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The Basics of Lighting and Rendering in Blender (Donut Finale) — Transcript

by Blender Guru · 6,430 words · 857 segments · language en · Watch on YouTube

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  1. 0:00Welcome to your final serving of donut.
  2. 0:04In this part, we are going to be
  3. 0:05lighting, rendering, and making our
  4. 0:08doughnut actually look good. The final
  5. 0:11piece of the puzzle. Um, which is the
  6. 0:13most fun, honestly. Um, because
  7. 0:15currently it just kind of looks like a
  8. 0:17early '90s test render or something.
  9. 0:20Very, very bland. So, let's make this
  10. 0:22actually look good. Uh, we're going to
  11. 0:24be moving around some stuff. And you can
  12. 0:26see that if you like move an object, you
  13. 0:28always leave behind something, right?
  14. 0:31And this is just annoying to deal with.
  15. 0:33So to fix this, you parent things to
  16. 0:36other things. So for example, if you
  17. 0:38want the icing to be connected to the
  18. 0:40donut, then you first select the icing,
  19. 0:43you shift select the donut, then you hit
  20. 0:45controlP
  21. 0:47to parent. Um, and there's you can
  22. 0:50parent to the object or object keep
  23. 0:52transform. I always choose keep
  24. 0:53transform otherwise it can like clear
  25. 0:55the original location and you kind of
  26. 0:57lose its location. So always uh keep
  27. 1:00transform and so there you go. So now
  28. 1:01when we move the donut um the icing is
  29. 1:04going with it. Importantly you'll notice
  30. 1:06that in the outliner you can't see the
  31. 1:08icing anymore. The icing has gone. Where
  32. 1:11is it? And this can be confusing
  33. 1:12sometimes. You're like where's that
  34. 1:14object? And it's because it's parented
  35. 1:16to the donut. So it's now underneath in
  36. 1:18this little drop down here. It's in
  37. 1:20there. It's also a good idea to use like
  38. 1:22what is connected to what as a
  39. 1:24hierarchy. So for example, the donut is
  40. 1:27connected to the plate. So I'm now going
  41. 1:29to select the donut, shift, select the
  42. 1:31plate, ctrl P, keep transform. And so
  43. 1:35now I can move the donut with the icing
  44. 1:37by itself or the plate with the donut.
  45. 1:39I'm going to do the same thing for the
  46. 1:41foam on top of the mug. Ctrl P. Keep
  47. 1:45transform. And then also the plate and
  48. 1:48the cup I'm going to parent to the plane
  49. 1:50the table. I'm going to say keep
  50. 1:52transform. So now all of our objects are
  51. 1:55in here, right? They're all parented and
  52. 1:57you know they're all found underneath
  53. 1:59this. So we got to make sure that it's
  54. 2:01actually named correctly. So I'll call
  55. 2:02that table. This is going to be called
  56. 2:05plate. And
  57. 2:07I think we're good. Okay. Excellent. Now
  58. 2:11I've actually got two lamps in mine. Um
  59. 2:14most of you don't. Uh, you've just got
  60. 2:15the one, so I'll just delete that. Um,
  61. 2:17but yeah, let's go into lighting. The
  62. 2:19fun bit. Actually, making this look
  63. 2:22cool. Okay, so we want this to look like
  64. 2:24a sunlit cafe. At least I do. You're
  65. 2:26welcome to do whatever you want, but if
  66. 2:28you want to play along, that's what
  67. 2:29we're doing. So, um, with our lamp here
  68. 2:32selected, you can see that we've got a
  69. 2:34number of different types here. We've
  70. 2:36got point, sun, spot, and area. I
  71. 2:39generally usually just use between uh
  72. 2:41point and sun. Occasionally a spot lamp
  73. 2:44if I'm doing I just want to like focus
  74. 2:46on one specific thing. But I rarely use
  75. 2:48an area lamp because there's not much
  76. 2:50difference between that and a point lamp
  77. 2:52with a radius essentially like making it
  78. 2:54larger. Um but in our case we want to
  79. 2:56look like a sun a sun lit. So I'm going
  80. 2:59to check sun. And oh boy, we've got a
  81. 3:03nuclear blast of sunlight. So, generally
  82. 3:06I keep this around uh 10 cuz that's
  83. 3:09actually what it like maxes out at when
  84. 3:11you just like drag it over. It comes in
  85. 3:13at 10. Um so that's yeah that's about
  86. 3:15what we'll use. I also changed the
  87. 3:17temperature which is I don't think I
  88. 3:19think it was 4.5 they introduced this.
  89. 3:22Um but yeah, you can now adjust this. So
  90. 3:24this is a black body scale. So like the
  91. 3:26closer like the lower this Kelvin scale
  92. 3:29is the more it's like fire and like you
  93. 3:32know incandescent bulb and then like
  94. 3:35warm LED and then you can get to like
  95. 3:37skylight and you can go all the way and
  96. 3:39it's just like crazy blue. But anyways,
  97. 3:41so sunlight um you know until it looks
  98. 3:44right to you. [laughter]
  99. 3:46Um I don't know something that's a bit
  100. 3:48too much. Let's go. Oh boy. I don't even
  101. 3:52know. I feel like I was just twisting
  102. 3:53that too much. Now, I'm not actually
  103. 3:55sure what looks like sunlamp. Anyways,
  104. 3:57good thing is we can change it later if
  105. 3:58we want to. Um, now the interesting
  106. 4:01thing about a sunlamp is it doesn't
  107. 4:03actually matter where it is positioned.
  108. 4:06You can see if I position this close to
  109. 4:07my donut or my thing like nothing
  110. 4:10happens. Whereas a point lamp obviously
  111. 4:13is very largely dependent on its
  112. 4:15location cuz there is the inverse square
  113. 4:18law where like light falls off at what
  114. 4:20is it uh four times for every doubling
  115. 4:24of distance. So a huge sharp falloff but
  116. 4:27sun because it's so far away there's no
  117. 4:29falloff and so it doesn't matter where
  118. 4:30it actually is. So the only thing that
  119. 4:32matters with sun is the rotation of it.
  120. 4:35Right? So I'm just going to rotate that
  121. 4:37to look like early morning sunshine.
  122. 4:40Right? cuz it's going to, you know,
  123. 4:41trying to tell a story with a donut.
  124. 4:43It's challenging, but we're trying. So,
  125. 4:45early morning, somebody's got their
  126. 4:47coffee in a cafe or something. Um,
  127. 4:50that's what we're going with. Oh, look
  128. 4:52at that. My mug is just slightly off the
  129. 4:55table. And now it is not. Excellent.
  130. 4:58Now, this by itself is uh is pretty
  131. 5:01boring, right? If you were to do a
  132. 5:03render of this, which you can do just by
  133. 5:04hitting uh F12, right? That's it's okay.
  134. 5:08But it's like this feels too naked,
  135. 5:11right? It's just being blasted with
  136. 5:13light everywhere. It helps to try to
  137. 5:15shape it and kind of highlight what is
  138. 5:17important, which is these two elements.
  139. 5:19The rest of the scene that can just
  140. 5:22Yeah, it's not important to us, right?
  141. 5:24So, we can throw that into shadow. Um,
  142. 5:26and it's also an opportunity to make it
  143. 5:28look like there's a a scene outside of
  144. 5:30the view there, which you can do by
  145. 5:31casting shadows um into the scene. So, I
  146. 5:34want to basically set up two blockers to
  147. 5:37make it look like this is shining in
  148. 5:39through a window. Um, and as is typical
  149. 5:42with uh with 3D, you don't have to model
  150. 5:45the windows because we're not looking at
  151. 5:46them. You they can just be blockers. So,
  152. 5:48I'm going to hit shift A. And for my
  153. 5:50blocker, I'm going to use a plane. Okay.
  154. 5:54So, it brings in this. I'm gonna move it
  155. 5:56over there. I'm going to go R and then
  156. 5:59X. holding down control until it says 90
  157. 6:02at the top of the screen there. Do a
  158. 6:04single click. Um, all right. That is my
  159. 6:07first blocker. And then I need another
  160. 6:09blocker going uh this way. So I'm going
  161. 6:11to have like a slither of light going
  162. 6:13across there. So shift D. Move this to
  163. 6:17Oh boy. Y then X
  164. 6:22R Z to rotate it by 90°. And then here
  165. 6:26we go.
  166. 6:29like that. All right. And then I'll move
  167. 6:31this one over a little bit. Maybe just
  168. 6:33make it a little bit bigger.
  169. 6:36Okay. To just try to shape it to just
  170. 6:38get some of that light to be a little
  171. 6:40bit more targeted. I'm also going to
  172. 6:42move this mug just further in the back.
  173. 6:45Um, so I'm going to hit G. And yeah, if
  174. 6:47you want to lock something to a specific
  175. 6:49act, like I want to move it along the X
  176. 6:50and the Y, but not the Z. We talked
  177. 6:53about this with scale, but applies for
  178. 6:54everything. So, if I hit G and then
  179. 6:57shift zed, it'll move it along the X and
  180. 7:00the Y but not the Z. And so, this is an
  181. 7:02easy way if like you've got, you know,
  182. 7:05that it's touching the ground where it
  183. 7:06needs to, but you just need to move it
  184. 7:08around. You can quickly move things by G
  185. 7:10and then shift Z and it'll move it
  186. 7:12around the plane, but it won't lift it
  187. 7:14off of the table, which is uh useful.
  188. 7:16All right. And then I'll move my plate
  189. 7:18over like so.
  190. 7:21And yeah, that looks okay. All right.
  191. 7:26Now, yeah, like I said, this this this
  192. 7:28looks okay, but it also looks kind of a
  193. 7:31little bit like film noir, right? And
  194. 7:33what does film noir look like? Looks
  195. 7:34fake. Looks very like curated and
  196. 7:37designed in a comic strip, right? And
  197. 7:39the big telltale for that is like we've
  198. 7:41got almost complete darkness over here,
  199. 7:44right? Um, and the real world is not
  200. 7:46that like that. If this was a cafe, you
  201. 7:48would have things bouncing off uh other
  202. 7:51objects to the left hand side outside of
  203. 7:53frame. But not only that, this is a
  204. 7:55sunrise. It's not happening on Mars or
  205. 7:57anything like that. So the sky is blue
  206. 8:00generally speaking. So uh there needs to
  207. 8:03be some blue light as well. So what I'm
  208. 8:05going to do is Oh, look at this. We've
  209. 8:07got our blockers and yeah, let's
  210. 8:11actually move my light and my blockers.
  211. 8:14So shift selecting those. I'm going to
  212. 8:16hit M and I'm going to create a new
  213. 8:18collection and I'm going to call this
  214. 8:20lighting. Um, and then we can call these
  215. 8:23two objects. By the way, if you want to
  216. 8:24rename two objects and at once, uh, you
  217. 8:28can do it by I was just trying to
  218. 8:30remember the hot key. [laughter]
  219. 8:32Uh, there you go. It's Ctrl F2. Um,
  220. 8:35which is the same hotkey I think.
  221. 8:37Actually, no, I don't think it is in
  222. 8:38Windows, but anyways, Crl+ F2 and then
  223. 8:41you can just say uh find and replace or
  224. 8:44you can just say set name and then you
  225. 8:46can say new and I can just call this
  226. 8:49blockers or blocker and then just say
  227. 8:52okay. And there we go. It's call it
  228. 8:53blocker and then the other one
  229. 8:54blocker.001. Okay, cool. So now I as I
  230. 8:59said I want to create some skylighting.
  231. 9:01So I'm going to add a new lamp or I
  232. 9:03could duplicate the sun. I'll just
  233. 9:04duplicate the sun. So, I'll move this
  234. 9:06over to there. And I'm now going to hide
  235. 9:09I'll call this one sun, right? My
  236. 9:12original one. And then this new one I'm
  237. 9:13going to call sky. And I'm going to
  238. 9:17change this to be a point lamp. Like
  239. 9:20this. Um, and now I'm going to disable
  240. 9:23the sky. And this is actually a good tip
  241. 9:24to do. It's a really uh bad trap that a
  242. 9:27lot of beginners do is when they're
  243. 9:28they're working with lighting, they end
  244. 9:30up just kind of like throwing in lights.
  245. 9:32But you have to work in isolation. You
  246. 9:34should only be looking at each light
  247. 9:36separately to understand what purpose it
  248. 9:39actually has on the scene. So, hiding my
  249. 9:41my sun lamp. I'm going to position this
  250. 9:44up high because the sky is high even
  251. 9:47though there would be like a window
  252. 9:48there. Something about actually let's
  253. 9:50just see the scale in relation to get
  254. 9:53real mathematical here. The scale of the
  255. 9:56donut in relation to how tall would the
  256. 9:59window be? Maybe up to about here. I
  257. 10:02don't know. Um about there, let's say.
  258. 10:04And let's move it over a little bit.
  259. 10:06Okay. And then
  260. 10:10let's uh increase this. Let's remove the
  261. 10:14tint. And instead, I'm going to make
  262. 10:15this like you can actually like keep the
  263. 10:18tint, right? And make it go like all the
  264. 10:19way to that. But I want to have a little
  265. 10:21bit more control over it. I might want
  266. 10:23to make it look a little more purplish
  267. 10:24or, you know, we're not going for
  268. 10:26something entirely photorealistic. We're
  269. 10:29going for like exaggerated realism. Um,
  270. 10:33which can often look way better than
  271. 10:35real realism. So, this you can see this
  272. 10:38is a soft color. This is like
  273. 10:39moonlighting, but it just needs to be a
  274. 10:42little bit just so that there's the hint
  275. 10:44that there is skylighting along with the
  276. 10:46uh sun. Now, the other big factor that
  277. 10:48it's missing is that the skylighting is
  278. 10:51not casting shadows like this, right? If
  279. 10:54the sun was away and it was just being
  280. 10:56lit by like think of like an overcast
  281. 10:57day, right? The sky itself, the entire
  282. 11:00dome is the size of the light. So the
  283. 11:03radius of our lamp here needs to
  284. 11:06increase, right? By a lot. Now this uh
  285. 11:11this is a very underused value like it's
  286. 11:14one of the most important values when it
  287. 11:16comes to lighting is the radius of
  288. 11:18something because it's the softness of
  289. 11:20the shadow. As an example, let's just
  290. 11:22bring this in or actually hang on. Let's
  291. 11:23just increase this so we can actually
  292. 11:25see it. What can I do? Exposure. There
  293. 11:27we go. All right. So, this is uh like
  294. 11:29the default it comes in like this. Okay.
  295. 11:32And you can see how harsh those shadows
  296. 11:34are. So, as a as a rule, harsh shadow is
  297. 11:37very good at revealing detail. So, we
  298. 11:39often use a lot at polygon cuz we need
  299. 11:41to show the the detail of textures along
  300. 11:43a surface. So, if you want to highlight
  301. 11:44the sprinkles or something like that,
  302. 11:46you would use a very small radius like
  303. 11:49this. So, it's really sharp um shadows.
  304. 11:52Whereas if you want to reveal more of
  305. 11:53the form and just the overall color of a
  306. 11:56surface, that is when you would use a
  307. 11:58larger radius, right? As a general rule
  308. 12:01and it has a huge impact on uh on
  309. 12:04lighting. The other big thing is is
  310. 12:06distance. So there's I mentioned briefly
  311. 12:08the inverse square law. Um a lot of
  312. 12:10beginners, you know, they're going like,
  313. 12:11oh, it's like skylighting. I'll just
  314. 12:12position the lamp up here, right? The
  315. 12:15problem with that is because of the
  316. 12:16inverse square law, every doubling of
  317. 12:19distance, so from like here to here,
  318. 12:22right, is going to uh well, hang on.
  319. 12:25From here to here, what am I thinking
  320. 12:27of? But basically, like from the the mug
  321. 12:31to the end of the donor, it could lose
  322. 12:33something like a third of its energy.
  323. 12:35Um, it's it's a it's just an uh what do
  324. 12:38you call it? It's not something that is
  325. 12:40obvious, but it is really really
  326. 12:41important. So something needs to be far
  327. 12:43away or appear to be far away. You got
  328. 12:45to try to make it look really far away
  329. 12:47basically. Um so you know something up
  330. 12:50in up up in the air basically. All
  331. 12:52right, let's clear that and let's
  332. 12:54increase it and go back to the radius.
  333. 12:57So nice large radius in the sky. You
  334. 13:01know, it's not as big as the sky
  335. 13:03actually is, but you know, something
  336. 13:05like that. So we've got smooth lighting
  337. 13:07over everything. And now with my sun.
  338. 13:10Ha, look at that. We've got the tinge of
  339. 13:13blue lighting in the air. Um, but we
  340. 13:15have the lovely hot, warm sun uh coming
  341. 13:18through as well. All right, the final
  342. 13:21lamp that I need is that bounce lighting
  343. 13:23for the rest of the cafe. So, I'm going
  344. 13:25to duplicate my uh skylighting there.
  345. 13:28And I'm going to position this. I mean,
  346. 13:30you know, how what's the height of the
  347. 13:32ceiling or what is it even bouncing off?
  348. 13:34Who knows? There could be a wall here
  349. 13:36and it's bouncing off that. This is more
  350. 13:38where you get to control um you know
  351. 13:40what what is it that you're actually
  352. 13:42doing. So again, I'm going to hide my
  353. 13:43sky, hide my sun. So I'm just looking at
  354. 13:46this bounce lighting coming off the
  355. 13:47wall. Um and I'm going to uh clear this
  356. 13:50to make it look uh just like white
  357. 13:53light. Um and by the way, if you want to
  358. 13:54change something to the default value,
  359. 13:56just mousing over a color here, just hit
  360. 13:59backspace and now it goes to its default
  361. 14:01value. I can also backspace on the power
  362. 14:03and it goes to its default value of 10.
  363. 14:05Um, so that's a handy one to know. And
  364. 14:08again, I will
  365. 14:10Yeah, I mean, I can have a little bit of
  366. 14:12control over this cuz there could
  367. 14:13actually be a lamp off in the distance
  368. 14:15there. We don't really have a lot of
  369. 14:16rules for this bounce one. I'm just
  370. 14:18looking at trying to fill in the
  371. 14:21darkness there. Right. Right there.
  372. 14:23Because without it, and we'll call this
  373. 14:25uh indoor bounce, right? If you don't
  374. 14:29have it, it just looks too dark. So,
  375. 14:31there needs to be something there just
  376. 14:33to fill in this area of our donut. All
  377. 14:36right. So, that's what I'm looking at
  378. 14:37there. Something about that. Let's look
  379. 14:41at it from the camera view. And I think
  380. 14:44now my skylighting is uh a little bit
  381. 14:47too blue. I'll dial it back a little
  382. 14:49bit. I think it might actually be a
  383. 14:51little bit too bright. So, let me just
  384. 14:53dial that in. In which case, now I can
  385. 14:55make it a little more saturated.
  386. 14:58Pull it in.
  387. 15:00Okay. How's that? Okay. That's the sun.
  388. 15:05That is the indoor by itself.
  389. 15:09Okay. All right. And that's pretty good.
  390. 15:12That is not bad. Now, you can play with
  391. 15:14it a little bit. Um, but that's
  392. 15:16generally we've got it in the right
  393. 15:17place. Now, I'm going to move my camera
  394. 15:19in a little closer. So, I'm going to
  395. 15:20check this little uh camera view thing.
  396. 15:23And, uh, sorry, lock toggle lock to uh,
  397. 15:26camera view. And now I'm just going to
  398. 15:28move around and just pull the camera in
  399. 15:30a little bit just so we've got a tighter
  400. 15:32view of our donut. And then again, just
  401. 15:34make sure you uncheck that so that we
  402. 15:36can uh move around freely without it
  403. 15:38interrupting. Okay. Now, some of you
  404. 15:40might be wondering, how can we improve
  405. 15:42this so it doesn't look crap? [laughter]
  406. 15:45Because what we are using right now, um,
  407. 15:48this is called the EV rendering engine.
  408. 15:51And it's the reason we've got this kind
  409. 15:53of fuzzy noise to our shadows. It's the
  410. 15:56reason we have some of our objects are
  411. 15:59not really casting much of a shadow in
  412. 16:01our scene. Um, and it's also the reason
  413. 16:04you might notice that as you like rotate
  414. 16:07around, right, you got like wow, look at
  415. 16:10this like bright lighting on the plane
  416. 16:11here. And watch what happens as I move
  417. 16:13the camera. Just disappears. [laughter]
  418. 16:17So Eevee is a game engine. So it's doing
  419. 16:19a lot of game hackery and that means it
  420. 16:22is largely it is due to being screen
  421. 16:25space meaning that it's doing bounce
  422. 16:28lighting here. Okay. So it's bouncing
  423. 16:30the off the plane onto this wall here.
  424. 16:34However, it's it's only visible um it
  425. 16:38can only see what the camera sees. So
  426. 16:39it's called screen space. And that means
  427. 16:41that the moment that this moves away and
  428. 16:43we no longer have that bright light
  429. 16:45reflecting off there, it doesn't know
  430. 16:46that that plane exists and that
  431. 16:48something should bounce up there. So, it
  432. 16:50can result in these like large changes
  433. 16:52of lighting. It's kind of the biggest
  434. 16:54issue if you're making animations um and
  435. 16:56the cameras flying through some spaces
  436. 16:58and you don't want to have lighting kind
  437. 17:00of changing all over the place. I've got
  438. 17:02a whole video on EV if you want to watch
  439. 17:03that. Um I talk all about this and go
  440. 17:05into more detail. Um but, you know,
  441. 17:07these are kind of one of the biggest
  442. 17:09limitations. Now, the main thing you
  443. 17:11should be trying to do if you're using
  444. 17:13the EV rendering engine is the default
  445. 17:16value right here for steps is wrong.
  446. 17:18Like there's no reason it should be that
  447. 17:20low. Steps, you could think of this like
  448. 17:23accuracy. Um, now if I increase this to
  449. 17:2616, which is the maximum value, look at
  450. 17:29how much better those shadows are.
  451. 17:31Right? This is the before and then this
  452. 17:33is the after. Okay? And it's even more
  453. 17:35stark here, right? Look at look at how
  454. 17:37much more connected that is. And then if
  455. 17:39I go back to here, look at all this
  456. 17:41extra crap, right? It's it's basically
  457. 17:45an accuracy amount and it should be
  458. 17:47maxed out unless you're working on a
  459. 17:49really really poor computer and it
  460. 17:51happens to stall it or something, you
  461. 17:53know, but even then you you double it at
  462. 17:55least go to 12. Um, but that by itself
  463. 17:58will improve the look of shadows. Um,
  464. 18:00the other thing as well is my icing. I
  465. 18:03just want to check. Okay. Oh no, that's
  466. 18:06the sprinkles.
  467. 18:08Okay. Yeah. Yeah. Yeah. Yeah. Okay. So,
  468. 18:10I think I said that I had the scale of
  469. 18:12my icing too high on my donut. I think a
  470. 18:1403 looks good. And on my sprinkles, I'm
  471. 18:17also going to drop that. I'll make it
  472. 18:1806.
  473. 18:20Nope. Nope. Nope. Let's go 08. So, we
  474. 18:24want a little bit, you know, this is a
  475. 18:26little bit of pass through here, but not
  476. 18:28a crazy amount or else. Yeah. [snorts]
  477. 18:30And that's this is quite common to do,
  478. 18:33right? If you're making something, you
  479. 18:34might set a value when you're in one
  480. 18:36state of Blender and then when you add
  481. 18:38in lighting from, you know, a more
  482. 18:40extreme like sunlight coming in, you
  483. 18:42start to notice that some materials
  484. 18:43actually, yeah, it doesn't look good.
  485. 18:45Um, and so you need to adjust it. And
  486. 18:47that's a totally fine thing to do. Um,
  487. 18:49there's not really any way uh around it.
  488. 18:51Now, the fuzziness, this fuzziness that
  489. 18:53you can see right here, um, that is a
  490. 18:55result of the samples. So samples you
  491. 18:58can think of I mean it's it's like
  492. 19:01samples per pixel on a screen and like
  493. 19:04basically the more samples you have the
  494. 19:05clearer it's going to be. Now what
  495. 19:07you're actually looking at right now is
  496. 19:09the viewport samples which is set to 16.
  497. 19:12When you do your render it will kick in
  498. 19:14and use this amount which is 64. So see
  499. 19:17how fuzzy it looks there. I do my render
  500. 19:19and it comes in not so fuzzy. There is
  501. 19:22still fuzz. There's always going to be a
  502. 19:23little bit of fuzz, but at least it's
  503. 19:26not uh, you know, crazy, but yeah, if
  504. 19:29you want to increase it, you can uh, you
  505. 19:31know, double that or whatnot. You can
  506. 19:32have fun with that. Another thing that
  507. 19:34can improve the realism of an EV render
  508. 19:37is using a light probe. So, as I
  509. 19:39mentioned with the light bouncing off
  510. 19:41here, as it fluctuates around, it's kind
  511. 19:43of throwing light as it goes around. But
  512. 19:45the other issue is that for example um
  513. 19:49the the it doesn't actually know that
  514. 19:51light is hitting the underside of the
  515. 19:54donut here and it would blast out in
  516. 19:57that direction because it can't see what
  517. 19:59is behind the donut right now. It also
  518. 20:01can't see um uh like light that would be
  519. 20:04hitting the edge of this plate here and
  520. 20:06then bouncing it back this way, right?
  521. 20:08It can't see it because from where the
  522. 20:10camera is, it just can't see those
  523. 20:11objects. So, if you wanted to um add
  524. 20:15that, you could add in a light probe
  525. 20:17volume. So, I'll show you what that
  526. 20:19looks like. Uh first of all, I'll just
  527. 20:21shift rightclick on my donut just so
  528. 20:23that that's the point it comes in at.
  529. 20:25I'm going to say shift a light probe
  530. 20:28volume. So, this will cast like a grid
  531. 20:32of ping pong balls over your scene. And
  532. 20:34I say ping-pong balls cuz I'll show you
  533. 20:36what they look like soon. Um, but
  534. 20:38basically you want to scale this to look
  535. 20:41to kind of encapsulate everything you've
  536. 20:43got in the scene. And we've got way too
  537. 20:45much vertically, so I don't need all
  538. 20:46that much there. Um, and you want the
  539. 20:49ping pong balls, these little balls to
  540. 20:52be sitting just above the surface of the
  541. 20:54table. Again, I go into way more detail
  542. 20:56in my EV video, which you could watch if
  543. 20:59you were interested in this. You really
  544. 21:01want to dive into EV, by all means. Um,
  545. 21:03I think I probably only need about
  546. 21:05three. No, I'll go four. Why not? Um,
  547. 21:07okay. And then now that you've got this,
  548. 21:09if you hit the bake light c, you'll see
  549. 21:12that the scene gets a little bit
  550. 21:14brighter. So, this is how it looked
  551. 21:15before and this is how it looks after.
  552. 21:17And you can uh improve this a lot by
  553. 21:20just like shuffling the balls around.
  554. 21:22So, that now I've got one ball that is
  555. 21:25going to be, let's say,
  556. 21:29let's go a little bit. Oh boy. Here and
  557. 21:33here. So, I've got one that's going to
  558. 21:34be resting right on the edge of that
  559. 21:36plate there. And I want one inside the
  560. 21:38donut. All right. And now, let's do that
  561. 21:40now. All right. And now we've got more
  562. 21:43bounce coming from there. So, each of
  563. 21:44these you can think of like little lamps
  564. 21:47that are going through the scene and
  565. 21:50able to see things from the other side
  566. 21:52that the camera cannot. So, it's able to
  567. 21:54break that limitation of something being
  568. 21:57screen space. And you can see that looks
  569. 21:59better. So, this is with the light probe
  570. 22:01on. And then if I was to turn my probe
  571. 22:03off and do another render. So this is
  572. 22:06with it off. This is with it on. All
  573. 22:08right. So very big difference.
  574. 22:10Definitely worthwhile having a light
  575. 22:11probe if that's what you're going to use
  576. 22:13uh to do your render. Uh and by the way,
  577. 22:15if you want to visualize what they can
  578. 22:16see and uh underneath viewport display,
  579. 22:19you can enable data and then each of
  580. 22:21these points become little ping pong
  581. 22:23balls. That's why I think of them like
  582. 22:24that. Um, and you can see the actual
  583. 22:26light that was captured at each one of
  584. 22:28those points and, uh, essentially, yeah,
  585. 22:30what light it's going to be throwing out
  586. 22:32into the rest of the scene. And the
  587. 22:34final thing that's going to make a big
  588. 22:36difference to your final render here,
  589. 22:38um, and one of the big reasons that this
  590. 22:41feels like a, you know, a CG computer
  591. 22:43graphics render is that right now
  592. 22:45everything has the same amount of focus.
  593. 22:48And that is physically impossible with a
  594. 22:50real camera. There's no way to have
  595. 22:52something that doesn't have um depth of
  596. 22:55field unless you were using a pinhole
  597. 22:57camera, believe it or not. Um but
  598. 22:59anyways, so to get that look, to get
  599. 23:01depth of field, we're going to select
  600. 23:03our camera object in our outliner and
  601. 23:05then down here there is a checkbox for
  602. 23:08depth of field. And ooh already it's
  603. 23:10starting to look cool. Now you just
  604. 23:12select the object that you want to be in
  605. 23:14focus. So you click the little eyropper
  606. 23:16tool and then you want to click on the
  607. 23:18object. Now, if you've got what I have
  608. 23:19here, you can see it's always clicking
  609. 23:21on the volume um because it thinks that
  610. 23:24the volume is in front of it. But
  611. 23:25anyways, yeah, I can now just click on
  612. 23:27my icing object there. And um you can
  613. 23:31see now this is the before and then this
  614. 23:34is after. So you can see in the
  615. 23:37background there that noisy uh you know
  616. 23:41concrete texture that isn't relevant to
  617. 23:43the viewer um is now buttery smooth. And
  618. 23:46that's a really nice way to not only
  619. 23:48make something look more realistic, but
  620. 23:50also to guide the viewer to what is
  621. 23:52important cuz that is one of the biggest
  622. 23:55problems you have as an artist is you're
  623. 23:57giving somebody an entire image and
  624. 23:59you're trying to tell them like what is
  625. 24:01the important bits like what should they
  626. 24:03be looking at and they don't know if
  627. 24:05everything has just got like hyper noise
  628. 24:08and detail and color and everything. So
  629. 24:10you're trying to guide it and that's one
  630. 24:11of the tools uh to do that. And one
  631. 24:13final other tip as well. Um cuz the the
  632. 24:16biggest like downside to using EV is
  633. 24:20like the shadows just don't feel crisp
  634. 24:22enough. They don't feel like tight
  635. 24:23enough to the object. It's kind of a
  636. 24:25little bit too it's a little bit too
  637. 24:27blurry. If you select a lamp like this
  638. 24:29one here, the sun lamp, and then you go
  639. 24:31to your shadow settings here, there is a
  640. 24:33box that says jitter. And you won't see
  641. 24:36any change in the viewport unless you
  642. 24:38were to go to your viewport settings and
  643. 24:40enable jittered shadows. But I don't
  644. 24:41think you should cuz it's just when
  645. 24:43you've got that enabled just like every
  646. 24:44time you move it, it just jitters around
  647. 24:46and it's super annoying. But if I was to
  648. 24:48do another render now, you will see that
  649. 24:52the shadows just feel a little bit more
  650. 24:54accurate, especially in the background
  651. 24:56there, right? Um, and essentially it's
  652. 24:58uh I believe it's like rendering each
  653. 25:01like multiple versions of the lamp at
  654. 25:04like because it's got a radius on it, a
  655. 25:05little soft radius. Um, so enabling
  656. 25:08jitter can work a lot better for like
  657. 25:10soft lamps like what we've got here. So,
  658. 25:13um, there you go. So, that's one of the
  659. 25:15other tips. But if you want to go very
  660. 25:18realistic and you want to avoid the
  661. 25:21light probes, you want to avoid all
  662. 25:23these settings like jitter and all this
  663. 25:25kind of thing and you just want to you
  664. 25:27just want to make something and then
  665. 25:28just have it come out beautifully, then
  666. 25:30you should be using a different
  667. 25:32rendering engine. You should be using
  668. 25:34cycles, cycles, cycles, cycles.
  669. 25:38Now, my recording has slowed down
  670. 25:40because it's using my CPU. Um, this is
  671. 25:44cycles. Now, I'll actually uh I'm going
  672. 25:46to just turn that off for a sec cuz it's
  673. 25:48slowing down my computer. The first
  674. 25:50thing you should check if you want to
  675. 25:51use cycles because some of you just
  676. 25:53tried that then and much like my
  677. 25:55computer, I don't know if you can hear
  678. 25:57that, but it has started to wor up. the
  679. 26:00fans are like, "Whoa, this is using
  680. 26:03maximum uh maximum heat." Right? So,
  681. 26:07first of all, go to your edit and go to
  682. 26:09preferences and then go to system. Then
  683. 26:12at the top there, you've got cycles
  684. 26:14render devices. Um, what you want to see
  685. 26:16is if you have any graphics card on your
  686. 26:19computer that you can use to render, you
  687. 26:22should be using it. So, if you've got an
  688. 26:24Nvidia card, you would be clicking CUDA
  689. 26:26or optics. Optics is preferable. So, if
  690. 26:29you've got a card that supports optics,
  691. 26:30use the optics one. HIP is for AMD
  692. 26:33cards. Open API is for Intel, I believe.
  693. 26:37And then metal. You'll see metal if
  694. 26:39you've got a Mac. Um, in my case, I've
  695. 26:42got a uh Overkill RTX Pro 6000 Blackwell
  696. 26:46Workstation Edition, which I just got,
  697. 26:48given to me by the kind folks at Dell.
  698. 26:51They gave me a Whisbang um Dell T2 Pro,
  699. 26:55and uh it's amazing. I think it costs
  700. 26:58like $20,000 or something stupid. Just
  701. 27:00the card by itself, I think, is like
  702. 27:0215,000. It's It's ridiculous. It's
  703. 27:05obviously enterprise and prolevel. But
  704. 27:07for the three people watching this that
  705. 27:09happen to own a studio, if you really
  706. 27:12want to deck it out and give artists
  707. 27:13stuff that they'll never have to worry
  708. 27:16about render times, this is the card. It
  709. 27:17is amazing. So, if you've got one of
  710. 27:20those cards, use it. And then make sure
  711. 27:24here where it says device, you want to
  712. 27:25make sure instead of CPU, it is using uh
  713. 27:28GPU instead.
  714. 27:30And now you can see how much faster that
  715. 27:32is. Right now this is in 4K on my
  716. 27:36computer and this is the size of the
  717. 27:38window here. If you want to like speed
  718. 27:40up your render, you can also just change
  719. 27:43the size of the window, right? I can
  720. 27:45drop the size of this like this, right?
  721. 27:47So, it's only going to be rendering on
  722. 27:51how much it can see here, right? So, as
  723. 27:52I move around, you can see it's much
  724. 27:54faster now because the size of that
  725. 27:56window is so much smaller. Um, so that's
  726. 27:58another thing you can do if you want to
  727. 28:00be able to move around whilst it's uh
  728. 28:03whilst it's rendering. Now, the
  729. 28:04fuzziness that you can see here, that is
  730. 28:07samples. So it's still the same term
  731. 28:09samples. But the difference is is that
  732. 28:12cycles is a path tracer, not a
  733. 28:14rasterized engine like uh uh EV. So path
  734. 28:18tracing means that you don't have to
  735. 28:20deal with any probes or anything like
  736. 28:21that. It can see what is behind the
  737. 28:24donut. It can see between the sprinkles.
  738. 28:27So it's actually casting like a bounce
  739. 28:29off this sprinkle into that sprinkle
  740. 28:31into that one. It's also doing it on the
  741. 28:33other side of the doughut that we can't
  742. 28:35see. It's actually shooting rays from
  743. 28:38the camera out into the scene and
  744. 28:40whatever it hits, it's collecting that
  745. 28:42information. So, it is much more
  746. 28:44physically accurate. It is the gold
  747. 28:46standard for rendering um that um you
  748. 28:50know computer graphics researchers use
  749. 28:52and you know every movie VFX shot is
  750. 28:54generally nowadays using path traces. It
  751. 28:57results in a way better image but
  752. 28:59obviously you have to pay for it with
  753. 29:01render times. Now, one thing as well is
  754. 29:04uh this noise that you can see here when
  755. 29:06we do our render, it's going to kick in
  756. 29:08a D noiseise, which is going to clear
  757. 29:10that up. But you can also enable it in
  758. 29:12your viewport. And then as you move
  759. 29:14around, you can see that it's uh it's
  760. 29:16still got like a little squiggle to it.
  761. 29:19Um but it is uh it's obviously much
  762. 29:21clearer and it's easier to see things uh
  763. 29:23with that on. But now that I've got
  764. 29:25that, I can do a render. It's going to
  765. 29:27load in everything. The first time you
  766. 29:29use Cycles, by the way, it might be
  767. 29:30slow. Um, especially the first time if
  768. 29:32you use a card like an Nvidia card or
  769. 29:34AMD or anything like that, it will be
  770. 29:36slower. Um, but after that, it should be
  771. 29:38relatively quick. I say relatively
  772. 29:40quick. I've got the fastest card
  773. 29:42available right now. And you can see
  774. 29:44it's no longer instantaneous. It is well
  775. 29:47over 20 seconds. There we go. 23
  776. 29:51seconds. Okay. But the difference,
  777. 29:54right? Like if I go to right EV
  778. 29:58like there is a big difference there. I
  779. 30:00mean, actually, that was um before I did
  780. 30:01the jitter. Let's let me just let's
  781. 30:03really compare apples to apples. Okay,
  782. 30:07there we go. But yeah, there there
  783. 30:09definitely is a big difference,
  784. 30:10especially in the shadows, um especially
  785. 30:13in the reflections. So, there's it's a
  786. 30:16noticeable difference, but it's also a
  787. 30:18noticeable difference in the time,
  788. 30:19right? The EV1 is less than a second.
  789. 30:22The Cycles one is 23 seconds, and that's
  790. 30:25on the fastest uh card available. So,
  791. 30:27you're going to pay for it. And this
  792. 30:29matters most when you're doing
  793. 30:30animations because how many frames is
  794. 30:33there in 1 second of footage? Generally
  795. 30:3524 to 30. Um I'm actually recording in
  796. 30:3860 frames right now. So that would be uh
  797. 30:4130 frames a second. So 30 * 23 just to
  798. 30:44get 1 second of footage. So if you're
  799. 30:46doing an animation, that's where EV
  800. 30:48really um can speed up your workflow.
  801. 30:51But also like Eevee is just so much more
  802. 30:53accessible. Part of the reason I stuck
  803. 30:55to Eevee for all this tutorial up until
  804. 30:57now is that uh I learned from uh talking
  805. 30:59to people who did the previous donut
  806. 31:01that some people's renders were taking
  807. 31:03like over 20 minutes. Some people were
  808. 31:05over an hour to do one single image of
  809. 31:08the donut. And I couldn't believe it. I
  810. 31:10just I I thought, "All right, we have to
  811. 31:12use Eevee then because there's just no
  812. 31:14way people are going to be able to
  813. 31:16finish this thing." So Eevee definitely
  814. 31:19can get a great result. Um, it's not
  815. 31:21going to be as good as cycles, but like
  816. 31:23I said, the times, you can't beat it.
  817. 31:25It's so much faster. Um, so there's no
  818. 31:28shame in uh using it if you don't have a
  819. 31:31computer that uh can't do cycles. Now,
  820. 31:33you can experiment with your lighting.
  821. 31:34You can experiment with your scene. You
  822. 31:36can add in different assets. You can
  823. 31:38change the colors, make a whole bunch of
  824. 31:39different variants. If you want to go
  825. 31:41further, you know what I'm going to say.
  826. 31:43I have released a course and it is
  827. 31:45designed for people literally in your
  828. 31:47shoes right now that have just finished
  829. 31:49the donut and they want to know what
  830. 31:51they can do next to improve and learn
  831. 31:53more about Blender. So this course it's
  832. 31:56called the beginners academy and it
  833. 31:58teaches you the core essential Blender
  834. 32:01skills which is modeling, texturing,
  835. 32:03shading, lighting, camera and rendering.
  836. 32:07And although we touched on all of those
  837. 32:09in this series, that's really just the
  838. 32:11tip of the iceberg because there's so
  839. 32:13many different techniques to modeling.
  840. 32:15There's so many different approaches to
  841. 32:17texturing and to rendering and to
  842. 32:18lighting. And we go through all in much
  843. 32:21more detail in this course. So if you
  844. 32:24finish this donut and you want to go off
  845. 32:25and learn by yourself, there is a whole
  846. 32:28YouTube full of tutorials out there. But
  847. 32:30if you want something that is targeted,
  848. 32:32more comprehensive, and will walk you
  849. 32:34through the 8020, the 80% of Blender's
  850. 32:37uh tools and techniques that you use 20%
  851. 32:39of the time, then this is the course for
  852. 32:41you. All taught by me, uh all taught
  853. 32:44using the latest Blender 5.0. Um and I
  854. 32:47hope that you will uh enjoy it.
  855. 32:49Otherwise, thank you for watching this
  856. 32:51entire series. If you want to join the
  857. 32:52course, you can click the link below.

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