The Basics of Lighting and Rendering in Blender (Donut Finale) — Transcript
Full transcript
- 0:00Welcome to your final serving of donut.
- 0:04In this part, we are going to be
- 0:05lighting, rendering, and making our
- 0:08doughnut actually look good. The final
- 0:11piece of the puzzle. Um, which is the
- 0:13most fun, honestly. Um, because
- 0:15currently it just kind of looks like a
- 0:17early '90s test render or something.
- 0:20Very, very bland. So, let's make this
- 0:22actually look good. Uh, we're going to
- 0:24be moving around some stuff. And you can
- 0:26see that if you like move an object, you
- 0:28always leave behind something, right?
- 0:31And this is just annoying to deal with.
- 0:33So to fix this, you parent things to
- 0:36other things. So for example, if you
- 0:38want the icing to be connected to the
- 0:40donut, then you first select the icing,
- 0:43you shift select the donut, then you hit
- 0:45controlP
- 0:47to parent. Um, and there's you can
- 0:50parent to the object or object keep
- 0:52transform. I always choose keep
- 0:53transform otherwise it can like clear
- 0:55the original location and you kind of
- 0:57lose its location. So always uh keep
- 1:00transform and so there you go. So now
- 1:01when we move the donut um the icing is
- 1:04going with it. Importantly you'll notice
- 1:06that in the outliner you can't see the
- 1:08icing anymore. The icing has gone. Where
- 1:11is it? And this can be confusing
- 1:12sometimes. You're like where's that
- 1:14object? And it's because it's parented
- 1:16to the donut. So it's now underneath in
- 1:18this little drop down here. It's in
- 1:20there. It's also a good idea to use like
- 1:22what is connected to what as a
- 1:24hierarchy. So for example, the donut is
- 1:27connected to the plate. So I'm now going
- 1:29to select the donut, shift, select the
- 1:31plate, ctrl P, keep transform. And so
- 1:35now I can move the donut with the icing
- 1:37by itself or the plate with the donut.
- 1:39I'm going to do the same thing for the
- 1:41foam on top of the mug. Ctrl P. Keep
- 1:45transform. And then also the plate and
- 1:48the cup I'm going to parent to the plane
- 1:50the table. I'm going to say keep
- 1:52transform. So now all of our objects are
- 1:55in here, right? They're all parented and
- 1:57you know they're all found underneath
- 1:59this. So we got to make sure that it's
- 2:01actually named correctly. So I'll call
- 2:02that table. This is going to be called
- 2:05plate. And
- 2:07I think we're good. Okay. Excellent. Now
- 2:11I've actually got two lamps in mine. Um
- 2:14most of you don't. Uh, you've just got
- 2:15the one, so I'll just delete that. Um,
- 2:17but yeah, let's go into lighting. The
- 2:19fun bit. Actually, making this look
- 2:22cool. Okay, so we want this to look like
- 2:24a sunlit cafe. At least I do. You're
- 2:26welcome to do whatever you want, but if
- 2:28you want to play along, that's what
- 2:29we're doing. So, um, with our lamp here
- 2:32selected, you can see that we've got a
- 2:34number of different types here. We've
- 2:36got point, sun, spot, and area. I
- 2:39generally usually just use between uh
- 2:41point and sun. Occasionally a spot lamp
- 2:44if I'm doing I just want to like focus
- 2:46on one specific thing. But I rarely use
- 2:48an area lamp because there's not much
- 2:50difference between that and a point lamp
- 2:52with a radius essentially like making it
- 2:54larger. Um but in our case we want to
- 2:56look like a sun a sun lit. So I'm going
- 2:59to check sun. And oh boy, we've got a
- 3:03nuclear blast of sunlight. So, generally
- 3:06I keep this around uh 10 cuz that's
- 3:09actually what it like maxes out at when
- 3:11you just like drag it over. It comes in
- 3:13at 10. Um so that's yeah that's about
- 3:15what we'll use. I also changed the
- 3:17temperature which is I don't think I
- 3:19think it was 4.5 they introduced this.
- 3:22Um but yeah, you can now adjust this. So
- 3:24this is a black body scale. So like the
- 3:26closer like the lower this Kelvin scale
- 3:29is the more it's like fire and like you
- 3:32know incandescent bulb and then like
- 3:35warm LED and then you can get to like
- 3:37skylight and you can go all the way and
- 3:39it's just like crazy blue. But anyways,
- 3:41so sunlight um you know until it looks
- 3:44right to you. [laughter]
- 3:46Um I don't know something that's a bit
- 3:48too much. Let's go. Oh boy. I don't even
- 3:52know. I feel like I was just twisting
- 3:53that too much. Now, I'm not actually
- 3:55sure what looks like sunlamp. Anyways,
- 3:57good thing is we can change it later if
- 3:58we want to. Um, now the interesting
- 4:01thing about a sunlamp is it doesn't
- 4:03actually matter where it is positioned.
- 4:06You can see if I position this close to
- 4:07my donut or my thing like nothing
- 4:10happens. Whereas a point lamp obviously
- 4:13is very largely dependent on its
- 4:15location cuz there is the inverse square
- 4:18law where like light falls off at what
- 4:20is it uh four times for every doubling
- 4:24of distance. So a huge sharp falloff but
- 4:27sun because it's so far away there's no
- 4:29falloff and so it doesn't matter where
- 4:30it actually is. So the only thing that
- 4:32matters with sun is the rotation of it.
- 4:35Right? So I'm just going to rotate that
- 4:37to look like early morning sunshine.
- 4:40Right? cuz it's going to, you know,
- 4:41trying to tell a story with a donut.
- 4:43It's challenging, but we're trying. So,
- 4:45early morning, somebody's got their
- 4:47coffee in a cafe or something. Um,
- 4:50that's what we're going with. Oh, look
- 4:52at that. My mug is just slightly off the
- 4:55table. And now it is not. Excellent.
- 4:58Now, this by itself is uh is pretty
- 5:01boring, right? If you were to do a
- 5:03render of this, which you can do just by
- 5:04hitting uh F12, right? That's it's okay.
- 5:08But it's like this feels too naked,
- 5:11right? It's just being blasted with
- 5:13light everywhere. It helps to try to
- 5:15shape it and kind of highlight what is
- 5:17important, which is these two elements.
- 5:19The rest of the scene that can just
- 5:22Yeah, it's not important to us, right?
- 5:24So, we can throw that into shadow. Um,
- 5:26and it's also an opportunity to make it
- 5:28look like there's a a scene outside of
- 5:30the view there, which you can do by
- 5:31casting shadows um into the scene. So, I
- 5:34want to basically set up two blockers to
- 5:37make it look like this is shining in
- 5:39through a window. Um, and as is typical
- 5:42with uh with 3D, you don't have to model
- 5:45the windows because we're not looking at
- 5:46them. You they can just be blockers. So,
- 5:48I'm going to hit shift A. And for my
- 5:50blocker, I'm going to use a plane. Okay.
- 5:54So, it brings in this. I'm gonna move it
- 5:56over there. I'm going to go R and then
- 5:59X. holding down control until it says 90
- 6:02at the top of the screen there. Do a
- 6:04single click. Um, all right. That is my
- 6:07first blocker. And then I need another
- 6:09blocker going uh this way. So I'm going
- 6:11to have like a slither of light going
- 6:13across there. So shift D. Move this to
- 6:17Oh boy. Y then X
- 6:22R Z to rotate it by 90°. And then here
- 6:26we go.
- 6:29like that. All right. And then I'll move
- 6:31this one over a little bit. Maybe just
- 6:33make it a little bit bigger.
- 6:36Okay. To just try to shape it to just
- 6:38get some of that light to be a little
- 6:40bit more targeted. I'm also going to
- 6:42move this mug just further in the back.
- 6:45Um, so I'm going to hit G. And yeah, if
- 6:47you want to lock something to a specific
- 6:49act, like I want to move it along the X
- 6:50and the Y, but not the Z. We talked
- 6:53about this with scale, but applies for
- 6:54everything. So, if I hit G and then
- 6:57shift zed, it'll move it along the X and
- 7:00the Y but not the Z. And so, this is an
- 7:02easy way if like you've got, you know,
- 7:05that it's touching the ground where it
- 7:06needs to, but you just need to move it
- 7:08around. You can quickly move things by G
- 7:10and then shift Z and it'll move it
- 7:12around the plane, but it won't lift it
- 7:14off of the table, which is uh useful.
- 7:16All right. And then I'll move my plate
- 7:18over like so.
- 7:21And yeah, that looks okay. All right.
- 7:26Now, yeah, like I said, this this this
- 7:28looks okay, but it also looks kind of a
- 7:31little bit like film noir, right? And
- 7:33what does film noir look like? Looks
- 7:34fake. Looks very like curated and
- 7:37designed in a comic strip, right? And
- 7:39the big telltale for that is like we've
- 7:41got almost complete darkness over here,
- 7:44right? Um, and the real world is not
- 7:46that like that. If this was a cafe, you
- 7:48would have things bouncing off uh other
- 7:51objects to the left hand side outside of
- 7:53frame. But not only that, this is a
- 7:55sunrise. It's not happening on Mars or
- 7:57anything like that. So the sky is blue
- 8:00generally speaking. So uh there needs to
- 8:03be some blue light as well. So what I'm
- 8:05going to do is Oh, look at this. We've
- 8:07got our blockers and yeah, let's
- 8:11actually move my light and my blockers.
- 8:14So shift selecting those. I'm going to
- 8:16hit M and I'm going to create a new
- 8:18collection and I'm going to call this
- 8:20lighting. Um, and then we can call these
- 8:23two objects. By the way, if you want to
- 8:24rename two objects and at once, uh, you
- 8:28can do it by I was just trying to
- 8:30remember the hot key. [laughter]
- 8:32Uh, there you go. It's Ctrl F2. Um,
- 8:35which is the same hotkey I think.
- 8:37Actually, no, I don't think it is in
- 8:38Windows, but anyways, Crl+ F2 and then
- 8:41you can just say uh find and replace or
- 8:44you can just say set name and then you
- 8:46can say new and I can just call this
- 8:49blockers or blocker and then just say
- 8:52okay. And there we go. It's call it
- 8:53blocker and then the other one
- 8:54blocker.001. Okay, cool. So now I as I
- 8:59said I want to create some skylighting.
- 9:01So I'm going to add a new lamp or I
- 9:03could duplicate the sun. I'll just
- 9:04duplicate the sun. So, I'll move this
- 9:06over to there. And I'm now going to hide
- 9:09I'll call this one sun, right? My
- 9:12original one. And then this new one I'm
- 9:13going to call sky. And I'm going to
- 9:17change this to be a point lamp. Like
- 9:20this. Um, and now I'm going to disable
- 9:23the sky. And this is actually a good tip
- 9:24to do. It's a really uh bad trap that a
- 9:27lot of beginners do is when they're
- 9:28they're working with lighting, they end
- 9:30up just kind of like throwing in lights.
- 9:32But you have to work in isolation. You
- 9:34should only be looking at each light
- 9:36separately to understand what purpose it
- 9:39actually has on the scene. So, hiding my
- 9:41my sun lamp. I'm going to position this
- 9:44up high because the sky is high even
- 9:47though there would be like a window
- 9:48there. Something about actually let's
- 9:50just see the scale in relation to get
- 9:53real mathematical here. The scale of the
- 9:56donut in relation to how tall would the
- 9:59window be? Maybe up to about here. I
- 10:02don't know. Um about there, let's say.
- 10:04And let's move it over a little bit.
- 10:06Okay. And then
- 10:10let's uh increase this. Let's remove the
- 10:14tint. And instead, I'm going to make
- 10:15this like you can actually like keep the
- 10:18tint, right? And make it go like all the
- 10:19way to that. But I want to have a little
- 10:21bit more control over it. I might want
- 10:23to make it look a little more purplish
- 10:24or, you know, we're not going for
- 10:26something entirely photorealistic. We're
- 10:29going for like exaggerated realism. Um,
- 10:33which can often look way better than
- 10:35real realism. So, this you can see this
- 10:38is a soft color. This is like
- 10:39moonlighting, but it just needs to be a
- 10:42little bit just so that there's the hint
- 10:44that there is skylighting along with the
- 10:46uh sun. Now, the other big factor that
- 10:48it's missing is that the skylighting is
- 10:51not casting shadows like this, right? If
- 10:54the sun was away and it was just being
- 10:56lit by like think of like an overcast
- 10:57day, right? The sky itself, the entire
- 11:00dome is the size of the light. So the
- 11:03radius of our lamp here needs to
- 11:06increase, right? By a lot. Now this uh
- 11:11this is a very underused value like it's
- 11:14one of the most important values when it
- 11:16comes to lighting is the radius of
- 11:18something because it's the softness of
- 11:20the shadow. As an example, let's just
- 11:22bring this in or actually hang on. Let's
- 11:23just increase this so we can actually
- 11:25see it. What can I do? Exposure. There
- 11:27we go. All right. So, this is uh like
- 11:29the default it comes in like this. Okay.
- 11:32And you can see how harsh those shadows
- 11:34are. So, as a as a rule, harsh shadow is
- 11:37very good at revealing detail. So, we
- 11:39often use a lot at polygon cuz we need
- 11:41to show the the detail of textures along
- 11:43a surface. So, if you want to highlight
- 11:44the sprinkles or something like that,
- 11:46you would use a very small radius like
- 11:49this. So, it's really sharp um shadows.
- 11:52Whereas if you want to reveal more of
- 11:53the form and just the overall color of a
- 11:56surface, that is when you would use a
- 11:58larger radius, right? As a general rule
- 12:01and it has a huge impact on uh on
- 12:04lighting. The other big thing is is
- 12:06distance. So there's I mentioned briefly
- 12:08the inverse square law. Um a lot of
- 12:10beginners, you know, they're going like,
- 12:11oh, it's like skylighting. I'll just
- 12:12position the lamp up here, right? The
- 12:15problem with that is because of the
- 12:16inverse square law, every doubling of
- 12:19distance, so from like here to here,
- 12:22right, is going to uh well, hang on.
- 12:25From here to here, what am I thinking
- 12:27of? But basically, like from the the mug
- 12:31to the end of the donor, it could lose
- 12:33something like a third of its energy.
- 12:35Um, it's it's a it's just an uh what do
- 12:38you call it? It's not something that is
- 12:40obvious, but it is really really
- 12:41important. So something needs to be far
- 12:43away or appear to be far away. You got
- 12:45to try to make it look really far away
- 12:47basically. Um so you know something up
- 12:50in up up in the air basically. All
- 12:52right, let's clear that and let's
- 12:54increase it and go back to the radius.
- 12:57So nice large radius in the sky. You
- 13:01know, it's not as big as the sky
- 13:03actually is, but you know, something
- 13:05like that. So we've got smooth lighting
- 13:07over everything. And now with my sun.
- 13:10Ha, look at that. We've got the tinge of
- 13:13blue lighting in the air. Um, but we
- 13:15have the lovely hot, warm sun uh coming
- 13:18through as well. All right, the final
- 13:21lamp that I need is that bounce lighting
- 13:23for the rest of the cafe. So, I'm going
- 13:25to duplicate my uh skylighting there.
- 13:28And I'm going to position this. I mean,
- 13:30you know, how what's the height of the
- 13:32ceiling or what is it even bouncing off?
- 13:34Who knows? There could be a wall here
- 13:36and it's bouncing off that. This is more
- 13:38where you get to control um you know
- 13:40what what is it that you're actually
- 13:42doing. So again, I'm going to hide my
- 13:43sky, hide my sun. So I'm just looking at
- 13:46this bounce lighting coming off the
- 13:47wall. Um and I'm going to uh clear this
- 13:50to make it look uh just like white
- 13:53light. Um and by the way, if you want to
- 13:54change something to the default value,
- 13:56just mousing over a color here, just hit
- 13:59backspace and now it goes to its default
- 14:01value. I can also backspace on the power
- 14:03and it goes to its default value of 10.
- 14:05Um, so that's a handy one to know. And
- 14:08again, I will
- 14:10Yeah, I mean, I can have a little bit of
- 14:12control over this cuz there could
- 14:13actually be a lamp off in the distance
- 14:15there. We don't really have a lot of
- 14:16rules for this bounce one. I'm just
- 14:18looking at trying to fill in the
- 14:21darkness there. Right. Right there.
- 14:23Because without it, and we'll call this
- 14:25uh indoor bounce, right? If you don't
- 14:29have it, it just looks too dark. So,
- 14:31there needs to be something there just
- 14:33to fill in this area of our donut. All
- 14:36right. So, that's what I'm looking at
- 14:37there. Something about that. Let's look
- 14:41at it from the camera view. And I think
- 14:44now my skylighting is uh a little bit
- 14:47too blue. I'll dial it back a little
- 14:49bit. I think it might actually be a
- 14:51little bit too bright. So, let me just
- 14:53dial that in. In which case, now I can
- 14:55make it a little more saturated.
- 14:58Pull it in.
- 15:00Okay. How's that? Okay. That's the sun.
- 15:05That is the indoor by itself.
- 15:09Okay. All right. And that's pretty good.
- 15:12That is not bad. Now, you can play with
- 15:14it a little bit. Um, but that's
- 15:16generally we've got it in the right
- 15:17place. Now, I'm going to move my camera
- 15:19in a little closer. So, I'm going to
- 15:20check this little uh camera view thing.
- 15:23And, uh, sorry, lock toggle lock to uh,
- 15:26camera view. And now I'm just going to
- 15:28move around and just pull the camera in
- 15:30a little bit just so we've got a tighter
- 15:32view of our donut. And then again, just
- 15:34make sure you uncheck that so that we
- 15:36can uh move around freely without it
- 15:38interrupting. Okay. Now, some of you
- 15:40might be wondering, how can we improve
- 15:42this so it doesn't look crap? [laughter]
- 15:45Because what we are using right now, um,
- 15:48this is called the EV rendering engine.
- 15:51And it's the reason we've got this kind
- 15:53of fuzzy noise to our shadows. It's the
- 15:56reason we have some of our objects are
- 15:59not really casting much of a shadow in
- 16:01our scene. Um, and it's also the reason
- 16:04you might notice that as you like rotate
- 16:07around, right, you got like wow, look at
- 16:10this like bright lighting on the plane
- 16:11here. And watch what happens as I move
- 16:13the camera. Just disappears. [laughter]
- 16:17So Eevee is a game engine. So it's doing
- 16:19a lot of game hackery and that means it
- 16:22is largely it is due to being screen
- 16:25space meaning that it's doing bounce
- 16:28lighting here. Okay. So it's bouncing
- 16:30the off the plane onto this wall here.
- 16:34However, it's it's only visible um it
- 16:38can only see what the camera sees. So
- 16:39it's called screen space. And that means
- 16:41that the moment that this moves away and
- 16:43we no longer have that bright light
- 16:45reflecting off there, it doesn't know
- 16:46that that plane exists and that
- 16:48something should bounce up there. So, it
- 16:50can result in these like large changes
- 16:52of lighting. It's kind of the biggest
- 16:54issue if you're making animations um and
- 16:56the cameras flying through some spaces
- 16:58and you don't want to have lighting kind
- 17:00of changing all over the place. I've got
- 17:02a whole video on EV if you want to watch
- 17:03that. Um I talk all about this and go
- 17:05into more detail. Um but, you know,
- 17:07these are kind of one of the biggest
- 17:09limitations. Now, the main thing you
- 17:11should be trying to do if you're using
- 17:13the EV rendering engine is the default
- 17:16value right here for steps is wrong.
- 17:18Like there's no reason it should be that
- 17:20low. Steps, you could think of this like
- 17:23accuracy. Um, now if I increase this to
- 17:2616, which is the maximum value, look at
- 17:29how much better those shadows are.
- 17:31Right? This is the before and then this
- 17:33is the after. Okay? And it's even more
- 17:35stark here, right? Look at look at how
- 17:37much more connected that is. And then if
- 17:39I go back to here, look at all this
- 17:41extra crap, right? It's it's basically
- 17:45an accuracy amount and it should be
- 17:47maxed out unless you're working on a
- 17:49really really poor computer and it
- 17:51happens to stall it or something, you
- 17:53know, but even then you you double it at
- 17:55least go to 12. Um, but that by itself
- 17:58will improve the look of shadows. Um,
- 18:00the other thing as well is my icing. I
- 18:03just want to check. Okay. Oh no, that's
- 18:06the sprinkles.
- 18:08Okay. Yeah. Yeah. Yeah. Yeah. Okay. So,
- 18:10I think I said that I had the scale of
- 18:12my icing too high on my donut. I think a
- 18:1403 looks good. And on my sprinkles, I'm
- 18:17also going to drop that. I'll make it
- 18:1806.
- 18:20Nope. Nope. Nope. Let's go 08. So, we
- 18:24want a little bit, you know, this is a
- 18:26little bit of pass through here, but not
- 18:28a crazy amount or else. Yeah. [snorts]
- 18:30And that's this is quite common to do,
- 18:33right? If you're making something, you
- 18:34might set a value when you're in one
- 18:36state of Blender and then when you add
- 18:38in lighting from, you know, a more
- 18:40extreme like sunlight coming in, you
- 18:42start to notice that some materials
- 18:43actually, yeah, it doesn't look good.
- 18:45Um, and so you need to adjust it. And
- 18:47that's a totally fine thing to do. Um,
- 18:49there's not really any way uh around it.
- 18:51Now, the fuzziness, this fuzziness that
- 18:53you can see right here, um, that is a
- 18:55result of the samples. So samples you
- 18:58can think of I mean it's it's like
- 19:01samples per pixel on a screen and like
- 19:04basically the more samples you have the
- 19:05clearer it's going to be. Now what
- 19:07you're actually looking at right now is
- 19:09the viewport samples which is set to 16.
- 19:12When you do your render it will kick in
- 19:14and use this amount which is 64. So see
- 19:17how fuzzy it looks there. I do my render
- 19:19and it comes in not so fuzzy. There is
- 19:22still fuzz. There's always going to be a
- 19:23little bit of fuzz, but at least it's
- 19:26not uh, you know, crazy, but yeah, if
- 19:29you want to increase it, you can uh, you
- 19:31know, double that or whatnot. You can
- 19:32have fun with that. Another thing that
- 19:34can improve the realism of an EV render
- 19:37is using a light probe. So, as I
- 19:39mentioned with the light bouncing off
- 19:41here, as it fluctuates around, it's kind
- 19:43of throwing light as it goes around. But
- 19:45the other issue is that for example um
- 19:49the the it doesn't actually know that
- 19:51light is hitting the underside of the
- 19:54donut here and it would blast out in
- 19:57that direction because it can't see what
- 19:59is behind the donut right now. It also
- 20:01can't see um uh like light that would be
- 20:04hitting the edge of this plate here and
- 20:06then bouncing it back this way, right?
- 20:08It can't see it because from where the
- 20:10camera is, it just can't see those
- 20:11objects. So, if you wanted to um add
- 20:15that, you could add in a light probe
- 20:17volume. So, I'll show you what that
- 20:19looks like. Uh first of all, I'll just
- 20:21shift rightclick on my donut just so
- 20:23that that's the point it comes in at.
- 20:25I'm going to say shift a light probe
- 20:28volume. So, this will cast like a grid
- 20:32of ping pong balls over your scene. And
- 20:34I say ping-pong balls cuz I'll show you
- 20:36what they look like soon. Um, but
- 20:38basically you want to scale this to look
- 20:41to kind of encapsulate everything you've
- 20:43got in the scene. And we've got way too
- 20:45much vertically, so I don't need all
- 20:46that much there. Um, and you want the
- 20:49ping pong balls, these little balls to
- 20:52be sitting just above the surface of the
- 20:54table. Again, I go into way more detail
- 20:56in my EV video, which you could watch if
- 20:59you were interested in this. You really
- 21:01want to dive into EV, by all means. Um,
- 21:03I think I probably only need about
- 21:05three. No, I'll go four. Why not? Um,
- 21:07okay. And then now that you've got this,
- 21:09if you hit the bake light c, you'll see
- 21:12that the scene gets a little bit
- 21:14brighter. So, this is how it looked
- 21:15before and this is how it looks after.
- 21:17And you can uh improve this a lot by
- 21:20just like shuffling the balls around.
- 21:22So, that now I've got one ball that is
- 21:25going to be, let's say,
- 21:29let's go a little bit. Oh boy. Here and
- 21:33here. So, I've got one that's going to
- 21:34be resting right on the edge of that
- 21:36plate there. And I want one inside the
- 21:38donut. All right. And now, let's do that
- 21:40now. All right. And now we've got more
- 21:43bounce coming from there. So, each of
- 21:44these you can think of like little lamps
- 21:47that are going through the scene and
- 21:50able to see things from the other side
- 21:52that the camera cannot. So, it's able to
- 21:54break that limitation of something being
- 21:57screen space. And you can see that looks
- 21:59better. So, this is with the light probe
- 22:01on. And then if I was to turn my probe
- 22:03off and do another render. So this is
- 22:06with it off. This is with it on. All
- 22:08right. So very big difference.
- 22:10Definitely worthwhile having a light
- 22:11probe if that's what you're going to use
- 22:13uh to do your render. Uh and by the way,
- 22:15if you want to visualize what they can
- 22:16see and uh underneath viewport display,
- 22:19you can enable data and then each of
- 22:21these points become little ping pong
- 22:23balls. That's why I think of them like
- 22:24that. Um, and you can see the actual
- 22:26light that was captured at each one of
- 22:28those points and, uh, essentially, yeah,
- 22:30what light it's going to be throwing out
- 22:32into the rest of the scene. And the
- 22:34final thing that's going to make a big
- 22:36difference to your final render here,
- 22:38um, and one of the big reasons that this
- 22:41feels like a, you know, a CG computer
- 22:43graphics render is that right now
- 22:45everything has the same amount of focus.
- 22:48And that is physically impossible with a
- 22:50real camera. There's no way to have
- 22:52something that doesn't have um depth of
- 22:55field unless you were using a pinhole
- 22:57camera, believe it or not. Um but
- 22:59anyways, so to get that look, to get
- 23:01depth of field, we're going to select
- 23:03our camera object in our outliner and
- 23:05then down here there is a checkbox for
- 23:08depth of field. And ooh already it's
- 23:10starting to look cool. Now you just
- 23:12select the object that you want to be in
- 23:14focus. So you click the little eyropper
- 23:16tool and then you want to click on the
- 23:18object. Now, if you've got what I have
- 23:19here, you can see it's always clicking
- 23:21on the volume um because it thinks that
- 23:24the volume is in front of it. But
- 23:25anyways, yeah, I can now just click on
- 23:27my icing object there. And um you can
- 23:31see now this is the before and then this
- 23:34is after. So you can see in the
- 23:37background there that noisy uh you know
- 23:41concrete texture that isn't relevant to
- 23:43the viewer um is now buttery smooth. And
- 23:46that's a really nice way to not only
- 23:48make something look more realistic, but
- 23:50also to guide the viewer to what is
- 23:52important cuz that is one of the biggest
- 23:55problems you have as an artist is you're
- 23:57giving somebody an entire image and
- 23:59you're trying to tell them like what is
- 24:01the important bits like what should they
- 24:03be looking at and they don't know if
- 24:05everything has just got like hyper noise
- 24:08and detail and color and everything. So
- 24:10you're trying to guide it and that's one
- 24:11of the tools uh to do that. And one
- 24:13final other tip as well. Um cuz the the
- 24:16biggest like downside to using EV is
- 24:20like the shadows just don't feel crisp
- 24:22enough. They don't feel like tight
- 24:23enough to the object. It's kind of a
- 24:25little bit too it's a little bit too
- 24:27blurry. If you select a lamp like this
- 24:29one here, the sun lamp, and then you go
- 24:31to your shadow settings here, there is a
- 24:33box that says jitter. And you won't see
- 24:36any change in the viewport unless you
- 24:38were to go to your viewport settings and
- 24:40enable jittered shadows. But I don't
- 24:41think you should cuz it's just when
- 24:43you've got that enabled just like every
- 24:44time you move it, it just jitters around
- 24:46and it's super annoying. But if I was to
- 24:48do another render now, you will see that
- 24:52the shadows just feel a little bit more
- 24:54accurate, especially in the background
- 24:56there, right? Um, and essentially it's
- 24:58uh I believe it's like rendering each
- 25:01like multiple versions of the lamp at
- 25:04like because it's got a radius on it, a
- 25:05little soft radius. Um, so enabling
- 25:08jitter can work a lot better for like
- 25:10soft lamps like what we've got here. So,
- 25:13um, there you go. So, that's one of the
- 25:15other tips. But if you want to go very
- 25:18realistic and you want to avoid the
- 25:21light probes, you want to avoid all
- 25:23these settings like jitter and all this
- 25:25kind of thing and you just want to you
- 25:27just want to make something and then
- 25:28just have it come out beautifully, then
- 25:30you should be using a different
- 25:32rendering engine. You should be using
- 25:34cycles, cycles, cycles, cycles.
- 25:38Now, my recording has slowed down
- 25:40because it's using my CPU. Um, this is
- 25:44cycles. Now, I'll actually uh I'm going
- 25:46to just turn that off for a sec cuz it's
- 25:48slowing down my computer. The first
- 25:50thing you should check if you want to
- 25:51use cycles because some of you just
- 25:53tried that then and much like my
- 25:55computer, I don't know if you can hear
- 25:57that, but it has started to wor up. the
- 26:00fans are like, "Whoa, this is using
- 26:03maximum uh maximum heat." Right? So,
- 26:07first of all, go to your edit and go to
- 26:09preferences and then go to system. Then
- 26:12at the top there, you've got cycles
- 26:14render devices. Um, what you want to see
- 26:16is if you have any graphics card on your
- 26:19computer that you can use to render, you
- 26:22should be using it. So, if you've got an
- 26:24Nvidia card, you would be clicking CUDA
- 26:26or optics. Optics is preferable. So, if
- 26:29you've got a card that supports optics,
- 26:30use the optics one. HIP is for AMD
- 26:33cards. Open API is for Intel, I believe.
- 26:37And then metal. You'll see metal if
- 26:39you've got a Mac. Um, in my case, I've
- 26:42got a uh Overkill RTX Pro 6000 Blackwell
- 26:46Workstation Edition, which I just got,
- 26:48given to me by the kind folks at Dell.
- 26:51They gave me a Whisbang um Dell T2 Pro,
- 26:55and uh it's amazing. I think it costs
- 26:58like $20,000 or something stupid. Just
- 27:00the card by itself, I think, is like
- 27:0215,000. It's It's ridiculous. It's
- 27:05obviously enterprise and prolevel. But
- 27:07for the three people watching this that
- 27:09happen to own a studio, if you really
- 27:12want to deck it out and give artists
- 27:13stuff that they'll never have to worry
- 27:16about render times, this is the card. It
- 27:17is amazing. So, if you've got one of
- 27:20those cards, use it. And then make sure
- 27:24here where it says device, you want to
- 27:25make sure instead of CPU, it is using uh
- 27:28GPU instead.
- 27:30And now you can see how much faster that
- 27:32is. Right now this is in 4K on my
- 27:36computer and this is the size of the
- 27:38window here. If you want to like speed
- 27:40up your render, you can also just change
- 27:43the size of the window, right? I can
- 27:45drop the size of this like this, right?
- 27:47So, it's only going to be rendering on
- 27:51how much it can see here, right? So, as
- 27:52I move around, you can see it's much
- 27:54faster now because the size of that
- 27:56window is so much smaller. Um, so that's
- 27:58another thing you can do if you want to
- 28:00be able to move around whilst it's uh
- 28:03whilst it's rendering. Now, the
- 28:04fuzziness that you can see here, that is
- 28:07samples. So it's still the same term
- 28:09samples. But the difference is is that
- 28:12cycles is a path tracer, not a
- 28:14rasterized engine like uh uh EV. So path
- 28:18tracing means that you don't have to
- 28:20deal with any probes or anything like
- 28:21that. It can see what is behind the
- 28:24donut. It can see between the sprinkles.
- 28:27So it's actually casting like a bounce
- 28:29off this sprinkle into that sprinkle
- 28:31into that one. It's also doing it on the
- 28:33other side of the doughut that we can't
- 28:35see. It's actually shooting rays from
- 28:38the camera out into the scene and
- 28:40whatever it hits, it's collecting that
- 28:42information. So, it is much more
- 28:44physically accurate. It is the gold
- 28:46standard for rendering um that um you
- 28:50know computer graphics researchers use
- 28:52and you know every movie VFX shot is
- 28:54generally nowadays using path traces. It
- 28:57results in a way better image but
- 28:59obviously you have to pay for it with
- 29:01render times. Now, one thing as well is
- 29:04uh this noise that you can see here when
- 29:06we do our render, it's going to kick in
- 29:08a D noiseise, which is going to clear
- 29:10that up. But you can also enable it in
- 29:12your viewport. And then as you move
- 29:14around, you can see that it's uh it's
- 29:16still got like a little squiggle to it.
- 29:19Um but it is uh it's obviously much
- 29:21clearer and it's easier to see things uh
- 29:23with that on. But now that I've got
- 29:25that, I can do a render. It's going to
- 29:27load in everything. The first time you
- 29:29use Cycles, by the way, it might be
- 29:30slow. Um, especially the first time if
- 29:32you use a card like an Nvidia card or
- 29:34AMD or anything like that, it will be
- 29:36slower. Um, but after that, it should be
- 29:38relatively quick. I say relatively
- 29:40quick. I've got the fastest card
- 29:42available right now. And you can see
- 29:44it's no longer instantaneous. It is well
- 29:47over 20 seconds. There we go. 23
- 29:51seconds. Okay. But the difference,
- 29:54right? Like if I go to right EV
- 29:58like there is a big difference there. I
- 30:00mean, actually, that was um before I did
- 30:01the jitter. Let's let me just let's
- 30:03really compare apples to apples. Okay,
- 30:07there we go. But yeah, there there
- 30:09definitely is a big difference,
- 30:10especially in the shadows, um especially
- 30:13in the reflections. So, there's it's a
- 30:16noticeable difference, but it's also a
- 30:18noticeable difference in the time,
- 30:19right? The EV1 is less than a second.
- 30:22The Cycles one is 23 seconds, and that's
- 30:25on the fastest uh card available. So,
- 30:27you're going to pay for it. And this
- 30:29matters most when you're doing
- 30:30animations because how many frames is
- 30:33there in 1 second of footage? Generally
- 30:3524 to 30. Um I'm actually recording in
- 30:3860 frames right now. So that would be uh
- 30:4130 frames a second. So 30 * 23 just to
- 30:44get 1 second of footage. So if you're
- 30:46doing an animation, that's where EV
- 30:48really um can speed up your workflow.
- 30:51But also like Eevee is just so much more
- 30:53accessible. Part of the reason I stuck
- 30:55to Eevee for all this tutorial up until
- 30:57now is that uh I learned from uh talking
- 30:59to people who did the previous donut
- 31:01that some people's renders were taking
- 31:03like over 20 minutes. Some people were
- 31:05over an hour to do one single image of
- 31:08the donut. And I couldn't believe it. I
- 31:10just I I thought, "All right, we have to
- 31:12use Eevee then because there's just no
- 31:14way people are going to be able to
- 31:16finish this thing." So Eevee definitely
- 31:19can get a great result. Um, it's not
- 31:21going to be as good as cycles, but like
- 31:23I said, the times, you can't beat it.
- 31:25It's so much faster. Um, so there's no
- 31:28shame in uh using it if you don't have a
- 31:31computer that uh can't do cycles. Now,
- 31:33you can experiment with your lighting.
- 31:34You can experiment with your scene. You
- 31:36can add in different assets. You can
- 31:38change the colors, make a whole bunch of
- 31:39different variants. If you want to go
- 31:41further, you know what I'm going to say.
- 31:43I have released a course and it is
- 31:45designed for people literally in your
- 31:47shoes right now that have just finished
- 31:49the donut and they want to know what
- 31:51they can do next to improve and learn
- 31:53more about Blender. So this course it's
- 31:56called the beginners academy and it
- 31:58teaches you the core essential Blender
- 32:01skills which is modeling, texturing,
- 32:03shading, lighting, camera and rendering.
- 32:07And although we touched on all of those
- 32:09in this series, that's really just the
- 32:11tip of the iceberg because there's so
- 32:13many different techniques to modeling.
- 32:15There's so many different approaches to
- 32:17texturing and to rendering and to
- 32:18lighting. And we go through all in much
- 32:21more detail in this course. So if you
- 32:24finish this donut and you want to go off
- 32:25and learn by yourself, there is a whole
- 32:28YouTube full of tutorials out there. But
- 32:30if you want something that is targeted,
- 32:32more comprehensive, and will walk you
- 32:34through the 8020, the 80% of Blender's
- 32:37uh tools and techniques that you use 20%
- 32:39of the time, then this is the course for
- 32:41you. All taught by me, uh all taught
- 32:44using the latest Blender 5.0. Um and I
- 32:47hope that you will uh enjoy it.
- 32:49Otherwise, thank you for watching this
- 32:51entire series. If you want to join the
- 32:52course, you can click the link below.
About this transcript
This page contains the full transcript of The Basics of Lighting and Rendering in Blender (Donut Finale) by Blender Guru, generated from the public captions YouTube serves with the video. The transcript has 6,430 words across 857 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.
What you can do with it
Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to choose a caption track available on the video.
Free YouTube transcript tool
YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, caption language selection, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.