Keep Me Where the Light Is
This is the third lighting match stream where the idea is to learn about appealing lighting through imitation (links to previous streams below). As artists we all should have an inspiration folder of artwork that sharpens us. The goal with these exercises is to pick an image with impressive lighting, analyze it, and recreate it.
This time we will look at a striking style by Julien Kaspar:
What You Will Learn
- Previously we've used Cycles but this time we're using the cool new kid on the block, Eevee.
- Lamp-only rendering (no HDRI's)
- Volumetric fog accents
- Procedural sparks
Many members of the CGC Blender Community have participated in the forum thread about the same topic. Take a look at the examples there and check out the previous streams:
Related Streams
Omar!!!!!!!!
Hello
OH guess what! Wayne's internet has finally been upgraded and he'll be streaming very soon. I think he'll fit perfectly into this format
true
Probably only after ue4 / Unity gets it, those realtime engines are much further evolved
never say never though
I wonder if Eevee would ever get adaptive subdivision...that seems like something that would never be optimal enough for real time
Heh yes I kinda does ;P
Converting it to geometry kinda defeats the purpose of procedural sand dunes ;-)
They work if you convert the cycles displacement to geometry then setup rendering for Eevee..but yeah, not out of the box