Blender Tutorial: How to Turn HDRi to 3D ENVIRONMENT

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okay so let's talk about this elephant in the room you're here probably because you have an object in your scene floating in your favorite HDR like this but instead you want to use your environment image as an actual environment with the ground like this and I assume you have some other object an elephant and that is totally fine I don't even know what this is and it's floating anyway so let's bring the elephant back but what if your elephant can't control himself indoors then you most likely want to place him outside well we are going to go through the exterior hdis as well as the interior environment textures since those requires a bit of a different setup okay let's cut the grab here and get to the business this might be your first tutorial where we are not going to delete our default Cube but instead we are finally finally going to make use of it as it will be our interior environment object so this first method that I'm going to show you is basically for interiors and after this I'll I'll show you the exterior hdrs setup so just so you know blender has now two of these EV renderers and I believe this will work this will work on the new EV but not with the Legacy one but I always use Cycles so I'm I'm going to choose that first I like to jump to the edit mode and translate our Cube on Z axis so our bottom face will be aligned with the origin point so scaling gets bit easier like this next let's open the Shader editor and we want to play with the world Shader and assign our hdri as an environment I downloaded this from the poly Haven by the way and if you want it I'll leave the link in the description I'm going to jump to rendered mode here and there's our texture casting light to the scene but there's not really a ground here as you might see so let's wrap this texture onto our Cube we'll jump back to the object here I will name the material and use the environment texture in a base color input just select the hdri from the drop down and it's wrapped around the cube now but not really as we want so let's bring the texture coordinates with contrl d if you have the node Frankle add on enabled and we want to use object as a coordinates and let's select our Cube to be the object here I'm going to make our background transparent so it's bit easier to see what's going on here okay so our Cube here has a normals pointing out like this but since our camera here will most likely to be inside this Cube or room we want the blue side to be pointing inside like this so just jump into the edit mode and select all the faces alt n and flip the normals now our normals are pointing inside and this makes the navigation around the cube bit easier after we enable the backf calling okay so you have to be in solid mode and then click here and activate the back pH calling and it turns basically every red face invisible but unfortunately it only does triak in the solid mode and if I jump back to the render view we have the same problem here so we can replicate the same effect in a Shader nodes pretty easily I don't actually need this face orientation anymore we just have to mix our principal Chader with transparent and let's use the back facing as a factor and our room is a black because even the back face calling is working here our room doesn't have any light in it so if I bring this default light inside the cube we should see something it's just a bit bright so I'm going to turn down the power now all there is to just play with the texture coordinates and modify room to match the texture so I'm going to start by changing the location of our hdri on Z axis then I'm going to rotate it on Z axis as well and try to line it so that those corners of the wall and floor are perpendicular to y- AIS I think that's pretty good starting point for our cube next I will select this phase and move it along the y-axis so it'll be like here where there is a corner in our in our texture then let's grab the next wall it might get bit dark here to see where the corner actually is but I think it's close enough then just do the same with the rest of the walls if needed and let's also lower our ceiling to match the texture and we are pretty much done here you can however improve the realism here to add the light sources to the Natural places in this example those windows would cast all the light into the room so you could add big area lamps in front of those like this just use alt D instead of shift d to duplicate the instances it'll make it easier to adjust the power with just this one slider here let's actually move our lights as a bit so those are not at the same coordinates as our wall now we can lower the power here you could also add realism here a bit by using this texture also as a bump map just decrease the strength and we can also use it as a roughness map let's just add a color ramp between to give us a bit more control and remember the blacks are shiny bars and the whites are diffused I actually want to make the floor shiny here so let's duplicate our room material and name it floor assign it to the floor face and now we can make the floor as shiny as we want actually this bump is a bit heavy but you can play with these settings just one more thing you can do here is to add some Edge Loops here and extr those windows bit out like that and do that to every window to improve it and it's done if I just check it in EV it looks like it works like a charm with that one too but with the Legacy it doesn't Okay so let's move on to the exterior setup all right so same thing here let's change it to the Cycles this time we don't need this Cube but instead we will need the we will need a UV sphere I'm going to scale it 20 times I'm going to name it dome in edit mode delete all these vertices below x-axis then you can select this Outer Edge Loop and hit F4 phase we need to insert it something like this will do and let's delete this phase let's select the outer edge loop again and hit crlf and use G fill it seems to be kind of random how these faces will line up but if you have an OCD you can just change the offset to match these middle middle lines with X and Y AIS then we want to pevel this corner here but first let's apply the scale so it bevels correctly make it as round as you want it doesn't really matter and I'm going to shade this whole Dome smooth now we can start creating our material I'm going to name it Sky we will do the ground later I'm going to hop into the render mode so I can see what I'm doing here Sky usually image light so let's change this principal PSD to emiss and let's use our hdri as a base color I'm going to use this Shang Kate from poly Haven I'll leave the link to that in description as well contrl T again to add coordinates and let's use object coordinates here as well I'm not really sure if it matters in this case but you can select your Dome to be the object let's do the same normal flip here that we did in interior scene so select all your phes I'll then flip and then we can enable the back pH calling again and again it only works in a solid mode so let's weak our Shader to make it work in the render mode as well mix our emission with transparent and use back facing as a factor and why does it look like that oh this is not transparent whoops now you can adjust your set location the right value here might be depending on your camera position so for the best results you might want to adjust it from the camera view just so everything looks natural you can obviously scale this bigger or smaller for your needs also set rotation might come handy to adjust all right so it looks good but we need to make own material for our ground and I will show you just in a moment why let's duplicate our Sky material and name it ground and let's try to assign it it to these ground faces it actually might get bit easier to see if you disable the back face calling for a moment here so select these faces and assign your material I'll just enable the back face calling again if I add an object to the scene you might see that there's no Shadows whatsoever and that's because our ground is emitting light at the moment so let's replace this emission Shader with diffuse and we get this nice shadow but also we get this not so nice border here we can fix this by making a gradient mask between emission and diffuse in our Sky material so let's start by mixing our emission with diffuse oh and obviously this texture should be connected to diffuse Shader as well now control shift d to duplicate our mapping node with connections then we're going to add the separate XY set and if I show you the set value it makes this gradient here and it's just what we need you can adjust the position of it and also the sharpness of it with the color ramp and then if we use this as a factor everything that's white should be this emission Shader and black should be the diffuse Shader it's actually opposite right now so we should add the invert Noe here and now you can adjust the height of your mask where you need it to improve realism here you can add a sunlamp to match roughly with the sun in your hdri texture I actually delete the default light from the scene first something like that now our Dome is just blocking the light so let's select it and disable these three array visibilities then adjust the sun strength rotation and you can also adjust the sharpness of the shadows as you like you can also do the same here what we did in the interior scene if you want to use this as a bomb texture as well you might just want to turn off the specular and this one works with EV as well okay so that's that hope you learned something until next time [Music] bye
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Channel: Tomi Viitanen
Views: 146,993
Rating: undefined out of 5
Keywords: blender, tutorial, image, texture, use, b3d, blender animation, how to, cgi, animation, 3d animation, uvmap, environment, hdri, project, projected, ground, wrap, unwrap, environment texture, polyhaven, blender tutorial, blender 4.0, elephant in the room, cut the crap, cgi elephant, beginner, easy, shader nodes, nodes, blender tips, environment map, blender hdri, blender hdri tutorial, hdri blender, hdri in blender, easy hdri in blender, blender rotate hdri, blender hdr tutorial
Id: rrZiSwXoBVA
Channel Id: undefined
Length: 16min 51sec (1011 seconds)
Published: Thu Dec 14 2023
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