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The open-source 3D graphics suite Blender now offers Cycles, a rendering engine that adds a new degree of realism and professionalism to your projects. In this course, George Maestri introduces Cycles, and reviews its lighting types, materials, and render settings. Learn how to layer shaders, enhance surfaces with texture and gloss, and add lifelike lighting and shadows to your scenes. In the final chapter, follow along with a small, self-contained project, where a simple architectural interior will be rendered.
In this final chapter we're going to take a look at workflow, how to actually light and render a scene. Now we have a basic interior scene, which we will be lighting. Now I have some Ambient Occlusion already set up, so we can just take a quick look at the scene. So I am going to go down here in this bottom Viewport here and just turn it to Rendered and this will go ahead and start rendering that Viewport. And you can see we've got a basic dining room scene with that table and the bowl of fruit that we were working with before, along with some other furniture, a window, and a whole environment.
Let's go ahead through our Render Settings and make sure that they are exactly the way that we want. So in order to set the scene, we want to make sure we click on the Render Settings tab and let's go through some of this. First thing we need to do is make sure that we have the dimensions of the final image that we want. By default it's set to HD 1080p, but for the sake of faster rendering, actually, I'm going to turn this down to 720p, so that's going to be 1280x720.
Now which directory do you want to output your final animation to? And I will let you decide that. Sampling. Initially, let's go ahead and leave the sampling at 10 for Preview, but for Rendered, maybe we should turn this up to say about 200, which will give us a much higher quality rendering. Now we may change that depending upon how our final render goes. And then for Light Paths, we should set up a proper illumination model for our scene and, in this case, I'm going to select Full Global Illumination, which will go ahead and set all of this transparency and balances to the proper amounts.
Now finally we have stuff for performance. I'm going leave that it the default, which is Auto-detect (how many Threads I have of my CPU, the size of Tile, and all that stuff). And we are not going to be working with Layers in this at all. So there's our settings. Now once we have that set up, it's time to start adding the Cameras and lights to your scene.
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