Blender Rendering EASY Tutorial (MUST KNOW!)

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I'm going to tell you something that's going to shock you rendering is more important than modeling now don't get me wrong modeling skills you know you need to have them right but if you cannot present your models correctly and in a really you know interesting way your chances of getting hired unnoticed are going down dramatically because there's so much competition out there all right so I would say that you should really put some time into learning how to render correctly how to you know how to operate with lighting how to frame your renders how to postprocess your renders in order to make your portfolio really shine because people who going to look at your portfolio they're like chicks in a bar do you know I mean if you're going to look clean and you're going to have nice clothes you're going to smell nice you have a better chance of pulling if you look like a you know mingled schlump good luck okay so the portfolio looks like you know it ain't going to happen so you need to have a decent folio and even if your skills in modeling aren't that great you have higher chances of getting hired because people will perceive you as a person who likes to deliver okay who likes to you know push things to the end you can finish the project you take pride in what you do so now in this video what I'm going to do I'm going to give you some solid tips on rendering that going to instantly improve your rendering game now if you're new to blender starting with rendering probably isn't the best idea which is why you should click on the link in the video description and grab our free course which is called Hardis jump start in blender and in just few hours you're going to learn all the foundations of blender hard surface you know uh modeling all that we have close to 990,000 students in the program right now and they love it so like I said the course is free link is in the video description go ahead and grab it going back to rendering let's start with building a very simple scene so we have a plane we have a cube first of all you want to render in Cycles not in Eevee because Eevee is junk uh it's just a fake area you want Cycles because Cycles will give you really nice beautiful clean realistic renders okay with beautiful lighting now secondly what you want to do here you want to switch from CPU to GPU you want your graphic card to do all the heavy lifting otherwise rendering is going to take 2 weeks okay now under sampling here you want to go with 300 samples you don't need more than that unless you do an AR Vis and you want to turn on the noise it's going to you know nuke all the fireflies all the junk all the all the noise from the image okay then on the light path this is really important um this basically tells blender how many bounces so how many passes of Light how many times loud bounces around the scene before it actually is baked into render okay so you want to go you know quite High here maybe not too high I my settings are and Overkill don't don't follow me if you don't have a b RI but uh honestly 12 here 8888 is more than you're going to ever need okay you don't need volume because you're not going to be using volume metrics unless you do so you can you know drop it to zero the same with for example transparency and transmission if you're not using glass or decals you can just drop it to zero okay now next thing is going to be format you want to change your um settings here um this is basically you you know the ratio of your render 16 by9 if you go in horizontal or 21 by9 you want to go cinematic it's going to look beautiful and sort of um really inviting okay don't go Square format Square format is really difficult to master that's one two is very boring okay so you know don't drop your Instagram Uh crap images onto your prop proper portfolio just go with 16 by9 trust me unless you go in vertical then you can go you know uh 2x3 or whatever then you go want to go here and switch your settings from PNG to Tiff 16bit and no compression this going to give you better quality way better quality of toning and tonal shifts in in your render and it's going to give you a better um Head Start in terms of uh editing your renders in Photoshop and you should edit your renders in Photoshop because that's what gives them this final Zing okay you you can you know you can actually set everything in blender to a to a degree with compositing but honestly the required uh to do it with notes is just U you just want to go to photoshop click few things and you're done now let's click here on render Tab and this is what you're going to see first of all you need Ms secondly you need light so let's just add light okay so now you have two ways of adding light in blender actually three one of them is going to be by adding regular lights here which I would not recommend because they're not realistic okay so you can just add the Sun or Spotlight or area light and light your model like this now now another way of uh lighting scene will be with I Maps which is real life lighting baked onto a file and you plug it into a blender light and project it in blender now if you're not rendering Arvis stuff you don't have to worry about it but if you do look into I lights I'm actually covering I lights um in our course rendering University which goes in great depth into rendering framing lighting composition angles visual weight balance all this stuff if you're really serious about rendering grab this course because it's fantastic third method is going to be the most popular one which is hdri files and that's what we're going to be doing okay so we're going to pull this window here so hover over here until your mouse cruor changes pull it up go here change to shade editor go here world and you're going to see two notes now what I want you to do is go here to edit preferences enable an uh an add-on called node Wrangler it comes with blender right so click here and save preferences this will allow you to click on this um n node really here and use shortcuts in the um uh in the shade editor okay so we're going to click here press control T and this will add these three nodes which will help us to add and control the hdri okay so we're going to click here and now we're going to add a very basic HD uh one that I'm using quite often uh it's called abandon slipaway it's free you can get it on poly haven.com now the reason why why I'm using this uh render is because the lighting is super flat and it's really easy to control and I suggest you start with that kind of lighting so let me show you I'm going to click here and I'm going to go to my desktop and grab the hdri which is here and I'm going to load in my abandon slipway okay and the moment I do that you can see that a light actually appeared in our scene and you can see that um age if you're going to go to render tab go to film and uncheck transparency so you can actually see that rotate scene and you can see uh you know how this lighting actually works it's kind of like a real life light projected onto the scene now you can see that the light is flat meaning there are no harsh shadows and no harsh highlights the entire sky is overcast and it acts like a massive soft box the light source is somewhere there because that's the brightest point in the sky but nonetheless the lighting is pretty flat it's you know almost non-directional almost okay so let's just turn it off and let's get back here now we need some mats okay so I'm going to be adding MTH with our add-on which is called material works but you can do it here uh in fact our addon also supports uh the hdri um files uh don't have this updated here but in if I'm going to go to blender 4.1 I can show you uh let me just copy this copy object by the way you can copy objects from one blender to another if you didn't know uh it's pretty convenient okay and if I'm going to go here you can see that I have an option to actually turn on H with addon addon um and I can also change the H these a maps come with uh the add-on they made by Alex Central and uh you can you know just plug and play basically you can also rotate your H and do all kinds of uh different stuff in here now let's go back to this blender and let's do it manually okay so what we're going to do now is we're going to add some Ms so I'm going to go here and add some metal if you don't have this add-on you can just go here to the material Tab and just add new and simply you know change the color of the m and you're going to be good to go okay I'm going to change it to something different like let's say uh coed Titanium or whatever now let's actually make this one brighter Okay so shiny plastic there we go that's good all right awesome so now how do I think when I render okay first of all what you need to do is you need to set the angle of the camera so from which angle from which elevation from what perspective you want to shoot so if this is the front of our model uh I would be shooting from more or less this Angle now why from this angle I can see almost all sides of my model okay I can see the front I can see the top and I can see the side side right so with one render one image I can actually present my model very well and it will show basically almost the entire design language right you know if you shoot from the front it could be very interesting as well but this usually is a good idea now let's talk about the elevation of camera I think this is a good angle something like this so it's not too high it's not too low right it's kind of in between and again I can show all three sides of my model so so now let's just put a camera in the scene normally in blender vanilla what you need to do is press shift I and add a camera here and then you just need to move the camera uh to a position and it's really annoying so we're not going to be using that we're going to be using an add-on called Machine Tools which used to be free now it's cost like 10 bucks but trust me you want to get it I have two massive videos showing how to use this add-on and why is it so powerful it's going to save you a ton of time and time is money so 10 bucks is nothing compared to how much time and headache you're going to save okay so once you get the add- on what you want to do is you want to go here to preferences you want to go to machine tools and you want to enable here under preferences uh the view spy okay because that's responsible for the camera uh Machine Tools comes with some of these menus disabled you need to enable them in order to use them so press page down camera from view which is going to align our camera perfectly to our view which is fantastic page down and lock to view and now what I can do I can actually move my camera click on my my Cube and I can uh sort of fine tune my uh my framing here okay so now let's talk about how do I think about framing when I'm shooting what am I paying attention to I'm usually looking at negative space negative space is everything around your model right it's it's basically all all this stuff around your model so what I'm trying to do I'm trying to balance how the negative space so the surroundings of the model look in my frame right it's really important there a lot of people focusing on the model which is why they mostly Place stuff in the center like this and they're going to render you know like this it's very boring very static you want to uh you want to introduce some Dynamic um feeli to your render you want to offset things a little bit to left or the right to create some dynamic dynamic feel okay watch some videos movies Etc and see how things are being framed in camera and you soon noticed that things are very often offset okay to the left to the right to the top to the bottom because that's what um kind of breaks the Symmetry and monotony of the frame and introduces a lot of um Dynamic kind of a feel to it okay so that's what you want you want to offset your stuff a little bit okay now if your model is facing um a specific Direction in our case this is a face of a model every model has a face it's facing this way right to the to the right which means we need to leave more space on on the right okay because our eyes and our mind will automatically think well where is it looking at okay where is it facing to and we need this space we need to open this space here in order to um make this render feel more natural this is not a good idea especially if the light is coming from this side now if the lighting was coming from this side this would be the front of the model okay because it's brighter but because the lighting is coming from this side okay from the right side we need to offset it to the left like I said I'm talking in depth about this in our course rendering University so if you're serious about rendering I highly recommend you get this course because it's amazing so uh let me just uh un unplug this from from The View here and I'm going to show you something okay so let's go here to film and transparent and you see that I told you that the the lighting even though it's um flat there is a direction to and and the light comes from there mostly okay so the brightest spot on the sky is over there so we're creating an angle between the light uh angle and the camera okay so we're create like a maybe you know uh between 90 to 45 angle okay between the direction of the light and direction of the camera in order to catch really nice highlights and really nice Shadows which is why this face is brighter than this one okay so when I press zero on my npad I can jump back into it and see that this face is T bright is a tad brighter than this this is why we are framing this from this angle okay now if your lighting is you know too dark you can actually Pump It Up in here so let's increase it to 1.2 or even 1.4 okay to make it a bit brighter this looks a little bit better because when you render something and bring it to photoshop you don't want it to be too dark okay you want to have some kind of a room um to bring it up or down in terms of contrast or brightness but you don't want your render to be too dark because your Shadow is going to be too muddy all right and I see this a lot you know very dark gloomy renders you want them to be sparkly okay so anyway this will be you know this would be interesting now you need to decide on the focal length of the camera focal length of the camera will will um either compress or distort the image so let me show you if I'm going to change this here so page down and let's change it to 24 mm if I'm going to lock this camera to view and zoom in you can see that click clearly we have a lot of distortions you see um we got this Keystone effect which uh basically what it what it what it does everything that's close to the camera becomes distorted right you know turn on your webcam and move your hand close to it you will see what I mean your hand's going to be massive okay that's a wide angle lens now the opposite of this will be long focal length which is going to be like 85 70 85 135 these are all telephoto lenses and you see that the view now is compressed it's a bit more autographic so now it really depends how you like to shoot I like to shoot with longer lens because it creates more intimate images close-up image for me is more intimate I like it I kind of feel like I'm entering the the world of the model okay so then um you can you can you know pick whatever you want it's actually an artistic Choice it's up to you really what you know what's your style and uh Just Go With It um you know if it feels right it feels right okay now in this case I'm probably going to go with something like 85 so it's going to be like a middle ground it looks really natural a little bit more compressed and 50 mil and 50 mil basically is the same focal length as our eyes so the reason why you don't want to mostly shoot in with 50 mil which is a a default settings for blender is because that's how we see the world and the reason why you don't want to do that is because it's boring okay we used to it so you want to shock the viewer you want to go either wider wider angle like 24 or you want to go higher angle like 85 135 because we do not see world like this all right we see world through the 50 mm lens and that's you know that's very common for us if you see a a render um with 50 mil it's just me okay so you want to you know you want to put some put some spin on it and go either lower or higher that's my advice now with this framing what I would probably do I would try to offset the visual weight of this Cube and visual weight basically is um think about visual weight as you think about weight in real life something is heavy something is light so for example a gray cube is going to be less heavy than Red Cube because Red Cube is going to pull a ton of attention so even if I'm going to uh make this Cube tiny as hell but I'm going to make it you know really uh of a crazy color so let's go here and let's remove this mod and I'm going to um just add some crazy you know crazy red mod even if this cube is Tiny right it's going to have a higher visual weight than this one because it's a saturated warm color and that's what we are very attracted to all right circular shape is going to have higher visual weight than uh rectangular shapes you know like I said it's a deep subject and again I'm going um really deep into that uh in rendering University so again if you serious grab the course but um in our case what I want to do is I want to offset this visual weight of the cube on the other side because I want to offset this Cube to the left with another element and the best way to do this is simply add an another Cube and maybe rotate it um in a in a different way so this way maybe even bring it a little bit further away or something like this and this is going to be cool now again we need to pay attention to the space around the cubes which is like I told you before negative space so the trick to good framing is balancing visual weight and creating a pleasing visually pleasing negative space so the space around your models so what you want to avoid for example you want to avoid pushing stuff to the edge of the frame to the bottom of the frame um like this because it just feels like you chok in the negative space you see what I mean you need some breathing you need some air between them right now if I'm going to do something like this it's also going to feel weird because then we have too much negative space in here do you so you start feeling this so This basically creates really nice break in here really nice break in here larger space between the cubes which kind of creates a a feeling of calmness and sort of kind of like U stability right uh because the closer you get the more the more Dynamic you uh the image becomes the more tense you become imagine like you're in a crowded area right you feel tense but if you're like in a relaxed area like a massive I don't know open space in the field you feel relaxed the same in here okay so think about it this way another thing that's important is you want to give a bit more bottom than top so what I mean by that is you want to give more space at the bottom so more ground than uh uh from the top so if I move this camera like this and I see a lot of renders like this you're choking this render from the bottom it feels like the cube is about to fall out of the frame you don't want to do that you want to give it some ground some importance you see when I move it up Everything feels more elevated feels more important feels more um feels more essential there's like a like a path leading to these cubes into the image do you feel that so this tiny difference this tiny tiny movement right changes the the render from me to wow okay and you can see that the very simple very simple render of two cubes um Can involve a lot of a lot of shenanigans all right a lot of movement it's not easy to master this uh but you know these Basics should uh these Basics should give you a good head start another important thing is that um is a background so this background is way too big you don't want background to be so massive because the larger the background the more light you are actually obscuring uh from the image because if the light is bouncing from the sides uh you might be actually blocking the light uh from entering you know from bouncing from the from your model so you want to make this uh uh background smaller but when you do that you can see clearly that we have you know our um our environment is actually showing so how to fix this let me just turn this off here quickly um where the was it uh filmed there we go so the solution here would be to create something called infinite background and it's really popular in photography uh it's a background that kind of Curves upwards so the way you do it is simply go to Edge mode select this one like this gxx move it out here click on this one control B bevel and create a really smooth massive bevel here right and then you want to smooth it all right so now when I'm going to look at this you see that there's no I I cannot tell where the backgrounds ends when it begins when it goes up it's just so smooth which is why it's called infinite background right and this is going to bounce light back onto the M from the back uh so it's going to introduce more light but like I told you we want to remove anything that's unimportant and unused in the scene so what you want to do is you want to select all that and you want to delete that normally what I would do I would cut these sides off as well but if I do this uh we can actually lose some light because you see light actually is bouncing from this white floor onto the cube and actually makes our objects brighter so I'm going to keep that but I don't need um my light to be blocked from the back so this would be good so this would be a you know this would be a decent render right so if I'm going to render this it's going to look really clean and you can see that the render goes really quickly uh in cycles and boom this is a really nice render now let me give you one more tip um let's say that you wanted to brighten up this corner here because it's a bit a bit dark here this left hand side of the cube so normally what people would do go here to light add some area light move it in here right rotate it uh onto onto the cube right and you know do something like this don't do this because you're introducing a different quality different brightness and different color of light to the scene you're mixing lights it's not good what you want to do is you want to reflect the same light that exists in the scene back onto your model and the way you do that is simply by adding a plane so uh let's go in the uh not cot sphere let's the plane let's move it in here right let's rotate it on both AES let's make it larger you see what's happening already right and add a m here okay add a white M So This Plane what it will do it will reflect the light back um the light is coming from remember it's coming from over there so when I turn it on right again light is coming from over there bounces off of this plane back onto the cube and into the camera it's called reflector so the way you control this you simply adjust the brightness here and Bob junle right so from really being too dark we can just open it up a little bit now the thing you don't want to do is you don't want to make it brighter than this side because that's your main side if you're going to make this side brighter you're pushing the visual weight from here to here to the edge of the frame do you see what I mean so when you have Reflections in your scene or something that's pulling a lot of attention you want to either dim it down fix it or balance it because that's a visual weight pulling away from the main uh you know main area of focus which is here okay so this is too bright we want to drop it down so it's not you know it's not as dark as it used to be but it isn't brighter than this face it's really important and this would be my and that's about it guys uh that's all you need to know about uh you know basics of rendering uh uh if you follow these simple steps your render is going to improve dramatically and like I said again if you're really serious about rendering I highly recommend you grab rendering University uh the link is in the video description and you know course is on our website I go really in depth over there on rendering it's several hours long and you learn a ton about framing composition lighting visual weight balancing you know postprocessing we create this scene from scratch in Black blender we compose it you know we add lightings lightings are actually mixed of quite complicating light setup way more complicated than this here uh we have another rendering example with a truck so there's ton of talk about uh lighting over there as well also we covered the I lighting like I told you before the the bake textures so there's a lot of info over there and uh you know people really really love the course so anyway guys that's it for this one thanks for watching and I'll see you in the next one
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Channel: Ponte Ryuurui
Views: 3,860
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Keywords: best cycles render settings, blender, blender 3D, blender beginner tutorial, blender bros, blender cycles render, blender rendering, blender tutorial, cycles settings, efficient rendering, fast render, fast render times, hard surface, how to render fast in blender cycles, learn blender, ponte ryuurui, render efficiency, render quality
Id: RucMKputtkU
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Length: 24min 58sec (1498 seconds)
Published: Thu May 16 2024
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