Complete Beginners Guide to Blender 2.8 | Free course | Part 6 | Rendering and Atmosphere

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hello and welcome to GABA Media I'm grant Abbott and today we're looking at finishing off our scene I'm going to be talking about collections lighting adding a bit of fog and render settings so you should hopefully be somewhere around here if I quickly get to look devmode your objects should look something like this anyway so what I'm going to do is go across to the shading workspace and that puts me into look devmode up here and I've got my shader editor down the bottom here so let's just briefly look at the lamp to start off with in terms of objects what you'll also want is the material tab down the bottom here so I'll click on that and at the moment I have my lamp selected and that has two shaders on it so it's got a material which is the emission so it's got an emission and a metallic material so I'll click on the metal first you can see that that's all the way up to metal the roughness is up slightly and the color is gray and those are the only things that I've changed in the principal psdf shader but I've also got this object which is an emission which is this face just here so what I'm going to do is just quickly go through that again so I'm going to delete this shader here by pressing the minus sign just over here you can only do that in object mode it's worth saying which I'm in at the moment now let's go into edit mode with tap on my keyboard and select the faces so that's three on my keyboard or up here and select that face now I'm finding it difficult to see what I've selected because I haven't got my overlays turned on so there's my overlays on and I can see the face what might be helpful is if I bring out a new screen so I'm going to click on the corner here can you see where my cursor changes to the crosshairs right in the corner there click left click and drag and then I've got a new window and this window I can change to solid mode just here you can move across your menus with middle mouse button so I've got overlays turned on here and I can turn them off over here and see what my renders going to look like I'm also going to change this to rendered mode so we can see the final result of our scene your lighting and background might look very slightly different to this so don't worry will to change all that in a moment I'm going to add the omission to my light up here so let's add a material and it's created a new material slot and to add an actual material to that slot I can click here or here I'll just click there I'm going to label this one this time emission and that's the yellow emission so I have to create an emission in here or down here if I like let's get to the bottom of the principle psdf and you can see there's an emission option there I can click on that push it all the way up to the top and now we have an emission but it's not showing and that's because I haven't assigned my emission to that face so with that face selected let's just make sure it's selected in our solid mode area yes it is we can click assign and you can see immediately it changes there are details going to give this a slight yellow color so I'll change that color there you'll also notice that it's not giving off any actual emission so there's no light coming from it it looks like a light because it's bright but it's not emitting light that's because if I change to our render tab just here we are and if I go to the top evie and AV render engine as I've said before kind of fakes things so the lighting isn't quite real if I change this the cycles you can see that there's light being emitted from this face now because it's a natural emission there's also from the torch as well which has an emission on that surface as well but if I change back to evey you can see that neither of them emit it's also worth saying so if i zoom out just a touch that this isn't the only way to add an emission and the emission down here it's difficult to change its value above one but if I press shift a to add shader emission shader I get this emission just here and if I plug that into the surface not much has changed at the moment but I can change the strength just here again nothing changing in our scene but if I go across the cycles you can see the emission is having more of an effect or less of an effect depending on the number here so if you're in cycles you can use an emission node however in evey because your objects don't act emit any light you can just use the principled one so I'll change back to Eevee and I can delete this emission node so what I'm going to do to fake it I need to actually put a light underneath my lamp so let's go to object mode much easier on this side object mobic tab and shift right click where I want to put the light and that places the 3d cursor but remember it doesn't always stick to where you want it to so if I actually click on the object shift right click it will be on the object and then I can move it across more easily so shift 8 ad and then light so we're going to use a spot light and you can see it pointing down this way you can see that arrow there and there's the cone I'll just move it across slightly so G then X and move it into the middle so you can see your axes across the top here and somewhere around there and now I want to go to the lighting settings down here where I can change the settings for that light so at the moment it's only 10 watts which is very low if I change this to something like a thousand now we can see the effects of the light in our rendered viewport there's a few other settings which are useful I'll first talk about the radius if I turn that up you can see that circle moving in the middle here now the point behind this is if I have the radius low and I press G then said and move it inside my lamppost I'll bring the radius even lower actually you can see suddenly it disappears because it's hitting the lamppost and there's no way of it to get out however if I increase the radius then I can have my lamp inside my lamppost but the radius is where it starts emitting from and can you see it starting to shine just there the other useful options is the size so if I change the size of the cone to somewhere like there and you can click and drag on these numbers or you can click and type in the blend is the other thing that's nice and I can just ease the blend so it fades in nicely here so let's add a light to the front of the torch here so shift right click on the actual torch so let's go find the torch click on the torch press full stop to zoom in and there's my cursor just there so shift right click to move that cursor and on an object to make it stick to it shift a and we'll add another spotlight and it's pointing downwards now look at the axes which access do we want to rotate round the x-axis so our to rotate X and we want to go minus 90 so we're going backwards up this way so minus 90 type that in and press Enter so our X minus 90 and we've got our spotlight I'm going to move this one inside the torch so the cone is the right size somewhere around there and increase the radius so look in the viewport over here and see when it's having an effect although it's not bright enough at the moment so we need to change it to something like a thousand as well and that's fine let's bring up the blend and the size as well size is somewhere around there looking at these edges here and I'm getting a lot of flicker in my viewport for some reason it might be my screen recording software so this is good but we're not seeing the full effects of our light I feel like because we've got this gray background so how can we change the background well at the moment if I click on objects you can see the materials changing down here for each object that I click on but I've also got a world selection as well so this object at the moment and world will change to the world and you should see something like this so you should have a grey background and the strength should be 1 so what I want to do is I can either change the color of this so it gets much darker or I can change the strength as well to something like 0.1 and I want to give it a slight blue color somewhere around there now it's very dark at the moment maybe just a touch brighter somewhere around there to point to I might change this later so we can hardly see our people at the moment maybe I need to change this brightness I need to give some emission to the eyes as well but also what will help me is maybe a moonlight so a big light that's coming across here or this way either way that's going to be our moonlight because nighttime scenes aren't always completely black in fact they rarely are especially in film they have some sort of blue light to represent moonlight so let's go to our solid mode over here I'll shift right click over here so that's where our light is going to go and shift 8 add light and we're going to choose a sunlight at this time so a sunlight which is pointing straight down so it's going to have sunlight that just streams down in that direction I'll change the direction by clicking on this yellow dot here and you can see those shadows having an effect so let's go across to the material tab with my light selected and I want to give it a blue color so it mimics nighttime and we're starting to get the right look now and you can rotate this as you like maybe it's a bit flat that way a bit of angle on our shadows will be nice and maybe a bit lower long shadows I can also press R to rotate by the z axis R then said and I can rotate it around like that which in many ways is a bit easier so R to get longer shadows so lastly the eyes I'll click on one of the eyes and press full stop on my num pad to zoom into that and shift right click to get my 3d cursor on the eye shift a to add light and this time rather than the spotlight we'll use a point light point light - like the spotlight but they don't have a cone they emit light in all directions so just come around here and G to grab and pull it out the front there slightly and you can see the effect that's having obviously want to change the color at this point light to red to match the eyes and then it looks like the eyes if i press full stop on my numpad emitting light and let's copy that across shift d to duplicate shift D and then the x-axis so shift D then X and move it across and now I have two emissions from there and you can change the wattage as you like so now we've got all our lights I think it would be a good idea to group them all together so we can hide them if we need to and in fact it'd be a good idea to start organizing our scene a bit because it's looking a bit confusing so let's click on all our lights and press m to moved collection so M is moved collection I'm going to create a new collection there and call these lights and press ok now in my outline if I bring this down a bit so we can see it there's my outliner and I've scroll up you can see my lights all my lights there are in a lighting collection and I can minimize this I can hide the lights and you can see them hidden from the viewport and therefore they don't have an effect and then I've got this render tab just here so that means they won't be rendered if you don't see that render tab this little camera you've got the filters up here so I've got selection visible and viewport and rendered turned on so you might have to click on that camera that way I can see what's going to be rendered or not by clicking that and what's in my viewport or not by clicking that and you can see the effects down here so I'm going to do that for each of my objects I'm going to put the monster into a collection the man into a collection and the street with the street lamp into a collection so the monster so I'll hide my lights for the moment click on my monster and select the two eyes m to move to collection new collection monster and press ok and there's my monster with my objects inside I'll hide that I'll do the street next so the lamp and the pavement and the street M to move to collection new collection Street and press ok and then I'll hide that and then just the man I can box select all of him m to move to collection new collection man and press ok now I can bring these all back and it's much easier to organize my scene so the last thing we want to do is the fog and then think about our render settings so in the world output once again which is down the bottom here and remember you have to click on world over here I can add some volume to it so if I press shift a to add shader principal volume I can then bring this across over here I can then add that to the volume and you see the results there now it's very dense so he can't see anything so I'm going to change the density to point zero one see what that looks like and you can see now we've got a bit of volume if for any reason you don't see the volume you'll need to make sure that volumetrics is ticked in your render settings but I will go through that shortly at this point I can bring the strength of my background down a bit more so there's nothing coming from my background now so this is just the background fault which is white but it's being affected by the Sun lamp so we can start to see some of these emissions and at this point you'll want to go in and start clicking on your lights changing the power of your light so let's change this to 2000 then just see what that looks like and we can see more effect from it now and with more density you may need more emission from your lights and we're starting to get close to the initial scene now it's worth noting that I'm just plugging this straight into the world which gives everything that volume I'm just going to disconnect that for now and I'm going to add a big cube in the middle so shift K to add cube and I'll just resize that over everything I'll go to top for you to make it easier seven on my numpad scaling the Y scale in the X and we're roughly there now if I go to object shading over here add a new disconnect the principled B SDF and shift a shader principal volume and plug that into the volume of this material you can see heavy effects of this having bring that density down to 0.1 again and now that's just affected this area which kind of helps slightly because because we've got this black background and we can kind of see more what's going on in our little scene so you can create areas of fog with a big cube like this if you want to in this case because the whole scene is being lit up with fog it doesn't make too much difference what I'm going to do is press M to move this to a new collection and type in fog so I have the option if I want to use that fog or not but I'm going to stop it being rendered and take it out of our viewport so it doesn't get distracting go back to our world settings and plug the volume back in and you can really see the difference that it makes I'll just use the world one for now because I think that's a little bit simpler to understand but you are able to use objects as fog volumes and remember to change your object tab here to see them so I've got a density of 0.1 on this one but my world tab has a density of point zero one and I'm kind of liking the effect here so I might put the density up but let's hide that fog from the viewport for now and use the fog in the world so I can just push that up so point zero five maybe somewhere around there point zero three and just play with a little bit until you get something you like and also you'll want to be playing with your lights particularly the Sun lamp up here the Sun just there and we can change the color of this and that will affect the color of our fog so lastly let's take a quick look at render settings I do have a separate video on this which I'll link in the description but just very briefly I'll move in just a touch to our scene ambient occlusion is useful it creates shadows where objects touch each other so you can see in there if I turn it off and on it's not easy to see with the fog turned on I'll just turn that off for the moment so I'll just disconnect it from the world and ambient occlusion on and off this sort of lighting is not making a huge amount of difference but usually you have to turn the distance up quite a lot let's put the volume back in bloom is something that you'll probably want to use in this case so giving a bit of brightness to the eyes and the emissions you have your threshold which is how much will be bloomed so the brightness of the objects they have to be very bright in order to be hit by the bloom or affected by the bloom this way they don't have to be very bright and they're affected by the bloom so you can see the fog now is even being affected by the bloom and everything so somewhere around there we've got the lamp or the two lamps having some bloom the other thing you'll probably want to turn on is screen-space reflections you can see that that created a reflection on my street so I'll turn that off and on you can see the effects there the other thing you might want to play with is the volumetrics I've got mine set to four pixels the lower the pixels the slower the render time but the better the result and volumetric lighting and volumetric shadows you can see what they do for yourself volumetric lighting is turned on by default but volumetric shadows should create shadows in your volumes if I turn the density up slightly you can start to see those shadows coming across like I've said I'll go through this in more detail if you want to find out more in the tutorial in the description the last thing for us to do is to set up our camera so our camera is currently here and we look through the camera it's just pointing at the monsters bump and to look through the camera we press zero on a number if I press n now I can go to view over here little bit tricky to see so I'll pull out this for now and lock camera to view if you tick that you can move your camera around like it's your viewport now I do have a separate video for camera turnarounds and I'll put that in the description and you'll be able to rotate your camera around your objects but for now let's see what this is going to look like so if I press f12 or I can go to render up the top here and render image we can see what that's going to look like and that's our current scene and you can save your image at the top left under image and your final scene should look very similar to this just here so you might want to tweak a few settings set up your camera in an interesting position and then render and a great idea is to join the discord server and show off your work there or put a comment below with your results so that brings us to the end of this series if you have any thoughts or ideas for extensions of this then do comment below and I'll get back to you thanks for watching I hope you enjoyed it and I look forward to seeing your creations
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Channel: Grant Abbitt
Views: 209,404
Rating: undefined out of 5
Keywords: understand, texture, paint, how, to, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, sculpting, sculptor, sculpt, painting, how to, beginners guide, learn blender 2.8, blender 2.8, blender 2.8 tutorial, blender 2.8 beginner tutorial, basic tutorial, complete beginners tutorial
Id: g8683RF1COo
Channel Id: undefined
Length: 20min 58sec (1258 seconds)
Published: Thu Jul 25 2019
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