navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Rendering Using Cycles in Blender

Rendering Using Cycles in Blender

with George Maestri

 


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.
Topics include:
  • Controlling interactive rendering
  • Using the shader node system
  • Adding textures to materials
  • Adding bumps and displacements
  • Adding primary and secondary lights
  • Using ambient occlusion
  • Using objects as light sources
  • Creating cameras

show more

author
George Maestri
subject
3D + Animation, Architecture, Rendering, Materials, Lighting, Visual Effects
software
Blender 2.6
level
Intermediate
duration
1h 28m
released
Jan 24, 2013

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:03Hi, I'm George Maestri, and welcome to Rendering Using Cycles in Blender.
00:08We are going to start off by showing you how to enable the Cycles Renderer and some of
00:15the basic Render Settings and then we're going to create some Materials.
00:19We're going to learn how to use a Shader Node system to create Layered Shaders as well as
00:24create realistic Class and Displacements.
00:29Then we're going to do lighting in Cycles. We're going to start with basic lights.
00:34Then we're going to discuss Ambient Occlusion, environmental lights, and how to use an object as a light source.
00:42And finally, we're going to show you how to render a scene from start to finish using Cycles in Blender.
00:50Let's go ahead and get started with Rendering Using Cycles in Blender.
Collapse this transcript
Using the exercise files
00:00Now if you have access to the Exercise Files used in this course, go ahead and
00:07drag them to the desktop.
00:09This is where I placed my Exercise Files.
00:13And as we open this up, you'll see that each Chapter has its own folder and
00:17and within those folders are the Blender files as well as any image files
00:22needed for that chapter.
00:25So go ahead and set up your Exercise Files if you have them and let's go ahead
00:29and get started with the course.
Collapse this transcript
1. Using Cycles in Blender
Enabling the Cycles renderer
00:00Now by default Blender has its own renderer called the Blender Render.
00:06This is the one that if you've been through the Essential Training will be the
00:09one that you're most familiar with.
00:11Now Blenders Cycles Renderer is a whole new way of rendering.
00:18So you can enable it by just clicking here and adding in the Cycles Render.
00:26Now once you do that you can see how Render options change.
00:30So in the Blender Render here, we have our Blender Render options here, and as we
00:36change it to the Cycles Render, you can see how these parameters change.
00:42Now one of the cool things about the Cycles Renderer is that it is an
00:47Interactive Renderer.
00:49If I go here to the Render Method, you can see how I've got a number of
00:55different options here and these will change depending upon the Renderer you have selected.
01:01So if I go to my Standard Blender Render, you can see I've got Wireframe,
01:07Solid, and Texture.
01:09If I go to the Cycles Render, you can see I've got Wireframe, Solid, Texture,
01:14plus Material and Rendered.
01:18So if we go to Material, you can see how the materials of the object show up, but
01:24the really cool one is the Rendered Viewport.
01:27So when I select that and turn it on, you can actually interactively render your scene.
01:35Now we can see that this is kind of a glass bowl with some oranges in it.
01:40As we move our scene it will start to actually re-render, no matter what.
01:46So as you change parameters it will go ahead and go back to 0 and then start
01:52re-rendering as quickly as possible.
01:54Now this will reduce the amount of time that you need to fine-tune and tweak your render.
02:02So this can be a very fast way to render your scene.
Collapse this transcript
Controlling interactive rendering
00:00Interactive rendering in Cycles can require a lot of computing power;
00:06it uses the graphics card as well as the CPU in your system.
00:12So, if you have a fast graphics card and a fast CPU, you should be okay, but
00:17you can change the amount of quality of your render to get the most out of your system.
00:22So, if we go over here to the Render tab, we can scroll down to Sampling--it's a
00:29rollou--and under Samples we have Amount of Samples for Preview and the higher
00:37the number, the higher the quality of the Preview.
00:41So let me go ahead and start Rendered Shading in my Viewport and at the default,
00:47which is 10, you can see we get a lot of pixilation.
00:51Now this may be just perfectly fine to see how it's going to render, but if you
00:57need more quality, you can up this value.
01:01Now by bringing this value up, you add render time.
01:07But the nice thing about this is that as you move the Viewport, it always starts
01:11back to 0 and then it will just gradually fill in, so if you just let it sit
01:17there, it will go ahead and start filling in the details.
01:21Now if you don't need that, you can certainly bring this number down or you
01:26can bring it up, just depending upon how much quality you want to see in your
01:31Viewport.
Collapse this transcript
Understanding render settings
00:00Now the Cycles Renderer is a completely different Renderer than the Blender Renderer.
00:06So let's go through some of the basic settings for Cycles. We find these in the Render tab.
00:12Now under Render we have how you want the Render displayed. You want to Display
00:17in a New Window or in a Viewport.
00:20Feature Set. This is actually pretty important. Typically we leave this as
00:24Supported, which is the Supported Features, but Cycles is adding new features
00:30all the time; it is a very dynamic Renderer.
00:35If you want you can add in Experimental Features, which will give you additional
00:41features, which may or may not work.
00:44If you want everything to work, make sure that's on Supported.
00:47Now in addition to this we have a Dimensions tab here, which is basically how
00:52big you want to render.
00:54Do you want it to be 1080p? Do you wanted to be 720p?
00:59Aspect Ratio, Frame Rate, all that stuff, is pretty much the same as it is with
01:04the Blender Renderer.
01:06Do we want to put a Stamp on this?
01:08In another words, do we want to put a watermark?
01:10Output. Where are we actually outputting our images to? If we're going to do
01:16animation rendering, what type of file are we going to be rendering to?
01:20So if we want to render to JPEG, you need to select JPEG and the Quality.
01:25Sampling--which we covered before and we have Sampling for Preview--but I forgot
01:30to mention that we also have a number of Samples for the actual Final Render, so
01:36again, the higher the number, the higher-quality the render.
01:40Now another really important one for the Cycles Renderer is the Light Paths and
01:45this controls the quality of the lighting in the scene.
01:49So we have Direct Light, which is basically just using the Lights in the scene.
01:55We have Limited Global Illumination, which adds in bounce lighting or softer
02:01lighting, and we have Full Global Illumination, which is the closest to
02:06realism that you can get.
02:08And typically, I render with this, but if you don't need these additional
02:12features, if you want to render with just the lights you have in the scene,
02:15you have that option.
02:16Now we also have a rollout here for Performance.
02:22Again this is for rendering. We have a number of Threads, which is basically how
02:27much of your computer is it using to render, so by Auto Detected, Auto detects
02:32the number of Threads in your CPU or CPU's, and assigns them or you can
02:39actually reduce that by clicking over to Fixed and this will free up resources for other things.
02:45So if you want to model while you render, you might want to not use all of your CPU.
02:52And then also the Acceleration Structure. Typically you keep it on Dynamic.
02:57And then the number of Tiles. In other words, how much of the scene is going
03:01to render in one byte?
03:04And then finally we have Render Layers, which are pretty much the same as in
03:09the Blender Renderer.
03:10So now that we understand some of the basics of rendering, we can go ahead and
03:16move on to actually creating Materials and starting to render.
Collapse this transcript
2. Creating Materials in Cycles
Understanding basic Cycles materials
00:00Let's go ahead and take a look at some of the basic materials that we have in
00:04the Cycles Renderer.
00:06Now before we get started, I just want to go ahead and get my screen set up, so
00:10I'm going to go ahead and left-click and drag in this Camera Perspective window
00:14and close out that panel, so we have a full view of our scene.
00:20And then I'm going to go ahead and turn this on to Rendered Mode and you can see
00:25that Blender immediately starts rendering this using the Cycles Renderer.
00:29Now there's nothing in the scene, because we don't have any Materials applied.
00:33Now these other viewports--I have this one set at a wireframe, which is fine--
00:37and let's go ahead and set this one to at least a Solid View, so we can at least
00:42see things like color and that sort of thing.
00:45I can go into my User Perspective window and I can select one of the objects. In
00:52this case I'm going to go ahead and select the bowl.
00:55Now let's go ahead and just change the color of the bowl, but before we do that,
01:00we actually have to add in a Material.
01:02So I'm going to go ahead and expand this window here and this is mostly because
01:06I'm on a small screen. Hopefully your screen will show this fully.
01:09I'm going to go here to the Materials tab; when I click on that, the Materials
01:15for this object Bowl are pretty empty.
01:18So we need to add in a Material, which is exactly the same way that we always
01:22do in Blender. We're just going to click on New and it brings in the Default Material.
01:27In this case it's called a Diffuse Material.
01:30Now we have three separate rollouts here. One is for the Surface Quality.
01:35The second is for Displacement, which is basically bump mapping,
01:39displacement mapping, and then the last one is for Settings, which is
01:43basically just the Viewport color.
01:46So the most important one here is Surface, so we have a Surface type, we have a
01:51Color for this material and we also have Roughness.
01:55So let's go ahead and start with the default Material and add in some color.
01:59I'm going to go ahead and just click on this and I get my color picker, so I'm
02:04going to go ahead and pick a bluish color and you can see that as I start
02:08dialing in this Color, you can see it almost immediately down here in the
02:11corner as I render, but we can also add in some additional effects by adding in Roughness.
02:19Now Roughness basically just changes the type of Shader.
02:23When Roughness is at 0, the Shader behaves like a Lambert Shader.
02:29When the Roughness goes up to 1, it behaves like an Oren-Nayar Shader, which
02:37is kind of a softer diffused Shader; it's good for things like cloth and velvet
02:41and that sort of thing.
02:43And Lamberts are good as like the basis for something like a Blend Shader or
02:47something like that.
02:48So you can certainly dial in your Roughness and you can see how it changes
02:52this Material here.
02:54We can also change the type of Surface.
02:58Now if you click on any one of these, you'll see that you get a menu which has a
03:03number of different things that you can do, and we'll be going through these
03:07throughout the course.
03:08So let's go ahead and just focus on the Surface menu and you can see we have a
03:12number of different types of Surface.
03:15By default we have the Diffuse Surface, but we can also add in any number of other types.
03:22So, for example, if I wanted this to be a little bit shinier, we could add in
03:26a Glossy Surface and you can see how this becomes very reflective and almost mirror-like.
03:32If we want we can also change that to Glass, which is a very nice default Glass
03:38Material and you can see how it has some Transparency. We also have Translucent
03:43as well as Transparent.
03:46Now Transparent is really just a very rough form of Transparency, which might
03:52not be good for double-sided objects, such as this bowl, but it might be good
03:56for things like cloth or something like that.
04:00Then we have some additional ones-- Velvet, it's kind of a very soft type of
04:04shader--and then we also have another one called Emission, which allows this
04:09object to emit light, so you can turn any object into a light, and in fact.
04:15if we bring up the Strength of this, you can see how this can actually become a
04:19very powerful type of Light and then we have a number of other ones, such as
04:23Holdout, Mix Shader, Add Shader which are a little more custom, and we'll get to
04:27those. I'm going to go ahead and switch this back to Diffuse.
04:31So as you see adding Materials in Cycle is pretty much the same as Materials in
04:36the Standard Blender Renderer and within our Materials we have a number of
04:41different options that allow us to change the Surface Type, Color, as well as
04:46Roughness and a few other parameters.
Collapse this transcript
Using the shader node system
00:00As you start working with the Cycles Renderer, you'll want to get used to working
00:05with the Node Editor.
00:07Now the Node Editor allows you to rewire the way a Shader works and this is very
00:14critical for the way that Cycles works.
00:16So let me give you a quick brief introduction to it and then we'll start using
00:21it throughout the rest of the course.
00:24So the easiest way to get into the Node Editor is to select an object here.
00:28In fact, let's go ahead and select this bowl and let's make sure we have our
00:32Rendering turned on here, so I'm going to go ahead and turn on Rendered in my
00:36Perspective Mode here, so we can see what we have.
00:39And I want to take a look at the Nodes for this Material.
00:44So what we can do is go into a Viewport. In this case let's go into this Viewport
00:49here and let's go ahead and change this to a Node Editor and when I do that,
00:55you'll see that the window changes and I have what's called a Node Editor.
01:00Now what this does is it basically shows me how this Material is wired, so
01:06I have a Diffuse Shader going into my Materials, a very, very simple type of system.
01:15So if I were to change this--let's go ahead and change it, say, to a Glossy--
01:20you'll see that this Glossy now is showing up. So this just reflects the type of
01:25Shader that we have plugged into our Material.
01:29Now if I wanted to I could add in additional things.
01:33So, for example, I could change the Color here. I can change it either here or
01:40I can change it here.
01:43Now if I start playing with this a little bit--let's say I wanted to add
01:47something a little more interesting to this Color--I can click here and add in
01:51any number of Nodes. So just for the sake of argument, let's go ahead and add in
01:56a Checker Texture. So when I add that in, you'll see that this bowl becomes a
02:03checker board pattern and in addition to this, we have an additional Node here
02:10that is plugged into our Glossy shader.
02:14So as you can see, when I start adding things in to my Materials, they show up
02:21in the Node Editor.
02:22Now the more powerful way of doing this is to flip that on its head. Add things
02:28into the Node Editor.
02:30So I'm going to go ahead and select this Checker Texture and delete it and as
02:34you can see, it deletes here in the Surface as well.
02:37So if we want to, we can add our Nodes in right here.
02:41So if I wanted to I could go in Add and we have a number of different types of
02:46Nodes that we can add in.
02:48So if I want to add in a Texture-- let's go ahead and add in that same
02:52Checker Texture--so I'm going to go ahead and add that in and you'll see that,
02:56well, it shows up actually down here. I have to kind of zoom out here. I'm just
03:00rolling my mouse button and navigation is just as simple as left-clicking and
03:05dragging in this window.
03:08So I'm going to go ahead and left-click and drag this up and you'll see that I
03:11have this Checker Texture and it's in this Material, but it's not showing up
03:17here; that's because it's not wired in.
03:21So what I need to do is select the Color Out of the Texture and plug it into
03:26the Color In of the Shader and once I do that, you can see it shows up here and it shows up here.
03:34And now I can change my Color and I can do whatever I want.
03:39So this just one simple way of connecting Nodes together and as we start
03:44working through some of these materials, we will be using this Node Editor more
03:49and more.
Collapse this transcript
Layering shaders using the Mix node
00:00As you start adding Materials and Surfaces in Blenders Cycles Renderer, you'll
00:06notice that there are not a lot of options to these Surfaces.
00:10These are really a lot less controllable than the Standard Blender Materials.
00:17So, one of the ways to get around this is to actually start combining materials
00:22and stacking them up and layering them.
00:25So, for example I have got this Bowl here, in fact, let's go ahead and turn
00:30all the Render here, I am going to render it, and you see we have got a very
00:34simple Diffuse Surface.
00:36Now if we wanted to make this shiny in some way, we would have to change the
00:41type of Material, so, let's go ahead and change this to say a Glossy Material.
00:47As you can see we have got a very highly reflective surface.
00:51Under the Glossy Material we have a number of options, you can change the type
00:56of reflection, we have Beckman which is standard, we also have a Sharp
01:01reflection, which is very mirror like, and then these two here can be
01:06controlled, so GGX and Beckman have a roughness, which blurs out the glossiness
01:14of this, but again, it sometimes will not create the type of the effect that you want.
01:19Now one way to get around this is to combine multiple surfaces to create a layered shader.
01:27We can do that in the Node Editor.
01:31I've got this Glossy here going into my Material, if I want I could add in
01:39another one, and let's go a head and just add in a Diffuse Shader.
01:42So, when I add this in, you can see here it is, but I only have one input into
01:49this surface, so if I disconnect this here by left-clicking and dragging, you
01:54see how there's nothing craving the surface, so it's black.
01:57So, if I put my Diffuse in there, you can see, now it's diffused, in fact I
02:02could change that color of my Diffuse, but now it's not shiny.
02:06So, if I just have one shader at a time, I can either have Diffuse or
02:12Glossy, but not both.
02:14We can change this by adding it was called a Mix Shader.
02:18So, if we go Add>Shader>Mix Shader, you can see I get a Mix Shader added to my window.
02:29What I can do is I can connect the output of the Shader into the Surface of the
02:34Material out, plug the Glossy into the top, and you see how this shows up here
02:41too, and plug the Diffuse into the bottom.
02:46So, now once I have that, you can see how the character of the Surface
02:49has already changed.
02:50I have got a Glossy Shader here with this color and a Diffuse Shader here with this color.
02:57In fact, I could change my Glossy, maybe make a little bit more towards red,
03:01may it kind more of a violet type of color and you see how that shows up in the Reflection.
03:07Now we have this one parameter here called Fac, and what that is this factor.
03:13What it does is, as it gets lower, it goes more towards the top shader.
03:18So, in this case the Glossy at 0, it's completely Glossy, at 1, it's completely
03:26Diffuse, we have the same control right here, so you don't have to jump into the
03:32Node Editor if you don't want.
03:33So, this allows you to layer these Shaders and dial them in.
03:40So, this actually can be very powerful, because we are not limited to just
03:44adding them to the Surface or the Shader we can also do this for Color really
03:50any sort of parameter we want.
03:53If you don't want to use the Node Editor, you can actually do this completely in
03:57the Materials panel.
03:59I am just going to go ahead and disconnect everything here, select these in the
04:03Node Editor and let's go a head and just delete them, and let's go a head and
04:06just start this up from scratch.
04:08So under Surface, if we want we can actually add our Mix Shader in here, watch
04:14how this kind of builds over here in the Node Editor.
04:17And when we add in that Mix Shader you'll see we have two options here for
04:22the type of Shader, so I can add in my Glossy here and I can add it in my Diffuse here.
04:29So, you can actually do this entirely from that Materials panel, but I find that
04:36using the Node Editor is actually a little bit more intuitive.
04:40I like the graphical layout of this, but it's really your choice as to what
04:45workflow you select.
Collapse this transcript
Adding textures to materials
00:00One way to add additional characteristics to a surface is to add Textures.
00:06So, let's take a look at how to add Textures within the Cycle's Renderer.
00:11So, we have got a basic scene here and I am going to go ahead and turn on
00:15Rendered in the viewport. You can see we have our table with our bowl.
00:19And in fact let's go ahead and start working on the table itself.
00:23So, I am going to go ahead and click on that and highlight it.
00:27And you'll see that it doesn't have a Material applied.
00:31Let's go ahead and add in a New Material.
00:34Now let's go ahead and rename it Table and for the Surface type, well let's go
00:40ahead and leave it at Diffuse right now.
00:44In the Color channel here is where I want to add some texture.
00:48You can see we have little buttons here are off to the right of each one of
00:52these, and in the Color one, when I select that, you'll see all the options I can
00:57place into that slot.
01:00So, we have what are called Converters, we have actual colors so you can actually
01:05do Brightness/Contrast, Hue Saturation Value and that sort of stuff.
01:09We have a Mix option here very similar to the Mix Shader.
01:12And then we have procedurals such as Bricks, Checkers and so on.
01:17And we also have an Image Texture, which allows you to put an image file in there.
01:22Let's go ahead and just bring in a Basic Texture here. I am going to load up
01:26the Checkered Texture here and you can see how that renders.
01:30Once we have done that, you can see we have the color of the Checker, the Scale of
01:35the Checker as well as a Roughness.
01:37You can see here in the Node Editor we have a Checker Node.
01:41So, if I wanted to change the color I can certainly change that color and you
01:45can see it changing here. We can also change this, maybe make it a darker color
01:50here, whatever we want, and we can also change the Scale, which is how much
01:56Checker do we put on there? And also the Roughness. So this Roughness actually
02:01points back to the Diffuse.
02:05Now if we wanted to, we could certainly play with this a little bit more. We can
02:09go into the Node Editor or we can just play here.
02:13You notice how each one of these colors also has a little button here.
02:19So, when I click on this, we can put anyone of these types of Materials into this slot.
02:26If I wanted to I could put in a Magic Texture and when you put that in, you can
02:30see how that changes this Checker Texture.
02:35Here you can see I have this Magic Texture plugged into this Checker Texture,
02:38plugged into the Diffuse and you can pretty much see it here too.
02:43Color 1 is now Magic Texture and we have our Depth and all of our controls for
02:48that so I can change those if I wanted to.
02:51So, as you can see this is one way of adding in Texture to a Material is to play
02:56with the Procedural Textures that are provided.
03:00But I am going to go ahead and back out of this and let's go ahead and
03:03just add in a simple image file.
03:07So I am going to go into my Node Editor and select that and delete it.
03:09Now another way of deleting these is to do it from the Materials window. You don't
03:14have to select and delete in the Node Editor. You can just go here to this
03:19Checker Texture here and just click on this and select Remove. Same thing.
03:24And now basically I've gone back to my default, which is just a Color channel.
03:31So if I select my Color channel here, I can put in an Image Texture.
03:37Another way of doing it is to go into my Node Editor, Texture, Image Texture.
03:43Same thing. And in this case I have to wire that in.
03:47Now when I bring in my Image Texture, you'll see that it puts up this color and
03:53that's because it doesn't have the Filename yet.
03:56So if I open this up and go into my Exercise files, you will see I have a file
04:03here called Granite.jpg and let's go ahead and open that image.
04:07And you can see now I have a granite table top.
04:12By adding in Texture you can add in either images or you can add in procedural
04:18textures or both to create complex colors for your Shaders.
Collapse this transcript
Creating glossy surfaces
00:00Let's take a look at how to create more sophisticated surfaces and in this case
00:04let's go ahead and create a Glossy Surface.
00:07So, I have my Table and when I render it here, you'll see that it renders kind
00:12of flat. I am not getting much of a reflection of this bowl in the scene.
00:18So let's go ahead and add a Gloss or a Sheen to this to make it look a little bit shinier.
00:24In this Material here I have got this Image Texture going into this Diffuse into
00:31my Material Out here.
00:32So you can see that here I have got a Diffuse with an Image Texture, but I want to
00:38add a little bit of shine.
00:40So, I can add in a Glossy Shader and mix it together with the Diffuse to
00:45create my shiny table top.
00:48So I am going to do this in the Node Editor. I am going to go ahead and add in a
00:53Shader and I am actually going to add in my Mix Shader and I have to zoom out
01:01here, because sometimes it comes in underneath. Zoom in. Go ahead and just
01:06rearrange these here.
01:08So what I want do is basically put the Diffuse into the Mix and into the Material Out.
01:14Now let me show you a little trick here. If you grab this and drag it over the
01:18line--notice how that shows up as orange--and let go, it will go ahead 00:01:23.10] and automatically rewire it and that can actually be very, very handy. A lot
01:27quicker than rewiring that by hand.
01:30Now I've got a Mix Shader with the Diffuse going into it, but we also have our
01:35second Shader, which is missing.
01:38So let's go ahead and add in another Shader and in this case we are going to
01:41add in the Glossy Shader and I'm going to go ahead and wire that into my Mix.
01:49Now notice how as soon as I do that, this table top gets a little bit of a highlight on it.
01:56So let's go ahead and take that off. You can see that when it's off, this is
02:00pretty flat and then as soon as I plug that in, I get a bit of a reflection here.
02:08This Glossy has a number of different ways to be reflective. One is with
02:14Beckmann. In fact, let's go ahead and turn our factor here up to one so you can
02:20see exactly what's reflecting here.
02:23This is what's reflecting off of this Shader.
02:28I've got Reflections here. Then this is a reflection of the bowl and this
02:34white here is a reflection of the light, but that's also coming from the Color Channel here.
02:40So if I change this color, you can see how it changes that highlight color and
02:47then the Roughness again-- that's Roughness of the Shader.
02:51Now this Roughness here is how much it reflects, so when this is at absolute
02:57zero, I get a perfect reflection. As I start dialing it up--the Roughness--it
03:06starts to get more Diffuse and not so reflective.
03:11Now we have a number of different ways to reflect, so you remember here I've got a
03:16Glossy Shader here with a Beckmann.
03:19If we go to GGX--that's just another way of reflecting--that you can see how
03:24that changes in that again I can add in Roughness if I want.
03:28So this actually creates a much higher highlight and then if we go to Sharp,
03:35that creates an absolute mirror effect and it's almost the same as if you just
03:40dialed down the Roughness completely on one of the other ones here.
03:45So I am actually going to put this back to Beckmann and actually I do want
03:49to get a pretty sharp reflection, so I am actually going to make my
03:52Roughness fairly low.
03:54So now that I have this and I have the reflectivity the way that I want it, I
04:01can go ahead and dial back my factor here to add in the actual Table itself.
04:08So now you can see how the actual Granite is now reflecting this bowl and so I
04:15have a much glossier surface.
Collapse this transcript
Adding bumps and displacements
00:00Now let's go ahead and take a look at how to add Bumps and Displacements to a Material.
00:06Now we are going to work on the objects in this bowl which are oranges, but
00:12right now if we render--and let's go ahead and turn on Rendering here--you'll see
00:17that, well, we don't have anything applied to them.
00:20Let's go ahead and build a Material for these that includes Bump and
00:23Displacement Mapping.
00:24Now the first thing I want to do is just get the overall color of this surface.
00:29So I am going to go ahead and select one of these oranges and let's go over to
00:34our Materials panel here and add in a New Material.
00:38By default it adds in a Diffuse.
00:42And if we wanted we could just make this orange and as you can see in the Render
00:48it looks orange, but it doesn't look like an orange, because it doesn't really
00:52have the surface characteristic.
00:54The surface of an orange is slightly shiny and it has bumps on it as well.
01:01So let's go ahead and start with the shiny part of it and in order to do that we
01:06need to add in some Gloss.
01:08So I am going to do exactly what I did before
01:11and I'm going to make a Glossy Shader and mix that in with the Diffuse.
01:15So I'm going to do this over here in the Node Editor here.
01:19So I'm going to go ahead and add a Shader and I am going to add Glossy In and then
01:24I am going to add one more Shader and that's the Mix Shader.
01:29You maybe have to zoom out in order to see that and there it is.
01:33So now I'm going to go ahead and plug the Diffuse into the Mix Shader and
01:40Glossy into the Mix Shader and notice how they show up here on the right
01:46in our Materials panel.
01:47Now you can see here that I've got a fairly Glossy orange here and also the
01:54Gloss is kind of a white color and that's because that's what this is. This is white.
01:59So let's go ahead and change that to the same color that we have in our Diffuse Shader.
02:04So I'm just going to go ahead and click this, pick my Color Shader, and hit the
02:08eyedropper right here and eyedrop that orange color.
02:13And then I'm going to add a little bit of Roughness to this Gloss and you can see
02:17as I add it, it kind of spreads out that highlight.
02:20And then I am going to go here into my Mix Factor and I am going to mix it more
02:25towards 0, which is going to take out a lot of that gloss.
02:30So it's going to be more Diffuse than Glossy.
02:32So I'm going to put it right around .2 or so.
02:35So now you have a surface that is slightly glossy, but it's still very, very smooth.
02:41So in this case that looks more like a sphere or ball or something like that.
02:47So let's go ahead and add in some bumps to give it a little bit more life and make
02:51it look a little bit more like an orange.
02:53Now we can do that here in the Displacements setting here.
02:57So you see we have a Displacements setting here.
02:59There's also one here on the Material option here.
03:03But I am going to work this from the Materials panel and let's go ahead and just
03:07select this and then we can select a Texture to make the Material bumpy.
03:13We have a number of things we can use.
03:15We can obviously use an Image Texture, but in this case I am going to use this
03:19special one called Voronoi Texture and let's go ahead and just select that.
03:24And you can see here that it gives it kind of this faceted look.
03:29By default, the Voronoi Texture is kind of big and broad.
03:34So let's take a look at what we have here.
03:37So I have got my Diffuse and my Glossy here going into my Mix Shader and that
03:43goes into Surface and then my Voronoi Texture goes into Displacement.
03:48Now if we wanted to take a look at what this actually looks like, this is
03:51actually outputting a color and if we wanted to, we could hook that color into,
03:54say, the Diffuse channel and you could see what it's creating.
03:58So this is actually the output of this texture.
04:03The output of this is kind of like this cell-shaped texture and if we want to, we
04:09could go down here to this and it affect our scale of this.
04:13And so we can use this to create a Bump Map.
04:15So I'm going to go ahead and disconnect this.
04:18So you can see now I've got this texture and really the scale of this is
04:25creating the bumps.
04:27Now if you notice here, the bumps are kind of inverse,
04:30so it's almost like it's creating pockets.
04:32We want the bumps to go outward.
04:34So what we should do is take this scale and bring it below 0, bring it to
04:39negative, which will go ahead and invert the map and then make that a little bit
04:44more in the way that we want.
04:47Once we have the scale--which I have right around -36 or 37, right around there--
04:54I have got a very bumpy surface, but it's not quite like an orange.
04:59It's a little too bumpy.
05:00So we need to kind of moderate this map.
05:04So in this case we only have an option here for intensity in this texture.
05:11Now if we wanted to modify this, we need to add in one more node to kind of pull that back.
05:17If we take the Color Output here and we put it back into the Diffuse, you can see
05:22what I've got here.
05:23I've got basically black and white.
05:26So if I undo that, I can actually put a Color Control on this.
05:31So I'm going to go into Color and I am going to add in a Bright/Contrast node.
05:38So this will allow me to affect the Brightness and Contrast of the output of this texture.
05:45So I am just going to go and drop this over this line here.
05:49If we start bringing this contrast down--if I bring it down to -1--it makes it smooth.
05:57So somewhere slightly above -1 is the sweet spot here.
06:02I am getting right around - .85, somewhere in that range.
06:07I've basically pulled the Contrast of that Texture down and that has
06:12brought down the Bump Map.
06:15So now that I have this, I can name of my Material and apply it to my other objects.
06:21So I can go up to the top here and select my Material name and call it Orange.
06:29And now I can apply this to my other objects.
06:33So I'm going to go ahead and select my second orange, pull down, find that
06:38orange Material, select my next one. Pull down. Select my orange Material.
06:46Now we have these objects looking a lot more like oranges.
06:51Now remember a lot of the default Textures that come with Cycles don't have
06:56controls for the color.
06:59You have to add in a secondary node such as Bright/Contrast to actually affect
07:05the color of these textures.
Collapse this transcript
Creating realistic glass
00:00Now let's take a look at how to create realistic glass using Cycles.
00:05This is actually fairly straightforward.
00:07There is a Glass Surface that will create a fairly realistic glass.
00:13Let's go ahead and start by rendering our scene
00:15here. I'm going to go ahead and just turn on Render in this Viewport.
00:20And you can see that we've got a glossy table; we've got our oranges.
00:24And now let's go ahead and work with the bowl.
00:28So I'm going to go ahead and select my bowl.
00:30And you'll see here that we have a Material applied and that the Surface is Diffuse.
00:38In order to create glass, we have to apply the Glass Surface.
00:42Pretty straightforward.
00:44So all we have to do is select Glass and you can see that there's glass.
00:49But we've got a number of parameters that we can affect.
00:53The first one is the Color.
00:56I want to actually see the glass effect, so I'm going to go ahead and take
00:59out most of the Color.
01:01I'm going to click on this.
01:02I'm going to go to my HSV parameters and take down my Saturation and leave
01:09my Intensity at .85.
01:13So you can see here that I've got a fairly realistic glass and you can see the
01:18oranges through the glass.
01:21And now we have a number of other parameters besides Color.
01:24We have Roughness and IOR, which stands for Index of Refraction.
01:31Roughness actually controls how rough the surface of the Glass is; in other words,
01:36it's the frosted glass effect.
01:39At 0 the glass is fairly smooth and glossy and if I bring this up to 1, you'd
01:46see how this glass becomes a lot more opaque.
01:50Now the reason I'm getting this little speckle effect is because I've got my
01:54Render Settings for my Viewport at 10, which just doesn't give me enough to
01:59actually go through and fully render this.
02:01But I'm doing this for sake of speed of rendering.
02:04So if I bring this down to say maybe .5 or somewhere in that range, you can
02:09start to see through this.
02:12We have a couple of different models for this.
02:15Now this is basically the same as our Glossy Material.
02:18So a Sharp value here basically gets rid of the Roughness.
02:24GGX tends to amplify it so let's see how that Roughness works.
02:30So I tend to keep this on Beckmann, which puts it right in the middle.
02:35And in fact I'm going to go ahead and turn this all the way down to 0 again.
02:39So we can see this as clearly as possible and make the bowl as clear as possible.
02:45Because the next thing we're going to work with is IOR (Index of Refraction).
02:51Now this is basically the lens effect; in other words how much the surface bends
02:56light as the light flows through the surface.
03:00So by default it's at 1.45.
03:03Lower numbers have a lower Index of Refraction.
03:08If I brought it down 1.1, notice how the orange becomes more whole. In other
03:14words it's bending the light less.
03:17So when it's at 1, it stops bending light completely.
03:22This really isn't desirable because it's not creating the glass effect and one
03:27of the reasons we see glass the way that we do is because it bends light.
03:33So you really want this number above 1.
03:36If I put it below 1, say at .7, again, I'm going to get that effect.
03:41This is really the difference between bending the light inward and bending the
03:46light outward. So at 1, it doesn't bend light at all.
03:50When it's below 1, it bends it one way and when it's above 1, it bends it the other way.
03:56For this bowl, values above 1 are really what we want.
04:00So at 1.25, you can see we get a pretty good glass effect.
04:05As we get higher and higher, it's going to start bending the lights so much that
04:11the effect will become opaque.
04:13So let's go ahead and just dial this up to say about 2 or 2.4, in this case, and
04:18you can see how it becomes almost like a reflective surface.
04:22So again typically between 1 and 2 are good values for this.
04:29But you can play with this and create your own effects that may suit your scene better.
04:35If you want to, you can mix Glass with other Materials to get other types of
04:41effects. So just like we mix the Glossy Material with the Diffuse, we can do
04:46the same with Glass.
04:48So I'm going to go ahead and take my Glass Material.
04:51I'm going to go ahead and add a Node and let's maybe add a Diffuse Shader.
04:55And then we can mix those two together.
04:57So I'm going to add a Mix Shader and drop that over that and drop this in here.
05:06And you can see that when I do that I'm getting kind of more of a reflective
05:10thing and so as we dial this back towards the glass--in other words make my
05:15Factor lower--we're getting a much more transparent effect.
05:20And if you don't want that, you can certainly delete that Mix Shader out of that
05:24Node Editor and just wire it back in the way that it was.
05:29For this final glass, I'm going to go ahead and just add in a little bit of blue color here.
05:34I think that will complement the oranges quite well. There we have it.
05:39There is some of the ways that you can create glass and other transparent
05:43effects using Cycles.
Collapse this transcript
3. Lighting Using Cycles
Exploring lighting types for Cycles
00:00Once you understand Materials and Surfaces, the next step in the rendering
00:05process is to add light.
00:08Previously we've actually had a light in the scene but I've deleted all the
00:13lights from the scene.
00:15And let's go ahead and just take a render of this.
00:19We have a completely black scene. That's because we have no light in the scene.
00:25Blender has a number of default lights that we can use and these are pretty much
00:30the same that we would use for the regular Blender Renderer.
00:35And these are found under Lamps.
00:37So each light is called a Lamp.
00:39So I'm going to go ahead and select a Spot.
00:44When I bring that in, it brings it in at my 3D cursor here, which I had set up here.
00:50We've got just a little bit of light in the scene.
00:53So if I go over to my Object panel here for my light, you'll see that I've got a
01:00number of parameters.
01:01I have the Size of the light;
01:03I have whether or not it casts a shadow.
01:06And then I have a Surface Node, because lights actually are just Surfaces, so if
01:12I click on this, you can see I've got all my other Shaders, and one of the
01:17Shaders is called Emission and that's the Shader that emits light.
01:23We're going to use this a little bit later to turn objects into light, but
01:27just be aware that all of your default lights actually have that as part of
01:32the Materials panel.
01:35Now we also have a Color panel here, so we can pick a color for the light.
01:40And we also have a Strength for the light. And in this case our light, it
01:44really isn't as strong as we need it, so I can go ahead and just left-click on
01:48that and turn up the light.
01:50You can see here as I turn that light up, we get a little bit more light in the scene.
01:56And I can go ahead and reposition this light if I want, and get my Spot light in
02:02the scene the way that I want.
02:04So I'm actually going to bring it a little bit out here on the Camera side,
02:08and I'm going to rotate that in, so that way I can actually have that light centered.
02:16There we go.
02:18In fact, I'm going to go ahead and turn this onto Local.
02:23So that way I can push this light in and out.
02:26So as I push this light closer, notice how the intensity gets bigger.
02:32In fact, I'm going to go ahead and bring up my Strength a little bit more of my
02:36light and you can see how I'm really blowing out the scene there.
02:40But as I pull the light back, the light actually falls off, so these are very
02:46much real world lights.
02:47So if I were to pull this way back, you could see how the light falls off with distance.
02:53Unlike the regular Blender lights, you cannot select whether or not these
02:58lights have fall-off, so all of your basic lights actually have inverse square fall-off.
03:04So positioning of the light is important.
03:07The closer the light is, the brighter it will be.
03:10And so this will affect your Strength value.
03:14We also have additional parameters for this light, because it is a Spot light,
03:18we have our Spot light Shape and the Blend, which is basically that soft edge.
03:26Now we have a number of other types of lights that are supported in Cycles.
03:30So you can see here all of our Lamps are Point, Sun, Spot, Hemi and Area.
03:35And we can also change this existing Lamp to one of those.
03:40So let's just go through it here.
03:42We have Point lights, which you should be familiar with, which are basically
03:46just the bare light bulb in the room.
03:49And so these really just have the Color and Strength parameter and the light
03:54basically emits in all directions.
03:58The next light is a Sun light.
04:00Now this light is different than the other lights, in that it doesn't have fall-off.
04:07Point light will get brighter or dimmer depending upon how far away you are.
04:13The Sun does not, because the Sun is basically at almost infinite distance, so
04:19you will have to dial down your Strength quite a bit if you're going to use the Sun parameter.
04:25So I'm going to go ahead and bring my Strength to say about 4, which would be a
04:30pretty even illumination.
04:31And you can see that as I bring this back and forth, it really isn't affecting
04:37the brightness like the other lights will.
04:39So Sun is the one light that does not fall off.
04:44Now we just played with Spot and we also have one called Hemi, but technically
04:48Hemi is not supported; it's just interpreted as a Sun Lamp.
04:56For the regular Blender Renderer, Hemi is basically just a unidirectional Spot
05:01light that comes from a very parallel beam of light.
05:06This is basically the same as the Sun.
05:09The last light is the Area light, and again, that is a light that has fall-off.
05:16So I am going to have to bring up the Strength of this light.
05:20This light is an Area light which means it emits from a Rectangular Area.
05:27So I can increase the size of this and you can see here this dotted line
05:32indicates the size of that light.
05:35And we also have two different types of lights.
05:38We have a Rectangular light.
05:41We can change Size in X and Y. And we have a Square light and typically I
05:47keep this on Square.
05:49And again, we just have Color and Strength.
05:51So those are the types of lights that we have available in Blender and you can
05:56see how each one has its own uses.
Collapse this transcript
Controlling shadows in Cycles
00:00Now when you start using lights you'll also want to be able to control the shadows
00:06that those lights create.
00:08It's actually a pretty simple process.
00:11The size of the light will determine the quality of the shadow.
00:17So here I have a Spot light, which I've put into the scene.
00:21You can see I have a very, very sharp shadow underneath this bowl.
00:27Now here we have an option to Cast the Shadow.
00:31If I want I can turn off the Shadow or I can turn it on.
00:36The Size of the light will determine the shadow.
00:40Now remember, this is a Surface that emits light.
00:44When the Surface is 0 Size that means it's a Point light, and the shadow will be very sharp.
00:53As I increase the Size of the light--
00:55let's go ahead and increase this to about 5--you can see how the shadow starts
01:00to get a little bit softer along the edge.
01:04And as I bring this up bigger and bigger, you can see how this really starts to
01:09affect the way that that shadow works.
01:14So let's see how this works on other types of lights.
01:17So let's go ahead to the Point light here.
01:20And again, very similar as it gets to 0, you get a sharper shadow.
01:26Now the Sun, in and of of itself, can have a size.
01:30So as I bring up the Size of the shadow, you can see how it fades out
01:35almost immediately.
01:37When it's at 0, it's sharp, but by the time it gets to 1, it's almost completely
01:46evaporated that shadow.
01:48So remember, the Sun has no fall-off, so as that Size increases, it magnifies
01:56the softness of that shadow.
01:59The last light I want to take a look at is the Area light, and again, I'm going
02:03to turn up my Strength a little bit here.
02:06The size of the light will affect the quality of the shadow and you can actually
02:11see that in this Area light.
02:14So in some ways the Area light and the Point light are almost the same, except
02:20for the fact that the Area light does have a little bit more of a direction.
02:26So those are some of the basic lights and how to control the shadows.
02:31Now just remember, you can turn shadows on and off per light, and the Size of
02:36the light generally affects the size and the softness of the shadow.
Collapse this transcript
Using ambient occlusion
00:00Now in the real world there is additional lighting that comes from light
00:05bouncing off of objects.
00:07Now typically this is called ambient or bounce lighting.
00:11In Cycles we use what's called Ambient Occlusion to simulate this effect.
00:18So let's take a look at our scene as we have it now.
00:21I've got this simple scene here and when I turn on Rendering, you'll see I've
00:26got my oranges in my bowl.
00:29Now I have one light, which is a Point light, in the scene so you can see how
00:34it creates the shadow.
00:36Now if we want, we can add additional bounce lighting using Ambient Occlusion.
00:41So I can do that by going over here to the World panel and if we scroll down,
00:47you'll see we have a rollout here called Ambient Occlusion.
00:52So watch happens to the render when I turn this on.
00:55Instantly the Render gets a little bit brighter.
00:59So let me turn that off again. see how it gets darker?
01:02And when it's on, it gets brighter.
01:05And that's because the light is bouncing around the scene.
01:09So now the light from the Point light is illuminating the scene, but the light
01:14bouncing back from the table and from the oranges and all that stuff is also
01:19adding additional secondary lighting to the scene.
01:23So with Ambient Occlusion we have two options here.
01:27We have a Factor, which is how much is this affecting the scene.
01:31If I turn this down, you can see it gets darker.
01:34A Factor of 0 is basically the same as turning it off. And if I bring it all the
01:39way up to 1, you can really have a lot of bounce lighting.
01:43Now typically by default that is right around .5.
01:48And then we also have a Distance value, which is basically how far does the light bounce?
01:54So if you have a bigger scene, you may want to make this distance bigger or if
02:00you have a tighter more intimate scene, you may want to make it smaller.
02:05So as this is getting bigger, you can see how it changes.
02:10When it goes negative, you can see how things start to glow a little bit more.
02:15Look at how the Ambient Occlusion works with the glass here.
02:20And because this is a tight scene, getting this much above 5 or 6 actually
02:26doesn't have too much of an effect, so really the Distance value will have an
02:30effect on the bigger scene.
02:33As you can see Ambient Occlusion is just another way to add additional bounce
02:38lighting and add one more layer of softness and realism to your scenes.
Collapse this transcript
Creating environmental light
00:00Another way to add light into your scene is to use environmental lighting.
00:05In other words, light from the environment.
00:08Now this can either be a solid color, or an environment image, such as an
00:13HDRI or an image file.
00:16So let's take a look at our scene.
00:18Turn on the Render here.
00:20I'm going to render it.
00:21Let's make sure we're in the World tab, and turn off Ambient Occlusion, because
00:27I want to show you the exact effect of an environmental light.
00:32Now we can add that in by adding a surface to the World.
00:38Now a lot of these are standard Surfaces.
00:40But the one we want to add here is called Background.
00:45So, when we add that in, it brings in just some standard stuff that we normally
00:50see in a Shader such as Color and Strength.
00:55If I wanted to, I could change the color of my environment.
00:59And you can see how this affects the way that the scene renders.
01:04So the color kind of adds an overall tint to the scene.
01:09And then we have a Strength value here where we turn that up or down.
01:16You can see how it not only turns up and down the light, it also turns up and
01:20down the background environment color.
01:23Let's say I brought it up to 2.
01:26You can see this will over -saturate fairly quickly.
01:29So you really want to keep this between 0 and 1.
01:34Another way to affect this is to simply bring down the value of the light, which
01:40is almost exactly the same as taking down the Strength.
01:43Another way to do this is to add something other than a solid color.
01:50We can add bitmaps into our environment, not only to create light, but also to
01:56create a background image.
01:59So we can do this by adding a texture into our Color.
02:03So I'm going to click here and we have a number of different Textures.
02:06Now, typically, you want to have an Image or an Environment Texture.
02:11You can also have a Sky Texture, which is a procedural sky.
02:16In this case, I'm going to use what's called an Environment Texture.
02:20Now this is a little bit different than an Image Texture, in that it will
02:23wrap around the scene.
02:26By default, it puts in this very loud color.
02:29But we can certainly open up an image file here.
02:33And I have one here in my Chapter 3 folder called Panorama.jpg.
02:40This is a JPEG file.
02:42If you want, you can load in an HDRI file, which will have a much higher dynamic
02:46range and will work a lot better as a light source.
02:51But I've got this image here, which is basically just some mountains, and they're
02:57actually creating a light source in the scene.
03:02If I want, I can again bring the Strength up or down and you can see how this
03:08affects the light in the scene here.
03:11So if I brought it up to, say, maybe 0.5 or something like that, you can see how
03:16this actually creates light.
03:19And if you look really closely, you'll see that this is reflecting on the glass as well.
03:26Those are some basic ways to add environmental lighting into a Cycles render.
03:32Now remember, you can add in either a solid Color or a Texture just as long as
03:38you add a Background Surface to the World.
Collapse this transcript
Using objects as a light source
00:00Now the last type of lighting I want to show you is lighting from
00:04objects themselves.
00:05So you can actually turn objects into lights by using the Emission Shader.
00:12Now I have a couple of objects in this scene.
00:14I have a Sphere, and a tube, or a Cylinder.
00:19Let's go ahead and start by rendering the scene.
00:22So I'm going to go ahead and turn on Rendered.
00:25You can see that actually I've got some light in this scene and that's because
00:29I have Ambient Occlusion turned on.
00:33So let's go over to our World panel here, and let's find Ambient Occlusion and
00:38let's go ahead and turn that off.
00:40One of the things we can learn here is that Ambient Occlusion can be a light
00:44source in and of itself.
00:46So now that I've turned that off, I've turned off all the light in the scene.
00:51So I'm going to go ahead and select my Sphere here.
00:54Let's go over to the Materials panel for that Sphere.
01:00Let's add-in a new Material.
01:03By default, as we've seen before, it creates a Diffuse.
01:08But we can change this to a Surface that emits light.
01:13And that's called Emission.
01:15So I find the Shader that says Emission.
01:18And when I turn that on, you can see how instantly I get light in the scene.
01:23So, the Sphere illuminates and it casts light into the scene.
01:30This Emission has two parameters:
01:32Color and Strength.
01:33So basically, the Color determines the color of the light and the Strength
01:39determines how bright that light is.
01:42So when I turn up the Strength, you can see how the light comes up.
01:47Now, if I want, I can move the light away.
01:51And just like with any other light, it will be affected by distance.
01:57So the closer this is, the brighter it will light up the scene.
02:03Now I'm going to go ahead and bring this number down to, say, about 2.5.
02:08So when I add in Color again--let's go ahead and add in some Color--and if you
02:13notice that when the Strength is up, the Color still goes in the scene, but the
02:19light source itself doesn't reflect the Color.
02:23So when this is greater than 1, you're going to get less and less of that Color in the light.
02:30So if I bring that up, you can see how it gets closer and closer to white.
02:35And that's because the Strength is above whatever Color I put into that light.
02:40So let me show you another way of creating light.
02:44This was just a simple Sphere and the Sphere actually is almost the same as a Point light.
02:51And if you took a Point light and actually increased the size so that it was the
02:56size of the Sphere, you would get almost the identical type of light that you
03:00will get with this object-based lighting.
03:03So let's use a different-shaped object here.
03:06So I'm going to select my Sphere and let's go ahead and delete it.
03:10And when I delete it, it deletes out the light that this Sphere created.
03:14I'm going to rotate around here. My Camera's here, so this is kind of more of an
03:19even representation of what I'm seeing in this Viewport.
03:22Let's go ahead and select the Cylinder, and go into the Materials panel and
03:27add in a new Material.
03:30And again, in Surface, we're going to go ahead and select Emission.
03:34So I'm going to go ahead and bring this down, so you can see it in the view.
03:41And as you can see, when we start having lights that have more unique shapes, we
03:46can actually have a more unique type of lighting in the scene.
03:51So as I turn up the Strength of this light--let's go ahead and bring this up
03:56to about 4 or 5 here--
03:57you can see how this is actually more of a tube light; it's actually more
04:02representative of something, say, like an overhead fluorescent light or
04:07something like that.
04:09This light, again, will vary depending up on distance to the object.
04:16So the closer it is, the more it will light it up.
04:19Now one of the things you may notice is that when you have an object such as
04:25this as a light source, you may not want to see it in the scene.
04:30Obviously, this looks very unnatural.
04:34So one of the things you could do is you can certainly bring it up and out of
04:38the scene so that we don't see it.
04:40But sometimes you may need that light a little bit closer to the object to get
04:44the exact effect that you want.
04:47So when this happens, we need to find a way to turn off that light, but still
04:51have that object illuminate the scene.
04:55And we can do that by going into our Object Properties panel here.
05:00So if I click on this little cube that says Object, we can actually scroll down
05:05to our Render Settings here.
05:06And this is actually under Ray Visibility, which is the very last rollout.
05:11So when I bring that up, is this object visible to any number of different things?
05:18So, is it visible to the Camera?
05:21Well if I turn this off, it will stop rendering.
05:25So the Camera will not see this object.
05:27But, it can still transmit light and create shadows.
05:32But, by clicking this off to the camera, it will not render.
05:38So that's just a nice little trick to get very unique type of lighting in the
05:43scene without actually showing it in the Camera.
Collapse this transcript
4. Rendering an Interior Scene in Cycles
Configuring the scene
00:00In this final chapter we're going to take a look at workflow, how to actually
00:05light and render a scene.
00:08Now we have a basic interior scene, which we will be lighting.
00:13Now I have some Ambient Occlusion already set up, so we can just take a
00:17quick look at the scene.
00:19So I am going to go down here in this bottom Viewport here and just turn it to
00:22Rendered and this will go ahead and start rendering that Viewport.
00:27And you can see we've got a basic dining room scene with that table and the bowl
00:32of fruit that we were working with before, along with some other furniture, a
00:37window, and a whole environment.
00:40Let's go ahead through our Render Settings and make sure that they are exactly
00:43the way that we want.
00:45So in order to set the scene, we want to make sure we click on the Render
00:49Settings tab and let's go through some of this.
00:52First thing we need to do is make sure that we have the dimensions of the final
00:57image that we want. By default it's set to HD 1080p, but for the sake of faster
01:03rendering, actually, I'm going to turn this down to 720p, so that's going to be 1280x720.
01:11Now which directory do you want to output your final animation to?
01:16And I will let you decide that.
01:18Sampling. Initially, let's go ahead and leave the sampling at 10 for Preview, but
01:24for Rendered, maybe we should turn this up to say about 200, which will give us a
01:29much higher quality rendering.
01:32Now we may change that depending upon how our final render goes.
01:37And then for Light Paths, we should set up a proper illumination model for our
01:43scene and, in this case, I'm going to select Full Global Illumination, which will
01:48go ahead and set all of this transparency and balances to the proper amounts.
01:54Now finally we have stuff for performance. I'm going leave that it the default,
01:58which is Auto-detect (how many Threads I have of my CPU, the size of Tile, and all that stuff).
02:04And we are not going to be working with Layers in this at all.
02:07So there's our settings.
02:09Now once we have that set up, it's time to start adding the Cameras and lights
02:14to your scene.
Collapse this transcript
Creating the camera
00:00Now that we have our basic rendering parameters set up, it's time to add the Camera.
00:05Now typically we add the Camera at the beginning of the rendering process
00:10because a lot times you are rendering to the Camera.
00:13So you may need to position things off to the side or behind the Camera and you
00:18need to know where the Camera is in order to light the scene properly.
00:23The scene currently does not have a Camera in it and we can easily add a Camera
00:28in by going Add>Camera.
00:32And once we do, we have a Camera in the scene.
00:36Now probably the easiest way to position your Camera is to first get a Viewport
00:42that's reasonably aligned to where you want your Camera to be.
00:47So actually I'm going to use this Viewport here. I'm actually just turn it to
00:51solid so we can manipulate it fairly quickly.
00:55And just position this Viewport right around where I want the view of the Camera.
01:00We are going to fine to the Camera, but let's just get the rough positioning here.
01:04And now once we have this Camera set, we need to set this Camera as the default.
01:10So I'm going to go over here to this Scene tab. And under Camera, I'm going to set
01:14my Camera, which is the only one currently in the scene, as my default Camera.
01:19Now once I have that set that as the default camera, I can go in to View>Align
01:26View>Align Active Camera to View.
01:30Once I do that, watch how the Camera jumps over and now this is exactly what
01:35my Camera is seeing.
01:38This is close, but it's not exactly what I want, so I'm actually going to go
01:42over to my Camera panel here, because I do have the Camera selected.
01:48And now I can start manipulating the Camera parameters.
01:52Now the first thing I want to do is position the Camera; it's not exactly where I want it.
01:58So I'm going to make sure I'm in Local Translation Mode and I'm going to just go
02:03ahead and grab that Z axis and pull the Camera back.
02:08But if you notice here, I'm getting some clipping.
02:11You can see this big black splotch there and that's really just the Clipping
02:16plane on the Camera.
02:18Now if we go over to our Camera parameters here, you'll see that my Clipping
02:22plane right now is at a hundred. So I'm just going to make it a thousand and
02:26that will give us plenty of clip on our Camera.
02:30So now that I have that I can actually start positioning this Camera
02:34exactly where I want.
02:36Now as I pull this Camera back, you're seeing how I'm kind a getting the edge of
02:41the floor in the scene and really the scene itself is a little too small.
02:46So I'm actually going to push the Camera in and let's go ahead and open up the
02:50lens or make the lens little bit wider.
02:53So right now we're at a 35mm lens, so I'm going to go head and dial that down.
02:59The next standard size lens is usually a 28, so let's go ahead and change that
03:03to a 28 mm lens and see what happens.
03:07Looks like I might be able to get the whole scene in there. I'm going
03:11to go ahead and start rotating my Camera just to get a little bit better perspective there.
03:17So right about there and then maybe drop the Camera down.
03:21And again I'm paying close attention to the bottom corner of this just to make
03:27sure that I'm not getting to edge of that floor in the scene. In fact I'm
03:30going to push the Camera in just a little bit and maybe rotate it and just
03:35subtly adjusting it.
03:37Now that I have this set, I can start lighting my scene.
Collapse this transcript
Setting up an environment
00:00Now let's go ahead and start adding a little bit of light, but also adding in an
00:05Environment into the scene.
00:07Now if I were to render this using the Ambient Occlusion we have set up, you'll
00:13see that what we have behind the window is nothing.
00:17I need to have something behind that window.
00:21Now I can do this in one of two ways. I could actually make just a flat
00:25plane almost like a picture frame and put that behind the window to simulate
00:30what's beyond the window.
00:32Another way to do this is to create an Environment because you can also use
00:37that as a light source.
00:40So first thing I'm going to do is go over to my World tab here and let's go
00:45ahead and add a Surface to our World which will create the environmental
00:50lighting that we need.
00:52So I'm going to go into this and create a Background.
00:56As soon as I create a Background, you can see that the white color of that
01:00Background is adding light to the scene.
01:03In fact at this point I can turn off Ambient Occlusion right now just so we can
01:08see what the light itself is doing; in other words what the Environment is
01:13doing to the scene.
01:15But I don't want to a white background behind this window and so I'm just going
01:20to go ahead and add in some basic clouds. I am going to create an Environment
01:25Texture and you can see how that turns to that hot pink color.
01:30And we're just going to go ahead and replace that with a actual file.
01:34So I'm going to go ahead and open up a file and in your Chap04 folder you
01:38should have a file called Clouds.
01:41Now I'm going to go ahead and open that up.
01:43So as you can see this creates kind of a blue cast to the scene.
01:48But this is really just our first pass at adding light to scene. We're going to
01:52add a lot more light to the scene, so hopefully this will diminish the amount of
01:56blue in the scene when we start adding more lights in the next few movies.
Collapse this transcript
Adding primary lights
00:00At this point we have just some basic environmental lighting in our scene.
00:06Let's go ahead and take a look at what we have.
00:08We basically just have a sky with clouds and that's casting kind of a blue tint
00:14over the whole scene.
00:16What we really need to start off with is the primary light source in this scene.
00:21Now this environmental light source is kind of more of an ambient light, but we
00:25really need a direct light source.
00:28In this case it's going to be the sun streaming through this window.
00:33Now typically you would think, well, I should just add a Sun Lamp to the scene,
00:39but that's not as controllable as some other types of lights.
00:42So in this case, I'm actually going to add a Spot Light.
00:47So let's go ahead and Add> Lamp; I'm going to add a Spot.
00:53So that comes in here.
00:56Now let's go ahead and turn this over to Material Mode here so that way we can
01:00actually see how the light is being projected into the scene.
01:05And let's go ahead and select our light here.
01:08So I'm going to go ahead over to my Spot, and you can see we have the Color and
01:12the Strength of the light as well as the Spot Light Shape.
01:16Now the first thing I'm going to do, is go head and do Show Cone, which is
01:20actually going to show the cone of the light.
01:24Go ahead and start positioning this light so that it's shining through the window.
01:29So I'm basically just moving and rotating this light.
01:33Now I really can't see exactly how that cone is falling on the scene.
01:39So the easiest way to see that is to just scale up the light, so I'm hitting the
01:45Scale Tool and I'm just going to go ahead and scale up the entire light.
01:50It doesn't affect anything other than how this displays in the scene. It's not
01:55making the light brighter or dimmer by scaling it; it's simply just making it
01:59bigger in the Viewport.
02:02Now once I have that, I can start positioning this light.
02:06So I'm actually going to go ahead and pull this light back quite a bit. I really
02:11want to get enough light so that it fills the window without spilling over.
02:16So really I'm looking here at how this is falling on this wall here.
02:23Now once I have that I can start turning up the light.
02:26So I've got my light here, I think it's pointed in the right direction.
02:30Now I'm going to look here in my Render Viewport as I turn up the Strength of that light.
02:37So I'm going to turn it up quite a bit here and it's starting to cast kind of a
02:42shadow on the scene.
02:44But I really actually need that light to come down a little bit more, because
02:49I'm really not getting the type of shadows that I want.
02:52Let me turn this up a little bit more here. I'm actually bringing this light up quite a bit.
02:57You can see I'm right now at about 100, 000 in terms of Strength, and you can see how
03:03that's creating this nice shadow effect.
03:07But I feel like this light is a little bit too low, so I'm going to go ahead and
03:11move it up just a hair and angle it down.
03:15Again, I'm just doing a rotation here, so that I get better illumination.
03:21So in other words, it's coming down a little bit more.
03:24So it's starting to look pretty good.
03:26Now I'm getting a pretty intense shadow here on this wall, and maybe what I need
03:31to do is bring this light over just even a little bit more and just move it over
03:39this way. Again, turning up my Strength to get a pretty nice shadow and
03:45illumination in the scene.
03:48Now once you start playing with this, you'll see how this actually has replaced
03:53a lot of that environmental lighting in the scene.
03:56So as we start adding light, that environmental light will become less and less
04:01important as the total overall lighting in the scene.
04:06So this is a good starting place for this.
04:09We may come back and tweak this light, but I think it's time to start adding
04:14additional lights into the scene.
Collapse this transcript
Adding secondary lights
00:00Once you get your Primary Light in the scene, it's time to start adding
00:04Secondary Lights to illuminate other parts of the scene.
00:09Now, in this case, I want to add in the overhead lighting here.
00:14So if I take a look at this here, you'll see I've got a couple of holes here
00:20in the ceiling for lighting that's supposed to illuminate this wall and the art on the wall.
00:27So, we can do that by adding in some additional lights.
00:30Now, because these are overhead spotlights, we're going to add a Spot.
00:36In fact, we're going to add three Spotlights and connect them together so that
00:41they all share the same parameters.
00:43First thing I want to do is go ahead and position my 3D cursor as close to the
00:48center of the first one of these.
00:51So, right about there, and then I'm going to go Add>Lamp>Spot.
00:56That brings in a Spot.
00:58But, it brings it in fairly low.
01:00So, I'm actually going to go ahead and move it up in my side Viewport here.
01:04So that seems about right.
01:07So now that I have this first light in the scene, I can start to duplicate it.
01:14Now, I can duplicate it either as a separate light, or as a connected or
01:20linked object here.
01:21So, we can go Object>Duplicate Linked, and then that brings up that second light.
01:28You can see this is my linked light.
01:30Now, I'm going to right-click just to snap it there, and then grab my Move icon,
01:35and again, center that in that second hole.
01:40Let's do this one more time;
01:42Object>Duplicate Link.
01:45I'm going to right-click.
01:47And that keeps it aligned along the y- axis and then I'm just going to go ahead
01:53and move it along the x-axis here.
01:56And so now I've got three lights that are linked.
02:01So when I affect the luminosity of one light or the strength of one light, it
02:06will go ahead and affect the strength of all three lights.
02:11I'm going to go ahead and select my first light, and let's go ahead and start
02:15manipulating these and getting these positioned properly.
02:18So I'm going to turn on Rendered View so I can see what's happening.
02:23Obviously, not much is happening because these lights are not as strong as they need to bel
02:28So with this first Light, I'm going to go ahead and just turn these lights up,
02:31and you can see how already they illuminate the scene here.
02:35You can see how it's starting to put light on the floor.
02:40But we really want the light on the wall and on the art.
02:43So I'm going to go ahead and just Shift+Select all of the lights and we're
02:49going to go ahead and just rotate them here towards the wall.
02:55And you can see right here that we're actually getting a nice pool of light on the wall.
03:01These lights are actually set up with a fairly narrow beam. In other words, they
03:05are at 45 degrees but with a very small Blend.
03:09So actually I am going to turn up the Blend on these to give it a much softer
03:13edge, which will help a lot.
03:16And then I'm also going to actually increase the size of the Shape and
03:22basically make it a wider Spot.
03:25That will go ahead and illuminate that wall a little bit better.
03:29I can see I'm getting a little bit of light here on this stone piece here.
03:35And so what I can do is just select the light that's closer to this, which
03:39would be this third spotlight here, and just rotate that, so that it's not hitting that wall.
03:48And I can probably do that the same with this light here, maybe just kind of rotate
03:52that in just a little bit so it's a little bit more focused on the art.
03:57Now once I have that, then I can start playing a little bit more with the Strength.
04:02Now if I bring up the Strength, you can see it pretty intensely.
04:05In fact, you can see the lights here.
04:08But actually I'm going to bring this down just a bit.
04:11In this case, here, I've got them probably in the 3,000s or so.
04:16It will give just enough light to make that art pop just a little bit.
04:20As you can see, once you get your main light in, you can start adding secondary
04:25lights to illuminate other parts of the scene.
Collapse this transcript
Creating a soft box
00:00Now let's go ahead and add some additional light into our scene.
00:05Let's do a quick render here and we've got a primary light coming through the
00:10window and creating this nice shadow on the floor.
00:14Now we have some secondary lights illuminating the far wall with the art on it.
00:19But we can still add some additional light and in this case I'm going to add a
00:23Soft Box to kind of get a more general wash of light.
00:28And we can do that by using an Area Light.
00:31I'm going to go ahead and click over here somewhere to the side of the table here.
00:37And I'm going to add a Lamp and I'm going to add an Area Lamp.
00:43Now when I add that in, you can see it comes in here.
00:48And I really want to go ahead and rotate it. This little line here indicates the
00:53direction that that lamp is pointing.
00:56So I am basically just moving and rotating this light into the scene here.
01:03So you can see where it is in this Wireframe view here.
01:07If you're a photographer, a lot time you use soft light as your fill light.
01:12So you'd have a primary spot on your subject and then a soft box off to the
01:17side just to give a nice wash of light.
01:21And this is what we're doing here.
01:23And you can see how this is creating more of a general wash of light even
01:27in this scene here.
01:29And we can also add in a little bit more Strength and also we want this to be a very soft light.
01:37So I'm going to go ahead and increase the Size somewhere around 20 or 30. In
01:42fact I'm just going to type in the number 30 and make it a fairly big light.
01:47And you can see how this is starting to add a much bigger wash of light into the scene.
01:54And so this kind of just gives a general illumination into the scene and kind of
02:00ties everything together.
02:02Now we can certainly play with this a little bit. We can certainly change
02:06the angle and we can also change the Size. The bigger the Size, the
02:10softer the Shadow and the higher the Strength, obviously the more the
02:15light affects the scene.
02:17I'm going to bring this down just a little bit because in the next lesson we are
02:22going to add in some additional light.
Collapse this transcript
Configuring ambient light
00:00So at this point we're pretty close to being done with our lighting of our scene.
00:07We've got four basic light sources. Now let's just go back over these.
00:11We've got an environmental lighting.
00:13We also have a Spot Light, which is simulating the sun.
00:18We have some lights that are projecting on the wall and then a Soft Box to
00:23give a good overall general lighting.
00:26Now in order to finalize this, one of the things we can do is add in our Ambient Occlusion.
00:32So I can go over to my World tab here and under Ambient Occlusion, we can
00:37just click that on.
00:39And you can see how this scene immediately lights up.
00:42We really don't want it to be that bright, so we can certainly change
00:47some parameters around.
00:48Now we've got two parameters; one is the Factor, which is how much of the scene
00:53is ambient lighting.
00:54And the other one is for the length of the rays. In other words, how long before it bounces.
01:01So if we bring this number up, it will reduce the amount of light in the scene.
01:08And we can also change this Factor a little bit to bring that down.
01:13So I'm going to bring my Rays up to about 100 and my Factor down about .15 or so
01:20is a good additional bit of lighting just to kind of smooth out the scene.
01:27Now as you start adding in stuff like ambient lighting and all this other
01:31lighting, you're going to start to get a little bit more detail in your Viewport Render.
01:38We can certainly change this here by going into our Render Settings and coming
01:42down to our Sampling.
01:46I've had my Preview set at 10, but if you want you can bring it up a little bit--
01:51maybe let's say 25--and that will give you a little bit more realistic render in your Viewport.
01:58Of course that's going to take a little bit more time.
02:01Be careful with this number; you can adjust it up or down depending upon how fast
02:06your system is and how complex your scene is.
02:10So now that we have all of this set, we can start doing our final rendering
02:14which we'll do next.
Collapse this transcript
Final rendering
00:00At this point we have our scene pretty much ready to render.
00:04So let's go ahead and take a look what we have.
00:08And as you can see we've got a pretty good lighting model.
00:10So we can actually start doing our final render.
00:15Before we do our final render, one of the things we want to do is make sure we
00:18check our dimensions, which we set up at the beginning of this process.
00:22And let's also scroll down and check the Sampling.
00:27Now right now for our Render Sample we have this set at 200, which should give a
00:32good render, not perfect but pretty good.
00:36And then also we are set up for full Global Illumination which should give us
00:41the best lighting model as well.
00:43Down here we have Performance.
00:46At this point I have this set for Auto- detect which will use all 12 of the Threads
00:51that I have on this particular computer.
00:54If we want we can change it to Fixed and just dial in the number of Threads we want.
00:59This will allow you some extra processing capacity to do other tasks while you
01:05render in the background.
01:06I'm going to keep this on Auto-detect.
01:09So once you have all of that, you can start rendering by either doing Render
01:14Image or hitting the hotkey, which will be F12.
01:18And once we do that we can start rendering.
01:23And now we have our final render.
01:26With a quality of 200, you can see that there is still some speckly highlights
01:32in here which means that we really do need to up our quality before we do
01:37another final render.
01:39So here under Samples, we really need to bring this up much above 200.
01:46Now for this particular scene, I find a value above 1000 is probably a good
01:52value to start with.
01:55Now this will increase your render time and depending upon your system this may
01:59take a little while to render.
02:01But remember that in order to get high-quality renders you do need to render a little bit more.
02:07As you can see the process of lighting and rendering a scene really is just a
02:12method of building up from your main light sources to your secondary light
02:17sources and then doing the final render.
Collapse this transcript
Conclusion
Next steps
00:01That's it for Rendering Using Cycles in Blender.
00:04Now I hope you enjoyed this course, and this has really just been a brief introduction
00:09to the Renderer, but hopefully we've covered all the major features so you can actually
00:14use this Renderer for your own projects.
00:18As with anything in 3D, practice is really important.
00:23For lynda.com, this is George Maestri, and hope to see you next time.
Collapse this transcript


Suggested courses to watch next:

Blender 2.6 Essential Training (7h 26m)
George Maestri


SketchUp Rendering Using V-Ray (3h 48m)
Brian Bradley

Revit Architecture: Rendering (4h 26m)
Paul F. Aubin


Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked