Blender 2.83 Rendering Crash Course - The Basics | How to ( Tutorial )

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everything you need to know about basic blender rendering in one video what's up i'm jonathan and welcome to maker tales where i'm sharing my maker journey to help you go further in yours so don't forget to subscribe and hit that little bell icon to never miss an opportunity to keep making this video is all about covering blender's rendering basics to get results like these by the end of the video now we will be going a little bit over eevee a little bit over cycles and if you have no idea of what i've just said right there you're in the right place i myself i'm sure you've seen from my thumbnails have been playing around with it and all of these here have been created in render using these very simple ways of rendering that i'm going to show you right now so to start off with let's create a simple scene so we have a playground to play around with rendering so this is going to be a very simple plane with three cubes on it now if you don't know what i'm doing here i do have an entire blender precision series that teaches you absolutely everything i'm doing here from the ground up so i'm just going to go here let's go here bring that down to there and now i'm just going to go and grab this shift d let's move this on the y 3 millimeters on the x 3 millimeters and do the same with this one but in the other direction so g y minus three and g x minus three so there we go a nice simple scene where we'll be able to improve a little bit more later on when we go and get a little bit more complicated and there we have it a nice simple scene now if you've gone through my blender precision series you have a little bit of understanding of materials but materials is fundamentally how you get to color and texture things within blender the materials is this little beach ball looking thing here so let's go ahead and select this bottom plane and let's hit this beach ball and you'll see that there are no materials in here so let's go ahead and create a new material for this plane so let's go there let's go ahead and type in here and type this into floor so now we know that this is the floor material now in the how to stay organized in blender video i was only using here viewport display color which would change the color here in the viewport now i'm going to be showing you a couple of different views this time around so we're not going to change the viewport color however it still can be very useful when you're doing rough out modeling but what we'll actually be using is the surface itself now if we went ahead and change this now to a very nice dark color we don't see a difference the reason why is because we have to go into this viewport setting here now this one here is the material preview and the next one is the rendering preview now to start off with let's just go into the material preview and you'll see here that our plane is now dark so let's go ahead let's make it just a little bit darker and let's go ahead and do the same for the cubes giving them different colors so let's go ahead let's select this middle one and you'll see that it already has a material on it this time around the reason why is that cubes so 3d objects usually come in with a default material so let's go ahead and we're going to use this same material but changing the color to recreate the same material use this little plus copy material button so to speak so let's copy that one i'm going to call this red cube and oops i've called this recube red cube there we go and let's go ahead and just change the material up all right fantastic so that one's a red one go ahead and do the same for the other two i'll be doing this one here i'm going to change this one to green and then let's do this one last time for this one over here which will be blue now i'm sure most of you are thinking about this minute so what happens if you have an object that you're wanting more than one color on so just to go over that what we'll do is we're actually going to go ahead and edit this shape and as you see we can still do edits within material preview and let's go into face select let's select this face let's inset it a little bit and let's go ahead and about there i would say and then let's extrude this inwards by 1.8 let's say that 1.8 this way round fantastic so let's say that face in here or let's say that these faces around in here you wanted these to be a different color well to do that one object can have more than one material now to do this you go ahead and hit the plus button this gives you another material and because these faces are selected you can then assign them to that material so let's assign that you will see that they are no longer red so if i deselect they're no longer red they're now this material here but this material has still not been defined so let's say let's click on new material and let's make this i don't know let's say an orange let's make this an orange color right around there so right there we now have two colors on one material now of course this viewport looks slightly off and the main reason why is because we still don't have shadows or lighting so let's go ahead and go into the next viewport which is the rendering or shading so let's go here and you'll see that it's very dark now the big obvious reason why is that i currently don't have any lights now if you have this absolutely as default you do come with a light so it's up to you if you want to use that one or delete it and follow me on this i'm personally i'm going to be adding a light and i'm going to be using a sun you can play around with all the other ones but i usually use a sun for mine so with this sun now in place this just means that it has a consistent power anywhere it goes and it's just that angle that you change so i'm just going to move this upwards here to make it a little bit easier to see i'm going to go into the 3d mouse as my little orientation point and now i'm going to do a rotation on the y by 45 degrees fantastic and then undo another rotation on the x by 45 degrees and i'm going to say in the other direction please so i'm going to hit minus to go this direction fantastic so as you can see we are now have some lighting some shading and you're starting to get a little bit more representation of what's going to be happening here in the render now just quickly i want you to note that if we go back into the material preview you're not going to be seeing much lighting change here the main reason why is you have to go into this little drop down of the shading and here you can put in scene lights and scene world and that there lets you have material shading itself however it's completely up to you how you have this i'm going to leave this as default as i usually do and then i want to use rendering to do all my lighting setup now speaking of rendering i'm sure there's one key thing that we're needing that we don't have left on this scene which is a camera now if you have the complete default setup you will have a camera however i don't have a camera so i'm going to go ahead and let's create a camera so by clicking a camera and hitting zero on the numpad you might have to emulate numpad so what i'm going to do here to move my cameras i'm going to go to view lock camera to view and then i'm going to be able to scroll out to be able to move my camera out now a quick note on cameras so cameras in blender come in two sort of styles of tastes which is the perspective and orthographic so the main difference is the perspective camera is very much like a real camera it has a focal length so as you can see we can increase this focal length you can also play around with depth of field but i'm not going to go into that for now and you can also change this into orthographic now orthographic you change this through the orthographic scale now all of my thumbnails are pretty much orthographic so i'm going to go and change this to orthographic there i'm going to lock my camera view once again move my camera so it's somewhere where i'm happy with the outcome i will say i don't know maybe something around like that looks pretty to me and that there's cameras now let's go into something that you might have heard of which is eevee and cycles even cycles are two different types of rendering engines or methods of rendering right this minute what you're seeing here is eevee which is blenders 2.8 new rendering engine which is incredible for a very fast workflow so right this minute if we were to hit render up here on the top left hand side you will have render image you can actually render what your camera's seeing and there you have it that is eevee out of the box now of course there are many settings and you can go over here to the little camera which is the rendering properties and with rendering properties you can go ahead and add some screen surface reflections you can add bloom you can add whatever you want really but you will see that it isn't quite realistic in the sense of how light is bouncing around it has no ambient occlusion has no real true reflections the way that it's truly calculated through the bouncing of rays now to do that you need to go into cycles now the main way to use cycles is to change this to a gpu compute if you have a powerful gpu and you'll see straight away the difference so i'm going to move this to eevee you'll see that how that comes out there and this is cycles now i'm going to do a quick render right this minute so you can see how it comes out so as you can see it is very different to eevee now i personally what i do is i usually do about 80 percent of my scene set up with eevee and then i do my final render tests all in cycles and my final render in cycles itself but fundamentally the main difference is that cycles has a high quality reflections and shadows and so on evee definitely does have its place when you need some very quick renders and it really can do the job sometimes let me show you a little bit more with the materials now we have our red cube here which has this little extrusion inwards now the reason why i've done this is because what i want to do is if we go here inside and go into edit mode and select this space here i'm actually going to assign this yet another material now when we assign this new material i want to show you that there are many materials when we're keeping things simple you can get a lot more complicated with materials but still staying simple here on the surfaces right this minute it's the basic surface but there's all these other ones here now one of the ones that's quite powerful is emission so you can turn a surface into a light source so let's go ahead hit that as a mission and now if we go out of edit mode and make sure we assign that face to the emission material my bad let's also just quickly rename this to emission uh well remission and go out of edit mode go into camera view and you can see already there's that emission outwards so let's go ahead let's just turn that strength up i don't know maybe two so it's two times more powerful so we get more of a reflection here and let's go ahead and play around with a few extra little settings now these settings i almost always play around with so within rendering there is color management and in color management i usually set the exposure to two so everything is just a little bit brighter and then here on the look you can go ahead and add some contrast you can go with just a medium amount of contrast or you can go with very high contrast so let's just go with high contrast for now and let's go ahead and let me show you one other thing which is to do with material so if we select this which is our plane our floor and we go into our material settings now you'll really start to see the material come to life as there's multiple light sources as well as colors and all this especially within cycles you will see this happen so if we were to here change the specularity let's turn this all the way down you can see that the floor is basically matte this is now a matte surface however if you were to turn up the specularity now and go really high up you can see that it has lots of speckles shiny surfaces now it's not reflective completely reflective because the specularity is the specularity of it if you're talking about the reflection amount that's to do with the roughness so if you think about this a really rough surface is a matte surface so you can go really rough and you can see that it still has specularity but it's almost matte but if we were to go ahead and turn down this roughness all the way you can see this is practically a mirror now of course you can change around with lots of things here so you can make this a very slightly specular mirror so as you can see it turns into this very dark shiny surface but here's the main ways to play around with things is right here by changing these settings all along here i really encourage you to play around because that is the best way to learn now additionally i want you to see this metallic property the metallic property is truly an on and off switch really because as soon as you start becoming metallic you will see that all of the ones in the bottom here will start to act slightly differently so if i were to go all the way metallic you can see how everything changes but the biggest change you'll see is with color so if i were to change this to almost a white and i'm really metallic here you can see how it's gone gray however if i were to put down this metallicness it goes back to being white so this changes many things so just keep that in mind when you're playing around with metallic objects so here let's go to something around there and lastly let's go ahead and just touch on one thing of lighting and then the final render settings so within lighting we can go to our sun and we can actually make this brighter sharper and change how shadows are done so you can see right this minute our shadow is extremely sharp this is due to our angle of our light here now it's not the angle that the light is coming from but it's the shutter angle so to speak so if we were to increase this you will see that our shadows are almost non-existent however if we were to have this to zero they are very harsh shadows so let's change this to something along the lines of 22 and you'll see that our shadows are now feathered now let's say we wanted our light to just be a tiny little bit brighter so let's go ahead and use nodes i don't really like to play around with the strength up here i prefer to use the nodes when it comes into cycles so i'm going to use this i'm going to turn this up to 1.5 just give it that extra little punch of power and this right there is starting to look like a decent render and color for me now into the last of the render settings so let's just quickly just look at the render properties here so this here which is the sampling you can see all these little dots the sampling is how many times will it shoot a light and follow where it's bouncing around to do its calculation of lights and reflections and all the rest so that's where this here is going to go in effect this can increase your rendering time dramatically if you increase this too high i haven't changed this at all for any of my rendering however i will show you a little caveat that comes from not increasing this and how to solve it now lastly let's look at the output of the render itself so if we go here to the output properties you can see many things you can see our resolution size so this here can be the resolution that you're wanting it to be you could make this for an instagram post or anything else that you wanted to do just be aware that the higher this is the longer it will take to render so let's go ahead and i'll do a quick render here and i'll show you what i've created so this here is how our render is currently coming out now what i'm seeing here is that i actually want the floor just a tiny bit darker so i'm just going to go ahead select the floor here go into the material settings and let's go ahead and just make that just a touch darker so there's more of a contrast within the image actually that's almost all the way down actually that we can go all the way down almost let's go about there i'm going to re-render this and then we're going to go into the caveat that i was talking about so with our scene now rendered you can see our outcome here and you can see the dither what's going on here you can see there's quite a bit of noise in the shadow there's some noise there's just sort of noise everywhere now if you don't know what noise is it's basically where the calculation doesn't really have enough information to truly understand what's going on there but that's because we wanted a fast render now i will be showing you how to denoise this and this is the caveat of using a lower sampling rate so the lower this rate the noisier the image is going to be now just before we carry on i do want to point one thing out to you that you know that right this minute in this scene we have one sunlight coming in this direction and you would probably expect these areas to actually be much darker than they currently are now the reason for this is that if we go here into our world properties and you go to surface this here is like the background color you can sort of see this at it really isn't it's not ambient light so to speak it's not ambient occlusion which is a completely different thing but it's to do with the overall color that's being sort of casted in the world for instance if we were to turn off this light you can see it's not completely black and that reason why is this right here so i'm going to turn the sun back on i'm going to increase the strength of this and you see that this increases the strength it just brightens up the whole scene if i were to turn this to zero our only light source is coming from our sun so if you're wanting pure control of your lights make sure you turn this off so you can have that so you can turn this to one you can also change the color of it here so if you're wanting to get some sort of stylized semi-blue look like that you can go and do that right there so i'm going to render this out and then i'm going to show you how to denoise this image so this here is our final result as you can see there is a little bit of noise down here now it doesn't really bother me but i would like to be able to just show you how to get rid of it now of course what i'm going to be showing you could be seen as dated now as there is now the optics denoising but i don't have a powerful enough gpu and also i just want to make this as open as possible to show you how to take it raw de-noising yourself now if you want to know more about denoising i have useful links down in the description for it so let's go ahead and get this denoise so the first thing is i'm going to go into my rendering layers so this one here my view layer properties and i'm going to add denoising data now the reason why i'm doing this is because this will let me have more information to work with when we go into compositing now don't let that scare you because it's going to be very simple inside of compositing but before we go into there you just need to quickly do one more render of the scene as it is so that it captures this denoising data so let's go ahead and render that out so with this re-rendered out let's go ahead and close it and let's go into our compositing now here in compositing is very simple what we will be doing we're going to click this here for use nodes which gives us this now don't be frightened by this we're going to keep this very simple it's sort of the same controls let's go shift a we're going to do a search for d noise fantastic and then we're also going to do one more search for a viewer so fantastic viewer now we're just going to drag and drop this image to image fantastic now we're going to go noisy image is our image and you will see now our background changes to our render now all that's left is our denoising normal is going to go to the denoise normal and our d-noise albedo will be going to our d-noise albedo and it's as easy as that now if you're looking to do more than just exporting one thing you're gonna have to look up more videos because i just know how to export one image right this minute so i'm gonna click this viewer and then i'm gonna go into the item properties and then with the item properties of the viewer selected you can go ahead and save an image select where you want to save it and i'm going to save it right to my desktop and that easily is how you go about rendering within blender now of course this isn't exactly realistic now i will be doing another video to show you semi-realistic i'm not going for hyper realism because that you can go years into development to really understand how to do that in blender but i will be showing you how to do more realistic textures in a future video and there you have it it's that easy to get up and running with a blender rendering and i do mean it that absolutely every one of my thumbnails up to this point has been done using just what i've shown you there if not even less so a huge thank you to my patrons you guys are absolutely awesome and i appreciate it so much and if you think i'm worthy of your support i would love to see you there too thank you for watching keep making and let the quest continue
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Channel: Maker Tales
Views: 2,198
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Keywords: blender, tutorial, beginner, 3d, blender tutorial, basics, fundamentals of rendering, rendering, how to render in blender 2.8, eevee, cycels, denoise, how to, crash course, simple, easy, fast, b3d, blender 3d, 2.8, 2.80, blender 2.8, blender foundation, blender 2.9, simple rendering, learning to render, blender how to, blender tut, how to render in blender, easy rendering, de noising, how to setup a camera in blender, emission material Blender, how to use cycels, basic cycels rendering
Id: d552FDCJP6Q
Channel Id: undefined
Length: 24min 48sec (1488 seconds)
Published: Fri Aug 28 2020
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