Basic Lightning Rendering

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
so we kind of left off here right where we're doing texture painting now one of the things i wanted to point out that we could do is of course we have the material preview on right and if you go to the little v here you can actually turn scene lights on right and once you turn the scene lights on you can actually go to the light right here right there's actually a light already in your scene right here right so i can easily click on that light uh turn the eyeball on and you say you can actually see the effect now on the screen because we have a material preview on and we went to scene lights right remember there's a little v kind of next to these balls right right there and you can turn scene lights on right in this case you'll see when i click on the light and i turn the eyeball back on particularly on the properties menu right here right because this is our outliner this is the properties menu right here you'll see that there's an actual your kind of green icon down here turns into a light bulb icon right and that means you can control your light right now in this case for us it'll just be easy to kind of do some quick sunlight for the scene and um normally i would kind of put in more of like a um a normal back like a sky background but i feel like that's a little bit more complicated i want you guys to do it for this first project so we'll just do some simple lighting kind of put a floor in for the character but if i turn the sunlight on right you can see now all of a sudden we're seeing the lighting in the viewport and that's pretty intense right so you could switch your point light to a sun which is a directional light now you'll notice that uh because like i said there's the kind of green light bulb icon here when you select the light so it is an object right the properties will change here the strength is way too high so i'm going to set that to maybe like 20. and then you'll see that's more normal but you see how we actually have some shadow casting on the scene particularly if we go uh to the eyeball here and we kind of turn this on right that will kind of usually show kind of some lighting stuff going on now of course we can uh hit e for rotate and do middle mouse button view rotate to kind of rotate this sun more in the direction we want you can also grab on this little kind of uh yellow dot to kind of visually move it as well um i find that it's a little bit more reliable for me just to hit e for rotate and use middle mouse button for you rotate but you see how even with uh ev on right your material preview you actually can get a pretty cool idea what's going on in your scene in fact you can even go to your kind of little um it's kind of right below the um white screwdriver white wrench kind of looks like a microwave briefcase right kind of the one below it looks like a printer printing an image but there's kind of that second one down it kind of looks like a little bit like a microwave briefcase or something like that and you'll see it's using a rendering engine eevee and what's one of the cool things you can actually turn bloom on right and you can even turn on screen space reflections just to have your reflections on your metals look a little bit better um in viewport and rendering uh and you can even open up bloom and so it kind of just gives it this kind of like slightly brighter effect on your scene and you can kind of see it in here usually you get the full bloom effect you'd have to composite it in but like i said i want to keep this first one simpler we'll do a slightly more advanced render for our next project so you can leave bloom off if you want to for this one right but it is kind of a cool way to kind of get the brighter pixels on metals or even glows to show up a lot better so remember rendering engine's set to ev right now and that's fine because i want to put a floor in really quick and then i want to kind of put a um do a sl a little bit of a pose but you can see we've already got kind of a main light w for move right so you see it's selected so you can move it rotate it all that good stuff to kind of get the exact angle you like for the lighting but in this case i kind of feel like i need a bit of a floor right so i'm going to go back to modeling right modeling viewport and i'm going to go to add mesh right so if we go back to the modeling workspace um we can go to add right because we're in object mode right four for object mode um if you're selecting an object you hit three you notice how you kind of you have add here but it's it'll add it kind of already what exists we don't necessarily want that so four for object mode that way i can just go to add mesh and i'm gonna put a plane in right and you'll now notice there's now a new object plane now i'm gonna hit r for scale to scale it up uh middle mouse button right remember middle mouse button will do your uniform scale i'll hit w for move and move it down a bit there we go r for scale middle mouse button right we just kind of get ourselves a nice little plane here like so we're going to kind of try to keep this render as simple as possible just get enough bounce and light to render a picture with shadows um like i said we'll do kind of a more advanced one with the skylight for our next project but you know this is our intro project so we'll keep the lighting rendering a bit simpler um as a starter uh but we do want a floor right it's a good place to have a floor for the character creature to stand on um for portfolios you see some people kind of create these little pedestals that the character creature will stand on and that's fine too we're just trying to keep it simple and straightforward it's always good for the character to be standing someplace right uh so for us just add mesh plane that just drops in a uh grid right really just a single big polygon and we just move and scale it wherever we want to now if you wanted to do a little bit of posing right you can select the body uh we can go to sculpting right there is an actual brush in sculpting right here it's kind of in the yellows called pose right like i said pose i'll need your green check also of course uh so so pose brush is kind of cool right because we can go to our uh wrench screwdriver um and that'll bring up the options for it right now like i said posing is one of those things if you want to do it cool if you don't hey i figured it it's pretty easy just to do minor changes here by default the pose brush is kind of set to use um topology rotate twist right instead of face sets and that's fine but our brackets right we can make our bracket bigger right uh right left bracket that's your radius size and you'll see what you could do then is you can actually just grab and kind of move right so the bigger your brush is the more you can kind of move it out uh now this is kind of using just one um ik segment right so if you're just trying to kind of do some really broad kind of pose changes you can do that if you make your brush size smaller though and you actually turn up your pose ik segments a little bit to say like three you'll see what it does is it kind of actually puts in a couple more joints maybe i'll even try like five right and of course your brush size kind of determines how how much of an effect and you see you can kind of get more of like an actual bending to this so you can easily just kind of do you know a little bit of posing if you want to here and there might be fun to kind of try it out a little bit just to kind of see how far you could push it you can also use the actual deformation to be scale translate right and that can kind of do some neat stuff as well for you um let's kind of do a scaling first if you hold down control it'll allow you to kind of move so you can kind of stretch your leg out a little bit there if you want to and then of course you can switch back to rotate twist and of course like i said you can kind of make your brush size smaller and it'll affect less of it right you can turn your ik segments up or down and it's just one of those things that lets you kind of do a little bit of posing to your creature right so you might find it kind of neat to just do a little bit of adjustment to this just to make it a little bit more dynamic like i said you can always turn the ik segments up right that'll give you more your brush size will determine things as well right to make your brush bigger smaller right and of course like i said we can switch deformation to scale translate you might want to make your brush size bigger again when you do the scale translate and of course control control actually lets you properly move it to stretch it you might find like i said uh that you'll kind of go back and forth a little bit right kind of making minor adjustments um if you use face sets you can do some other cool stuff with that but like i said i don't really want to go two nuts with this and it's more it's more just getting you guys to kind of see some basic stuff for it there we go and uh turn those segments down a lot right so keep in mind right that you can do some kind of neat stuff with posing if you wanted to a little bit make it a bit more dynamic all right so i'll hit four for object mode right and i can go back to shading right uh of course if you want to you can actually go to the rendering but that's where your render is going to finally be uh so you go to shading and i tend to kind of move this down right because you can always kind of left click drag that bar to move it down and you now see there's kind of a bit of a pose to the character right um in this case i'm going to make sure in shading workspace to go to here and turn screen lights on right and now you can see that we get the full shadowing we see bloom's a little bit intense because of the floor right so i can always go back to here remember that little kind of briefcase guy we could turn bloom off if we want to i'm not sure if we're really going to need it for this one too much it's our first one but you can see how even in eevee you start to get a really good idea that there's shadow casting there's light intensity right um you're even getting some kind of pseudo bounce light from the global illumination right now at this point though we really kind of want to finalize what our camera is going to look like and we want to switch to cycles for our full render right so just like i said a little bit about kind of turning our light on and switching our light right the lights here there's the green icon towards the bottom where you can change to sun you can play with strength color if you want to have a little bit of color to it angle is the softness of the shadow it's probably good at the default for now um and we put a floor plane in posing like i said there is a sculpt brush pose of course you can rig characters and all stuff but sometimes if you're just trying to do some simple basic posing you might find the post brush is a kind of cool way to play with a little bit uh like i said i don't really need to see posing for you guys stuff but i figured hey it's good to have a video where you at least see a basic tool that you can kind of do to maybe tweak the legs a little bit so they're a little bit less static shading though is a good place to go and what i like to do in shading remember there's the little v over here right we've talked about it a bunch a little v right here i can click on that to open it up right and see if i go to view there is actually something uh called view lock right camera to view and then if i go to view here i can go to cameras and i could set um active camera and you can see that that's the actual camera itself right and what you can do is you can actually use your normal navigation to uh uh position it right so go to view cameras active camera and that'll actually go and use this camera right here right remember there's actually a camera in the scene right there uh the reason i went to the little v here right that little v kind of in between the outliner and the kind of blender's version of view compass if you click that open and go to view there's a camera to view what that does is it sets your um it basically allows your uh your camera and your normal navigation to align right so alt left mouse button rotate camera alt middle mouse put a move camera all right mouse bundle zoom and that's a lot easier to position the view for me than otherwise uh so there's kind of this little kind of cool thing in the when you click on v to get this up you go to view camera view then you go view cameras active camera and then you now actually have something to kind of set up your final render for in this case i'm now going to click on kind of the last ball right we know that this first ball's wireframe that one's kind of solid shaded that's material preview basically eevee right so if i go back to my um the briefcase one that right that kind of looks like a briefcase microwave right it's kind of right below the wrench and screwdriver one at the very top it's like the second button down you'll see the rendering engine is easy that's what your material preview is doing using the next one over though is proper rendering right so if i click on this you'll actually see more of the real render now at this point though it's going to use ev by default so i actually want to switch the render engine click on it to cycles that's the formal full renderer inside of blender for us because i don't really want us to sweat too much the background and all that stuff i feel like that will work pretty well for us right i might go on to uh the floor here click on its material right there right maybe do a new material for it turn on the color maybe a grayer color there we go and if there's any specular we can turn that down to zero so it's not really reflecting at all so i would honestly probably select your grid plane again put a new material on there right it can just be that default material keep in mind though that it might play with some of these other features a little bit right there right um this is going to be okay for us though uh yeah all right well this will kind of start to get us kind of our basic rendering setup uh we can go back up here cycles is on right i usually like to go to denoising here right so there's kind of a if you click back on that kind of um like i said microwave kind of uh briefcase thing right uh you can brings this up right you switch to cycles instead of ev um we go to denoising right and i'm going to turn it off for the render you can turn off the viewport also and you see how it just makes the render image a lot cleaner right so that's kind of cool you can use what'll work uh i find um open image noise works pretty well so i'll kind of just use those but there's a couple depending on how good your 3d card is and now you can kind of start to see that we're getting the idea of what a final render is going to look like right we've got a shadow a bit of bounce light right from the directional light hitting kind of the floor and bouncing some light up underneath it and this just looks a bit cooler than it would uh as a normal kind of setup for it right um we are getting a little bit of shader termination stuff here but um for a first render i'm not going to worry about that right like i said we'll do a little more advanced render for our later project um you have controls to kind of adjust that nowadays i find sometimes it affects some of the other aspects as well um i think this will be good uh for what we want to do for this uh and then when we're happy what we do and we'll save this we'll go to render right and you see at the very top of render is render image right so we'll click on that and what it's going to do is it's actually going to bring up the full render now in this case i didn't set the actual render resolution but it's 10 it's hd not 4k but it's 1080 hd by default i'll show you how to control that in a minute um like i said uh some of this shadowing you're getting here is just the model being low res if you subdivide it maybe uh added a subdivisional surface modifier one more time that would help that a lot um and we can easily make the mesh that much more dense if we wanted to uh but like so there's actually a kind of a shader termination control feature as well but i don't think we'll worry about that too much on this first project we're just going to kind of let it finish up rendering i mean this is our warm-up project right it's kind of enough to get us a good fundamentals for all of our stuff even if we're not trying to you know make it the prettiest version yet but yeah once you're ready to render you just go boom you hit render let it render out and you see this is the full render so what it's doing is it's taking all the information from your camera and how you're camera seeing the model the light and how it's interacting with the colors and normal maps as well as kind of the indirect global animation that's already on to kind of bounce around and then it says hey i can do these and turn these all into pixels right there we go and um i can close that up and you notice if we go to rendering here you'll actually see it right in there right so shading we can kind of set up our camera all that stuff rendering you actually see the final render right here and what you can do is you can go to image right and you can just hit save as right so if you want you just do image save as and then you can actually save this as your kind of final render right crab render there we go and now we actually have a final render for that now if you wanted to make a minor adjustments like we said if you uh wanted to you could always maybe go in here this probably could use a little more geometry anyways you always go back to your blue wrench add modifier right subdivision surface and you notice how that rendering gets a lot better through there so sometimes you get that kind of harsh lighting effect because there's less geometry right and i can easily just do kind of a quick apply all and remember if we actually look at that in uh face mode our polygon count is not ridiculous right so if you wanted to add kind of one more subdivision level to these models and then do your final render um that is not a problem right that is not a problem um kind of some cool stuff to know also like we said uh the third one down right the printer icon one if you click on that you'll see right here is your 10 your control over the resolution right by default set to 1080 um so you can kind of do that if you want to uh if you wanted to kind of adjust that to be higher i wouldn't recommend it because that'll go pretty large right if you want right you can actually go to uh the blue world or sorry red world right so kind of right below all the white ones is the red world and you see that there is the ability to kind of adjust um background stuff right so if i click on color here you see i could turn the color background up a little bit more right so if i didn't want my color background to be so dark if you just go to kind of the red really it looks like a world right it actually looks like a world icon with a slight line to its red right there in surface there's background right this is some of you guys remember from earlier uh some years you can actually put a skylight in the background but i think here we'll just keep it simple right pick the color and like i said if we wanted to we could just do a re-render right re-render this and now you'll see with all these settings we can get a pretty cool render right the nice thing is there's no real art to do to the rendering it's kind of like hey when you've got everything else done turn a few settings on get your camera set the way you want to and go you'll notice how we get a lot less shadowing artifacts here uh with more geometry right so this is one of the things to consider is that more geometry um generally will create a nicer shading effect right low resolution models they there's kind of a terminator with the roundness of the polygons and the normal angle that can kind of be harsher generally higher more resolution for a model will allow it to render nicer there are some controls blender added more recently that allows us to change it um let me look at those on our next project but here honestly we this is already really low res to begin with not terribly dense so we figured hey let's do one more resolution and you see how it just looks more rounded now and the normal mapping is kind of doing a lot of the extra details for us and then like i said once we're kind of happy and the render is done you see how we could change the color background a little bit right once we like that uh you'll notice you can actually go to image right here right right here from the render and you can save right there as well right so i go right there to save and there's the earlier one right save as so it'll save over it um if you go to rendering here um and even compositing you can do some cool stuff with that but like i said we're not going to get into that stuff quite yet for what we're doing here but these are some of the neat things you could do um to kind of set things up right uh remember uh right here you'll go in there you can turn cycles on uh turn on your image denoiser so it'll render the image cleaner with less noise camera to view is good remember your light right and then go to the green light bulb here you can play with the strength like play with the position uh view uh cameras right active camera and then we can kind of get your shot the way you like it and like i said you might even just apply an extra subdivision modifier to this right um kind of cool that way and then like i said you know that red ball red world you can change the kind of color here for your background right and then when you render it and save it um everything will be there we did create an extra plane right modeling object mode and you notice polygon count wise right that um total we still only have like 15 000 triangles right so even with that extra subdivision surface that didn't add a lot of polygons to this right and generally you want more polygons to get better deformation anyways we only try to be super efficient when we don't have the resources to do a denser model and video game polygon counts now are you know pretty significant particularly in the ps5 xbox series x age uh and i just want add mesh you know um plain all right they give us a floor to have on there sculpting that actually has the pose brush so if you want a little bit of posing you can and then it kind of puts it all together into one neat kind of little package for us all right so i think it'll be a great kind of a good starter basic video for you guys for um how to get your final renders
Info
Channel: Mike Roberts
Views: 6
Rating: 5 out of 5
Keywords:
Id: oAVftvAqeVk
Channel Id: undefined
Length: 23min 53sec (1433 seconds)
Published: Mon Oct 04 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.