7 BEST Tips for Realistic Renderings in Eevee : You Need to Know These!

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what's up guys justin here with the cgessentials.com back with another blender rendering tutorial so in today's video we're going to talk about a few simple steps you can follow to get better renderings out of evie blender's real-time rendering engine so let's go ahead and just jump into it alright so the first thing you need to think about when you're setting up a shot for ev is you need to think about your lighting and in a lot of cases with an object like this one what you want to do is you want to use a three-point lighting setup so if you add a single light so i'm just going to do a shift a and i'm going to add an area light and just move it over a little bit but if you have an area light like this one what you're going to get is you're going to get a bunch of kind of harsh shadows on the backside of your object right so you're gonna have all of these shadows over here and what that's gonna do is that's gonna make this kind of like darker more contrasty looking shot and so usually what you wanna do instead is you wanna try to use a three-point lighting setup and so you can look this up i will link to an article on wikipedia about this but a three-point lighting setup uses three lights instead of just one so you have a key light which is your main light then you have a fill light over here that's supposed to fill in some of those shadows on the side that's going to be a smaller less bright light then you're also going to have a backlight and what the backlight is going to do is that's going to kind of separate your object from the background so it's going to add almost a glow around the outside of your object and so what i would do in this situation is i would just come in here and i would duplicate this light and usually i think that light's going to be a little bit lower then it's also going to be a smaller light and the idea for this one is notice how you're not getting all those crazy shadows in here in the background now it's kind of like filled in so your main light is still coming from over here but this light which i'm probably going to bring down a little bit so it's not super bright your your second light which is your fill light is going to fill in those shadows and then we would create a third light over here and so then we're gonna have our third light right here and so now our object is better lit and it's gonna give us a better result but there's some things that you're probably still noticing aren't very good in here so the first thing we need to do is we need to come in here for each one of these lights and we need to enable contact shadows so you need to select your light go over into your lighting settings and under shadows check the box for contact shadows notice how as soon as you check the box for context shadows you start getting more shadows in this area here as well as down below and so basically what this is doing is this is adding some shadows in areas where parts of the mesh touch each other and it's also doing some additional calculations so basically what it's going to do is it's going to increase the quality of your shadows and i would recommend that you go through and you do that for each one of these because it's going to give you a more realistic result so contact shadows are going to be really important and then after that what you want to do is you want to go in and you want to adjust some of your ev settings so these are going to be actual render settings as opposed to something that you're changing over here so what we're going to do is we're going to go into our ev settings right here and so one of the more important settings that we can turn on inside of our ev settings is ambient occlusion and what that's going to do is that's going to give you a darker value around areas where objects touch so notice how for example when i turn this on i'm getting a darker value along the edges right here and we might turn down our lighting just a bit so we might put these to like let's call it two and a half instead of four and a half and just so we can get a more pronounced ambient occlusion value in here but notice how when we turn on the ambient occlusion it's going to do a better job of simulating those darker shadows in these nooks and crannies so you can also turn up the quality of your render by upping your sampling so let's say we were to jump our viewport sampling up to 64. notice what you're gonna get is you're gonna get a better result with your shadows in here but notice how it takes a little while longer like notice if i rotate in here you can see this going through a couple different iterations to update but this will improve your performance though it will also take your rendering it will make your rendering be a little bit slower so another option that can be really valuable in here especially if you have a material that's reflective is screen space reflections so what i'm going to do is i'm going to adjust this object so that it has a material applied to it so let's apply like a blue material and just for the sake of this let's turn the specular up a bit and the roughness down so that it's kind of reflective like this and so one thing you're going to notice is if you turn on screen space reflections in here what that's going to do is that's going to turn on reflections based on visibility to the camera so what that means is that means that for anything that the camera can see this is going to calculate more reflections and you're going to notice that when we turn this on now all of a sudden instead instead of just getting reflections based on the lighting in this scene what i'm getting is i'm also getting reflections of the light bouncing off of the ground right here and remember because ev isn't a path tracing engine what it's doing is basically approximating where the light goes so like cycles for example calculates every light bounce or as many light bounces as it can for your rendering but evie doesn't do that so if we turn on screen space reflections what that's going to do is that's going to calculate the light balance that's in here in addition you can also get a higher quality by unchecking this half res trace so basically what this half res trace is doing is this is calculating your light balances at half resolution but if you uncheck this then it's going to calculate that at full resolution so it will negatively affect your performance because it has more that it has to do but you will get a better result alright so the next tip is turning up your shadow quality so you can turn up your shadow quality in your render settings by going down to shadows and turning your cube size up and so if you turn up your cube size what you're going to get is you're going to get crisper shadows in here than you would have otherwise and so if you turn the cube size up what it's going to do is it's going to give you higher precision and sharper shadows where the second option you don't have to worry about unless you're using the sunlight option but you can also check the box for high bit depth that's also going to be higher quality shadows and then there's also this option here for soft shadows so if you check this then your shadows are going to have kind of this soft like blended look if you uncheck it notice how your shadows are just going to have this like hard edge around the outside of them so most of the time you're going to check the box for soft shadows and then there's also an option for light threshold and that's where you set the minimum amount of light for a light to contribute to the uh to the lighting so if you turn this all the way to zero then all the lights are going to contribute to this if you drag this to the right notice how as you turn it down the lights that are further away aren't necessarily affecting your rendering anymore so you can use this to adjust how far those lights reach it can be more of a performance enhancer than anything else to improve your bounced light inside of ev you can add in a radiance volume and so an irradiance volume is an object that you can add under if you do a shift a and go down to light probe and you select the option for irradiance volume what that's going to do is that's going to give you a box inside of your rendering right so you can see this box right here and basically this is a box in which ev is going to calculate bounced light so and so if you add this what that irradiance volume is going to do is that's going to basically give you a box where it's going to do that extra calculation for your bounce light you can see how when you select this you can click on it right here but what this is going to do is this is going to calculate anything inside of the box with the dots it's going to calculate the way that the light bounces in there and then anything between this interior box and the exterior box it's going to kind of fade out so notice how if you adjust this this is going to give you a different fall off area in here so you want to make sure that anything where you really want to calculate the light is inside of the box but that irradiance volume is going to give you more accurate light inside of your rendering so then if we were to come in here and we were to calculate or if we were to go ahead and render this out like this so let's go ahead and let's render our object we're just going to do a render image right here but if you compare this result to a result just kind of the base render settings in here and granted this is a different material you can see how this is going to give you a much better result inside of eevee so that's from in this video i will link to some other videos about rendering in blender up above if you like this video please remember to click that like button down below if you're new around here remember to click that subscribe button for new blender content every week as always thank you so much for taking the time to watch this i really appreciate it and i will catch you in the next video thanks guys
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Channel: The CG Essentials
Views: 15,174
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Keywords: blender, blender 2.82, blender 2.8, blender modifier tutorials, blender tool tutorial, the blender essentials, the cg essentials, thecgessentials.com, justin geis, justin geis blender, blender 2.9, blender 2.91, blender eevee tutorials, blender rendering tutorials, blender eevee settings, blender eevee, blender eevee realistic
Id: u3NqPqAFmbI
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Length: 9min 24sec (564 seconds)
Published: Tue May 18 2021
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