have instances of it, which they reference
the base geometry. And if you scale up
the base geometry, it will scale up this one. But it's way later on the scene. They're really good for
creating different variations. Let's create a couple of
different versions here. We don't want, not want
to be coded in shadow. So bringing to light up a little bit, maybe bring the original
to the left of it. And I could do so with
the block is on as well. That center is everything
up a little bit. So now I'm just going to
look for any rocks that aren't in a position I
like cinder blocks, sorry. And just try and fix that and make it look a little
bit more flush. Everything seems okay just now. Right going forward.
I'm pretty happy here. I'm going to match with a couple of different camera angles. So let's try a much more
zoomed in camera angle. And then let's try one
that's kind of like a nice, let me come to 100. A nice kind of offset angle
looking up at the Cannes, almost none. We've got some camera
angles there too. Now, the next thing I wanna
do is add a lighting global. Now, I'm just going
to use the one that I used in the original
scene, which was a tree. And getting them to work in octane lights can be a
little bit difficult, but it's honestly really easy. And the way we do that is we're just going to duplicate
our light here. So we'll call this
normal underscore key. And we'll call this
global underscore key. And we'll call this
one fill in the gobo. I'm just going to go
to image textures. I'm going to load
up my cool blue that I used in the original one. This is just a kind of black DOT image that
it's going to act as some really nice lighting that's going to act as shadows. Almost think of putting
something in front of the light. So I'm going to bring the
power of the light to 100,000, which can make it a
lot more powerful. And with that, I'm going
to bring it away slightly. Then in the, in the gobo, I'm going to add a UV transform and I'm going to scale it down. And then I'm just going to
play with the position of it. Remember going to bring
the power down to 50,000. I'm not going to spend too
much time perfecting this. I would suggest you spend as much time as you need to get it somewhere that
you're happy with. I'm just going to try and
get relatively visible. Check it at some different
angles. Maybe 3,000. I'm going to come back to
the cameras and compensate. They're a little
bit as well. Now we have that nice sort of global effect setup with
the shadows on the wall. I think I'm not super happy
with the light position. Kinda prefer this a
little bit over here. Something like that. So next up, let's add any HDRI. Now I'm just going to
use the heat steroids that are used in
the other scene, which was this studio HDRI. And again, the reason
I'm doing that, just filling the
reflections, simple as that. It's, it's literally
just to fill in the reflections without having to micro adjust the lights. You can see without it darkens parts of the can and it
just helps fill that in. That's literally the only reason I has a bit of seen fill. So now I'm maybe going to
bring down that bloom again. I think I'm relatively
happy with this. I've managed to get
here quite quickly in about 15 min when she's
definitely quite, quite good. I'm proud of that. Let's just quickly stress
test the square view. You can see it's
quite dark out here. And I don't really want that. So I'm going to
return to the global to see if we can affect that. There we go. Now at least although
it's darkening out here because our lights
aren't reaching there. And there's no point for the
sake of a couple of angles, there's really no point
trying to fix that. But if we can have the global
spreading out over it, It's just going to create a
really nice look that's going to help that transition. And we're reaching the edge
of the cube here as well, which isn't ideally what I want. This angle here. Let's
focus here on the Cola. Thin lens depth of field. Let's do 2.3 and 0.0
when it's adding some depth of
field. Not my blur. This bit here. I'm noticing this
isn't centered now, so we'll just center
that up there. What I don't like is this dark strip down the
middle of the canned. Just want that to be
completely highlighted. So I'm going to turn to the
HDRI to fix that for us. You can see there that's
gotten rid of that. Let's come back
to our wide view. Maybe going to create
one more camera there. The wide view. Let's try 80 millimeter. This looks nice. More of a towering angle. Okay. I'm just going to
center this up as well. So where to go from
here as you can keep playing with
this and getting it to a place that you
really, really like. But where I'm going to move
on to next is we're going to incorporate a couple
of the other cons I made to add variation. Generally, when we're working
with products like this, you're going to have
more than one colorway. You're going to
have more than one version of the product. And bringing that
into the scene is going to add a little
bit of variation in spice that's just
going to make it a little bit better
to look at overall. So we're going to
bring in the other versus the assets I made
the recent I didn't go through them is because it's just the same exact
same textures with slightly
different parameters. And it was a little bit
boring and repetitive. So I left. I've got them
in the other scene. I'm going to bring them
in. And then after that, because we've got we're going
to have different versions. We're going to set
up multiple takes. And then we're
gonna look at bulk rendering them all out in one goal to produce a
bunch of different shots. They have a bunch of different
versions and a bunch of different positions
with complete ease and without even having
to name the the renders. So we'll look at that. And then we should be done. And it's up to you to
come back and go through this process again
and take what you've learned for the best. So we'll move on
to incorporating those assets and then
setting up some texts.
11. Incorporating Other Assets: So next up I'm going to bring in a couple of the other versions of the model into the scene. So what I'm going to go to
my original look dev can, and I'm going to open that up. And you will have this file as well in the course resources. And I'm just going to bring over zero and diet. I'm going
to bring them over. And I'm going to bring them
down here next to our model. I'm just gonna make sure
everything is linked up. So the same as before. Then, once they're
all linked up, I'm going to take zero. And we're going to sort
out the scale there. We'll do the same with diet. Then I'm going to
take the transfer and I'm going to put zero there. I'm going to take diet
and I'm gonna put it there. And we can turn them on. Turn off for instances. I'm going to sort out
the rotations of them. I'm going to save an
increment and hit random. We'll have a look how these
are looking in this scene. Yeah, super nice.
Really holds up. Well, it's kind of
hard to explain the higher adding in
the other versions really opens the scene up. But it really does a brings
it to life much more. Having the variations that
kind of dig your eyes into. I'm going to come back to the square version for a minute. And let's take our
close-up angle and just come in even closer. This camera angle. Nice. Now I'm going to use this lesson
to clean up the scene. So let's get the
scene and are really, really cleaned up spot. So we'll take all
their cameras and do Alt G and call this commerce. Will take all of anything that adds to our lighting and we'll
call this lighting. Then we'll take all of
our models here and put it into something called
GEO, stands for geometry. And then within that will
put it in another group and call it cans. And then we will take our cinder blocks and put that in GEO. And we will put our floor and our wall or our
background NGO as well. So we'll call this one floor. I'm going call this one B, G. And then our original
cinder blocks here, probably not gonna
go into the now. You can probably delete
them. So that's our scene, can be cleaned up and we'll call this square on the score or one. We'll call this square. I'm just going to call this far wide and the
square root one. And we'll delete
that one. I'll just call this angle instead. And then back in
our way to view, Let's take up wide one. And there is a pretty
finalized short here. I'm quite happy with this. There's a lot more we
could do with this. I definitely have an urge
to play with a lot of these blocks here and see what other kind of
combinations we can come up with. But I'm trying to
keep myself quite, quite limited with it and not make a huge amount
of decisions constantly. Maybe we could see
what it looks like to add in another one
at the back here. Like I mentioned, I did do
but took out Just to zero. That looks maybe we
fit it in there. Bring them up. Like I said, I didn't
really like it blocking out the background. But so much you can do here, honestly so much you
can keep playing this, create your own variation of it. I would love to see them
so much you can do. But I'm going to just
stay the way we were. In fact. Just thinking about that. Actually, I'm going
to move these a little bit further
back to align that. I'm going to pop this
a little bit further back and just create a
little bit shadow there. I think that's really nice. Then it might even
flip this around the rotation and get that
kinda nice flush line. Make sure it's sitting
on the ground properly. And I just like the way this
looks a little bit more. But a lot of the light on this side of the scene
view is kind of flat. So let's see if we can tackle
this with this fill light. It's bringing a bit closer. Now it feels a bit better. A bit closer and off to the
left a little bit more. Now seems to really help there. I'm going to create one
other angle for the white. The white angle. Let me get 100. Awesome.
Yeah, much better. Right? Next up. I'm just going to tweak this
global average old lady. It's just not hitting the
spot for me right now. Personally. I said I didn't want to
spend too much time on it, but it's just bothering me. My scale this all the way down
to get a good look at it. Yeah, we need more
power on the light. So let's go straight up to 100,000 and bring him
farther away if we need to mess with the scale and the rotation and just see how that comes out. There we go. Okay. That's a nice spot. Okay. Does this work?
It's not too bad. Might scale it in on the X because it
feels stretched out. I might make the light smaller. Maybe ten by ten. That's going to sharpen it up a little bit. I'm going to bring it closer. And then we're going to
scale up the global again. Now at this point, shadows
should look the way I want. Maybe 15 on the
scale and just look. This definitely
feels a bit nicer. Although there is some chromatic
aberration due to the, I believe this response
here that we used. It's kind of amplifying
a little bit. I'm going to do matter,
but I don't want us to maybe add some thing. I'm going to tweak with
this a little bit more. Yeah, I think I can live
with this. Looks okay. Yeah. I'll stop playing
with it. I mean, I could go for half
an hour, hours. This is where time really
comes out of renders, is you get stuck into
these little bits and all of a sudden
you've lost 3 h. So I'm going to leave it here rather than trying to get too
obsessed in perfecting it. But I'm glad that I've revised that and made it a
little bit sharper because something just
didn't wasn't sitting right with it. For me personally. Now, if I am to move
this light around, I'm bringing up a
little bit as well. Yeah. I could go
all day, honestly. But I'm going to I'm
going to stop myself. If you feel like you
need to keep going, then I would absolutely do that until you just feel it
gets in that perfect spot. Now, thinking about what
we're going to go into next. I did mention earlier we're gonna move on to
creating some takes. So we'll create some
takes and look at rendering those
different angles. But I just wanted to use
this lesson is kind of a cleaning up lesson, coming in, sorting everything
out that we didn't want, incorporating the
other assets and adding adding some
finesse to this and getting it in a really nice
kind of finalized spot. And that was the last
thing I was gonna do. I was going to bring in our reflective and condensate materials to see
how they looked. So I'm just going to re-render
the reason I pause it there when I switch scenes
is arctangent bugs. If you don't and it gets
really, really slow, it's just better to just save
yourself a couple agonizing seconds or refilling
cinema is going to crash and just pause it while
you, when you go over. So first of all, let's try. Let's turn off these and
come back to the instances. Let's try the
reflective one first. See how that looks. You
can see it looks nice. But does it look as
nice as the other one? I don't know. It's interesting.
It does hold up. Well, it is nice. I do like it is tricky. I just loved that reflective
and is I feel like a happy medium is it probably would have been
the best way to go. In all honesty. Maybe something like this
might have been the, the most realistic option. It does look lovely. Now let's try the condensate
one. See how that looks. You can see that there. And as nice as well.
Maybe I can play with those surface imperfections ever so slightly while we're here and see if we can get a
more visible response. Yeah, You can definitely
see a little bit there, but it's not, it's not
massively visible. Again, like I mentioned in the earlier lesson,
unless we will go to, we were to go to glossy
or layer the materials. And getting that
condensation will be kind of an
irritating process. And it's just not something I'm really interested in here. I'm not making this to make the best looking color renders. It's more about setting
up product shots, so I don't want to spend
too much time on it. So let's go back to this one
and see who that carries. Only issue is we have
these dark spots which act a little bit funny way around. That can be the HDRI, which I haven't named HDRI. If you just tweak the HDRI
into some different sports, it might help with those bits. Or we can turn to
the anisotropy. And again, that will help. Okay. So we'll turn on
the other two again. I'm just going to fix
up this HDRI there. Yeah, I think I'm
happy with this. That looked ever
seen came in useful. It's nice to see, yeah,
the other ones looked. But let's look at setting
up some takes now and named getting these, these shorts or rendered out
and seeing how it all looks. This is shaping up really nice. So we'll look at
getting a bunch of different angles rendered
out and a bunch of different versions and
seeing how it holds up. Once we get on with that. But I could say here tweaking
this for light-years. So I should probably
get on with that.
12. Setting Up Takes and Rendering: So next up, what we're
gonna do, like I said, is build some different takes and different versions
of the scene. Now, this is going
to allow us to, if we come to the text tab here, hit one button and
render everything, rendering all our camera
angles without naming any, without having to come back and render them
all over and over. It's just super simple. So the way it takes
work, if you don't know, is we have this main take, this one controls everything
we're going to put below it. So if I start hitting
this plus button, is all of these takes
reference this take. Now you can create
further child's. And although this
one will impact all, this main one will
impact all of them, then this one will
impact all these. And in this one all of these. So it keeps going. So basically, what we can do is we
can create two takes, and we'll call this one square, and we'll call this one white. And then I'm going
to swap them around. And what we're gonna
do is for this one, we can set the render settings. We can set that to white. And then for this one we
can set it to square. Now if we switch between them, you can see it's changing
our aspect ratio. But to make edits to this, what we need to do is turn on this thing called Aalto take. Now what this is going to
do is create overrides in the takes as we work and everything now
should be turned blue. All the parameters that can change are gonna be turned blue. And now we can come and create all the different versions
we need to rent right with. So if I make a couple of
different versions here of the white one and
put them inside of it. And then just select
my white cameras. You can see now that I can just flick between the cameras. And then I can do the same here. Square one, and far and angle. Then I can do the same
here. Duplicate again. And we'll call that one,
will put out one under four and then duplicate again and put that
one under angle. So now let's come
back and name these. So let's do wide front and let's do white
front, underscore two. And then let's do wait for, and then let's do wide angle. And let's do square front, square root front, then, square far, and square angle. So now what we can do is
get ready to render this. Now, I'm not totally keen on the exposure and a lot
of these camera angles I hadn't went through
and done that. So the way to edit them all at once would be to come
up the domain one, come to our cameras,
have a look at far. I've looked at that
exposure replacement like it bring it
down a little bit, even out the image
ever so slightly. Like how far back the camera is. I'm going to bring that
in from two angles. Do the same thing. Now you can see now,
let's edited that. So now in these Render Settings, let's go to this, make sure they're both
on octane render. Let's go to Save, set
it to PNG and n here. And what we're
gonna do is come to our output and
we're going to call this simply dollar sign take. And that's it, just
dollar sign take. Now this is something
called a token. And there's a lot
more we could do. We could do dollar sign raise as well then dollar sign PR j. So that would call it the take, then it would call it
the name of the project. Sorry. That would
call it the tape, then it would put
the resolution, then the name of the project. But that's kind of
unnecessarily long. So let's just call it the take dollar sign take,
that's all we need. And with tokens, you can
actually see a lot of them here. So if you don't want
to type them in, you can just pop them in
here a bit frame rate, I'll put dollar sign FPS. But it's good to remember
what to type in. And then I'm just going
to duplicate that and put that same file path
there, call it PNG. And then here I'm going to mark all of these except the top two. And the main. I'm going to mark all
the ones with it. Then what I'm gonna
do is simply just hit Render marked takes
to picture viewer. Now it's gonna render
all the Mark takes. And what I was going to do is just start
rendering all of them. And I will cut two once
it's rendered all of them. And you can see that
it's simply just or I will speed up
the footage so you can see it just goes
through all of them. So as you can see here,
that's all the shots rendered out here and it's just rendered through them super, super easily without
having to name any. This is such an effective
way to allowing yourself to render
out a batch of shots. And there's really just
simplifies the entire process. So I'd recommend doing
this for most of your projects and
utilizing this process when it comes to rendering
out your images. But what if we wanted to
create a version that was just the original
classic Khan? While we could do
that by creating a take and putting
these inside of it and calling this
variables or cons. And then duplicating that
and calling it classic. And then we'll come to this and we will simply go into G0, turn on our instances and
turn off zero and diet. And now you'll see
that we can switch. It's really that simple. And then of course you'd want to come through here
and probably call that classic underscore
square and the square angle and so forth. So that's setting up takes, That's the scene
pretty much done now. And keep utilizing lose takes. Rendering images in this way, is the way forward. And it's going to save
you so much time.
13. Congratulations: So hopefully by now you have a pretty finance
looking render. Render this in a good spot, and you're happy with. Now, my goal, like I said at the beginning
of this course, was to give you a
set of tools, a, a workflow that has utility of a path that you can
go through over and over while changing
little things within it and leveraging that to
get different results. And I wanted it to be more
about product renders, more about that process that I use to get such good
results each time. Rather than this is a soda can. Here's how you make a
soda can look good. I want it to, I wanted it to have a wider spectrum than that. I wanted it to feel like it had much more
depth than that. Then on the other
side of things, I thought about making
a octane masterclass. And then I felt
burdened with doing what a lot of people
have done before. And that's doing an
overview of the plugin and the render engine and
going through it and showing what this parameter
and that parameter does. The difficult thing
is about us as humans and the human mind
is we don't really tend to remember things
unless it's built into us with utility
and example next to it and application
of that and doing something and taking action on it that makes us remember it. So if I'm to just sit
and give you a bunch of mindless overviews of different
things in the software. You're not going
to remember any of it and you're not going
to know when to use it. Then I felt if I create more of a masterclass, that's a path. And I carefully implant those little things
all throughout it. Really good Render Settings,
good folder structure, setting uptakes, not
having to name renders, these little things that age your workflow and
make things quicker. I thought that's a much more
useful masterclass than just telling you what everything does in the software and
then leaving it at that. So I really do hope that
it got you good results. Please post the projects
that you have made in the project section underneath the classes so
everybody else can see the results that this
course is able to elicit. I even put my own ones up there. Hopefully they
managed to show up. The ones that I created during the recording process
that you watched me create. So I'm really, really happy
you made it to the end. This is gonna be the first
of many classes like this. I put lot of effort into it
and thank you for watching. And regarding your next steps, crane renders like this. Watch the course again,
and change the model. And soon you'll find yourself taking more
and more liberties, I would say, to
your comfort zone. And soon you'll find
yourself capable of doing it without any course at all. So thanks again for watching. And I will hopefully see
you in one in the future.