EEVEE Blender 2.8 | Beginners guide | Part1 | Realism & Basic settings

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hello in this series I'll be giving you a beginner's guide to Eevee the render engine in 2.8 there'll be several episodes in this episode we're looking at how to get fairly realistic results and the basic settings you need to change in order to do that this is a beginner's guide but I'm assuming you've got some understanding of the user interface and before starting is important to understand that Eevee is a real-time renderer so it's really useful but it's not a realistic renderer it does its best but it is faking things so first of all what I'm going to do is delete the default cube by selecting it and pressing delete shift a2/ad so that's shift a add and a monkey I'm going to press ctrl two to give the monkey a subdivision surface which you can see just there and that smoothes it out and I'm going to right click and press shade smooth so that gives it nice smooth shading I'm going to go to side view with three on my numpad and just move it into a nice position so it looks like it's resting on a floor just they all define middle mouse button to go back to perspective view and shift a to add a plane so we've got a floor that the monkey is sitting on yes to scale that up and there's a nice starting position that's a good idea to get used to the workspaces so at the top here we've got shading so I'm going to click on shading and you can see it puts me in what's called look at dev mode and that gives a nice result but it doesn't really take into account the lighting that I'm using in the scene so I'm going to change it to rendered which is the next one along and now you can see it's using this light and it's not got an HDR eye in the background I do want to add one because you get nice realistic lighting and reflections if you use an HDR eye so that's basically an image in the background I'll set that up now so down here in the shader I'm going to change it from object to world so at the moment the world is gray and I can change the color here but I don't actually want to change the color there I want to add an HDRI image so shift a texture and an environment texture now if I plug that in you'll get a purple result and that means there's no image in my environment texture so I'm going to open one up and go to my HDR archive you can press this button here which will give you a view of your actual images I've downloaded these from HDR Haven and other places and the best wants to use when you're trying things out and testing things is a nice sort of gray colored one because the colors do actually affect your scene so if I choose this one it will give my objects for a yellowy color so a gray one like this is probably going to be suitable or something like this this old city center here so I've chosen that one and you can see the effect it has straight away on my scene everything's much brighter the shadows fairly soft and the light is fairly evenly distributed across my monkey so let's go back to our object option at the moment I've got the floor selected so I'll select my monkey and give that a new material and that gives us the principled psdf shader to move this up a bit I'm not going to go through all the settings here I've got that in other videos but what I will do is turn it into my metallic object or metallic material and change the colour slightly so it's a bit more gray so it looks like silver I want to bring the roughness down as well so it's nice and shiny some around there and that's what it looks like at the moment so it's not bad but it's not realistic still there's a few settings we can change and I'm going to go across to the render tab here in order to change a few settings actually before I do that I'll change the floor as well so I'll click on the floor give that a new material and maybe just bring the color down slightly to sort of greyish color okay so let's have a look at these settings the first one on the list is ambient occlusion so I'm going to take that and you can see a slight change there so if I tick a none tick you can see that the cavities are filled in with some darkness and that's quite nice it does help to give a more realistic look if I bring on the disclosure area and change the distance you'll be able to see that effect is increased so if I bring it up to somewhere around there that's probably where I'll want it for this particular scene but let's bring it up higher and see what happens you can see the effect that it's having but it doesn't keep its realism at this point in my opinion it's a bit too dark around here and we sort of lose clarity here somehow so it's dark but it should actually be light at that point so you can sort of see the effect that it has and when I move around you can see that it is quite fake looking especially around this ear so watch out for that try not to have your settings too high have them at a point where it's helping the cavities to be more pronounced but not too extreme so it doesn't look real you can go for a very stylized look and have it quite high if you like but at the moment for me in this particular scene 1.76 is perfect 1.76 is just fine okay the next one on the list is bloom I will go through it quickly if I took that you can see the highlight on the eye just that highlight there has a bit of bloom oh and on the ear as well the main settings for this is the threshold so if I bring the threshold up it makes less things blue me or glowy and if I bring the threshold down you can see suddenly it creates lots of bloom all around the place you have to be a bit careful with this it can make things look a bit odd and unrealistic but a little bit of bloom can help because it looks like an overexposed area in a camera now what I'm going to do is I'm going to zoom out so you can see the light which is just there and I'm going to change this to a Sun so the lamp options are just here and instead of a point light about Jesus sunlight and you can now see the effects of the bloom this Sun is at the strength of 1000 so I'm going to change that to 1 and now let's zoom in and the more increase this the more highlights will get and the more bloom we will get so the effect of bloom is very dependent on the lights you have in your scene so I'm going to put that down to 1 again and it is important to note that if you want realistic results then you do have to think about your lighting as well as your texturing and render settings so in this case the lighting from my HDR I if I look around the place is up in the corner there so it is actually the place where the Sun is coming from just happens to be but you do want to think about that if you're putting an extra light in your scene think about your HDRI you have in the background and think about where the Sun is positioned there and you might want to add to it with a Sun lamp so on to the other settings let's go back to our render settings here the next part you want to think about is screen space reflections let's tick on that and press the disclosure arrow and you can see what happened in the scene straightaway it became more reflective so here's the - so initially it's just using the HDRI the background to give us some sort of reflection or some sort of idea of the reflections when I screen-space reflections it tries to take into account the other objects in the scene and it doesn't do a bad job but what you will notice is you'll get these sort of blocky looking effects around the place if I turn off a half res trace that does help so it makes them a bit smoother and what can also help is the edge fading sometimes you put that up it can sort of smooth out those areas but you'll see that my reflections are slightly less real you can see there there's the floor and it's taking away the floor the more I put up edge fading but that does help with some of these sort of blocky areas so to put reflections in your scene you will need the screen space reflections ticked also if you've got any glass you'll probably want refractions ticked as well I'm going to go on to transparency in another episode let's continue down volumetrics I will talk about in another episode as well let's quickly talk about shadows down here we have soft shadows and hard shadows in this particular case it doesn't make a lot of difference and your shadow settings in your light will make a difference to this as well with the lights selected if I click on the lighting tab you can see there's a shadow option here and I'll just quickly mentioned that you've got contact shadows there which can help with that sort of ambient occlusion where objects meet each other you can change the softness of this as well because sometimes you can get slight errors right where they meet so if I bring the softness down you can see those slight glitch is there so put up the softness just a touch to about somewhere about three which is a which I think is the default and that should help us with the contact shadows so again bear in mind the lighting and shadows are affected by your lights as well as the render scene settings here so let's go down a little bit further indirect lighting I will go through in another episode film this is quite useful if you want to take the background away you can click on that transparent option there and lastly the color management if I scroll down at the moment it's filmic by default that's probably the best option your renders will have more dynamic range which means there's more light information for you to play with and generally it should look a bit more realistic there is a look option here and you can change the contrast values so if I put this to medium contrast I think that's the default if you want to go to something like Photoshop and edit your images he probably wants a low contrast so you can add to contrast yourself in another program however if your final image is straight from blender you might want to put a medium high contrast on perhaps if you want a little bit more cover contrast the image for this scenario I'm going to keep it at medium contrast so let's quickly take a look what that looks like if I press f12 that will give me my render and that's quite a nice realistic smooth looking result there we have enough of the floor in and the background for this to look nice and silver and the shadows look nice so those are the basic settings and should help you on your way to getting more realistic renders in eally in later episodes I will go through bump maps transparencies even more realistic reflections and volumetrics thanks for watching and I hope the tops
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Channel: Grant Abbitt
Views: 98,244
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, eevee, blender2.8, realism, rendering
Id: YSYq32SYrEY
Channel Id: undefined
Length: 9min 37sec (577 seconds)
Published: Tue Jun 04 2019
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