[ENDED] BC4-1810 - October 2018 Class Homepage - Shading & Lighting with Blender

Collaborations
Kent Trammell

I published a collection of my light match .blend files, as was discussed during the class. You're welcome to reference those if you'd like. Also here's links to the reels shiennar put together:


CLASS ANNOUNCEMENT #4 (Oct 31, 2018): Class is officially over! Please check the closing post and don't forget to fill out the questionnaire 🙇🏻‍♂️


CLASS ANNOUNCEMENT #3 (Oct 9, 2018): Grades for week 1 homework are recorded. Feel free to keep an eye on this spreadsheet (BC4-1810 tab at the bottom) throughout the month. Please let me know if I miss anything!


CLASS ANNOUNCEMENT #2 (Oct 3, 2018): 4 mighty Citizens have heeded the call to become Volunteer Assistants (VA's). They are: silentheart00, thecabbagedetective, csehz, and galledark. This means that between the 5 of us, there should always be a helpful presence both in this homepage thread and your individual homework threads throughout the month. Thank you VA's!


CLASS ANNOUNCEMENT #1 (Oct 1, 2018): Class is officially in session! Check the syllabus below for Week 1's focus and assignments. Begin watching the pre-recorded courses if you haven't already and I'll see you tomorrow at the first Live Event! 💡


SYLLABUS

Welcome to the CGCookie Class: Shading & Lighting with Blender! The art of shading and lighting your Blender scenes and models can make or break your renders. It's a very important - even enlightening - skill to develop as a 3D artist.


This "Class" format invites all Citizen members to focus together on a particular topic/skill for a month. Participation looks like this:

  • RSVP and attend the Live Events
  • Watch the pre-recorded education outlined below
  • Ask questions, answer other's questions
  • Submit homework by creating a unique forum thread to contain all your homework submissions for the month.
  • Generally be active in this homepage thread and other's homework threads.

WHEN? The class will take place from October 1st - Oct 30th.

✅  WEEK 1: Shading & Lighting Primer (Oct 1-7)

Zoom feature_1280x720.jpg

Abstract: There are some core concepts to lighting and shading (S&L) that need to be understood first. Things like global illumination, render engines, shaders, materials, and node networks some of the things we will be over-viewing this first week. I

Goal of the Week: Familiarize (or re-familiarize) ourselves with core S&L concepts.

Pre-recorded course to watch:

Week 1 Live Event (Remember to RSVP)

Homework:

✅  WEEK 2: Vehicle Shading & Lighting with Eevee (Oct 8-14)

Zoom feature_week2_1280x720.jpgAbstract: The Eevee render engine is the latest and greatest rendering tech in Blender and we're going to stretch its legs for week 2. The subject is going to be a sports car, but any vehicle will do. After all many of us spent this past June modeling vehicles and we're eager to get them lit and pretty!

Some topics we'll cover along the way include materials like car paint, rubber, metal, and leather along with HDRI environment lighting.

Pre-recorded courses to watch:

  • Shading the Sci-Fi Helmet - While this course isn't a vehicle, the aspects taught are very relevant (metal, paint, wear and tear). The first two chapters are about texturing which you can skip. Chapter 3 is the important stuff for this class

Week 2 Live Event (Don't forget to RSVP)

Homework:

  • Find a vehicle model, use one of your own, or download this vehicle modelThen light it and shade it with Blender 2.8 and Eevee in a manner that's meant to impress.[Post a screengrab/render to your BC4-1810 homework thread]
  • Lighting Match #1: This light matching exercise is based on this thread where the assignment is to find a 3D render we like and do our best to match it. Use your own model of anything, find one on blendswap.com, or use the same attached vehicle model. [Post a screengrab/render next to your chosen source render (post to your BC4-1810 homework thread)]

✅  WEEK 3: Lighting Characters with Blender (Oct 15-21)

Zoom feature_week3_1280x720.jpg

Abstract: Character lighting is a very intentional art and how to do it well is often a mystery. This week we'll look at how to develop striking character renders, build simple materials that accentuate your model, and even the concept "painting" you character with light for surreal effects.

Pre-recorded courses to watch:

Week 3 Live Event (Don't forget to RSVP)

Homework:

  • Find a character model (from sketchfab or blendswap), use one of your own, or download the this goblin characterThen light it and shade it in a manner that's meant to impress.[Post a screengrab/render to your BC4-1810 homework thread]
  • Lighting Match #2: Just like the week 2 light match but with a different source render for a new light setup to match. Repetition makes the exercise stick, plus it's just fun.
         

✅  WEEK 4: Shading & Lighting an Arch Viz Scene (Oct 22-28 )

Zoom feature_week4_1920x1080.png

Abstract: Arch viz rendering is often a coveted skillset among lighten enthusiasts. This week we're looking at lighting interior architecture for realism, featuring natural outdoor light from windows and artificial light from light fixtures. We'll also explore creating the necessary materials for our interior.

Pre-recorded course to watch:

Week 4 Live Event (Don't forget to RSVP)

Homework:

  • Find an interior model (from sketchfab or blendswap), use one of your own if you've built one, or download this bathroom scene or this kitchen scene. Then light it and shade it a realistic manner. [Post a screengrab/render to your BC4-1810 homework thread]
  • Lighting Match #3: Just like the week 2 and 3, find a third source render to match its lighting.

✅ Class Wrap-Up Stream (October 30th)

We'll be doing a 5th live stream to review week 4 homework and close out the class.

This thread is reserved for CG Cookie Citizens that are participating in the "Shading & Lighting with Blender" class. Its purpose is to serve as central communication for all participating Citizens (excluding Hobby plan Citizens) to ask Kent and fellow participants questions and to post homework. As the instructor of the class, Kent will be monitoring this thread on a daily basis (especially Mon-Thurs) throughout the month of October to review homework and answer questions.

Free members are welcome to observe the thread but please respect that communication and participation is reserved for Citizens.


  • Pavel Mazanik(nekronavt) replied

    Woohoo! 2-3 weeks before Blender 2.8 Alpha 3 Beta!

    https://code.blender.org/2018/10/blender-2-8-beta-and-roadmap/

  • smurfmier1985 replied

    nekronavt Finally!! 😃🎉

  • Omar Domenech(dostovel) replied

    @theluthier Here's the render I had made with the furniture, I'll try to make it better for the homework because I haven't been able to figure out what is wrong with it. It probably is the lighting but it can also be the aesthetics, that is bad decoration maybe? perhaps the materials on the assets. Also Blender was giving me a hard time at rendering.


    This is a render without the assets, lighting feels cleaner.


    And this is what I'm aiming at, that clean, white subtle light and realistic feel in the image


  • Kent Trammell replied

    n647 Yes industrial is fine. Basically anything that qualifies as architecture + interior + photo-realistic.

    gradyp Thanks for sharing the pumpkin pics! I used to live in Dallas - loooove the arboretum.

  • Kent Trammell replied

    dostovel I can kinda see what you mean about darkening upon adding furniture. Still I don't think it's unrealistic. Perhaps lightening the furniture would help. Make it a light grey couch instead of dark grey; same for the ottoman.

    Also what are your bounces up to? Using the "full global illumination" preset should brighten up significantly if you're not using it already.

  • Omar Domenech(dostovel) replied


    @theluthier It's at full global illumination, 128 bounces all over. Denoising makes it look all smooshy and sploshy, so I was going to bump up the samples really high so denoising doesn't have to work so hard. 

    Maybe I'm being too hard on myself, but I think it looks really bad. I'm aiming at the quality of the renders you showed on the presentation. I'm going to start the scene from scratch, take out all the furniture, re-think the interior decoration and re-think the lighting and check the materials as well as Blender settings.

  • Pavel Mazanik(nekronavt) replied

    @theluthier there is "45" instead of "Week2" written in a spreadsheet

  • Kent Trammell replied

    dostovel I really think the S&L is NOT the problem with your render. I think it's the architecture style and decor. Everything I showed in the presentation is intentionally decorated as if for a magazine. Looking at your render I classify it as a very realistic but generic apartment. It reminds me of where I lived in college. Nothing against apartments like this but is it something you'd find in a decor or architecture magazine? Not likely.

    That's the big issue imo. Let the "magazine factor" guide your archviz efforts.

  • n647 replied


    @theluthier well I started blocking and position the main lights, lets see how far can I take it into realism then



  • Omar Domenech(dostovel) replied


    @theluthier Alrighty, I'll put the efforts to try and get the feel of "wow look at this place, let's get outta here, this guy is surely doing something illegal" lifestyle apartment look.  

  • yukino hatake(yukinoh1989) replied


    dostovel well damn. Just look at that. It's amazing. Don't think it's bad I asked 4 people here and all of them loved them. Really don't think it's bad. It's really great. At least I love what I am seeing 

  • Omar Domenech(dostovel) replied


    yyukinoh1989 Thanks Yukino. I guess there's no other way with art than to always be unhappy with what you do becuase you're the one that made it. Maybe it's the only way to get better and better. 

    Hey n647 is that from Final Fantasy 7? where Sephiroth was kept or somewhere along those lines?

  • n647 replied


    dostovel yea, well was where Jenova was being keept in nibel reactor, want to make the glass broken like jenova has already been taken


  • Grady Pruitt(gradyp) replied


    @theluthier Glad you liked them :D

    (weird... seems the issues some were having last week are still going on... that tag didn't show up in my notifications.)

  • malhomsi replied

    @theluthier  what will be the best focal length for the camera in Arch viz scene ?

  • smurfmier1985 replied

    mmalhomsi wow that's a good question! Hadn't thought about that yet..

    With my 'real' camera I would pick my 50mm for close ups of certain details and my 35mm for a wide angle shot to get the whole room in the photo (while standing with my back against a wall to get the most in 😛). But you get some distortion with the wide angle lens and I don't think Blender has a correction function for that like Lightroom has for instance? So I'm very curious what @theluthier would pick for a 3D scene, guess totally different 😬 Also I never really photographed interiors so what do I know? 😜

  • malhomsi replied

    "

    ssmurfmier1985  thank u for ur answer :)  i m modeling my "blender corner " at home and i'm using true world scale in my scene  , but i'm having hard time setting my camera angle and focal length ! i know Nothing about photography :( 


  • smurfmier1985 replied

    mmalhomsi Cool idea!!

    There are lots of videos on YouTube which can get you up to speed in no time 😀

    A list of common settings:

    Focal length

    • 35 mm for wide angle shot, often used for outdoor/nature
    • 50-60mm for portrets/characters, this comes closest to what the human eye sees
    • Anything above is zoom

    F-stop

    • 1.8 gives extreme amount bokeh, soft edges of your subject, a lot of depth of field -> I usually find this too extreme, but it has its artistic purposes 
    • 2.8 - 4 is what I usually use for portraits, sharper details but still lots of bokeh
    • 4-8 is what I also use for close ups of objects
    • Higher than this means sharper details, but also sharper backgrounds so less bokeh/depth of field , which I would use for stuff like nature scene etc.


    Note that I am just an amateur photograph hobbyist, so I'm at no expert at all, not even close! These are just some values I've learned through observation and have come to like throughout the years. Hopefully they can give you a starting point.

  • malhomsi replied


    ssmurfmier1985  this is very helpfull ! thank u for u help and kindness  ! 

  • Omar Domenech(dostovel) replied

    This is s useful tip when it comes to architectural renders:

    https://www.youtube.com/watch?v=b1rUuvH3fs8