Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,000 --> 00:00:07,000
Let's finish up with the scene by switching to the render settings and switching this from Eevee to Cycles.
2
00:00:07,000 --> 00:00:13,000
And now, depending on your settings in the preferences, you might switch this to GPU.
3
00:00:13,000 --> 00:00:20,000
And since Blender 2.83, there's an option to enable viewport denoising, so I will do this right here.
4
00:00:20,000 --> 00:00:31,000
But this is for the RTX cards, but if you're running Blender version 2.9, you might have an option for viewport denoising there.
5
00:00:31,000 --> 00:00:38,000
At the time when I started recording, the most stable version was and is still 2.83 LTS,
6
00:00:38,000 --> 00:00:46,000
so some of the features might be different for you when you work on this in the future, but all in all, this should work fine.
7
00:00:46,000 --> 00:00:52,000
So with the viewport denoising active, we can now create the boundary for the camera view.
8
00:00:52,000 --> 00:01:02,000
So CTRL B and drag a selection around this, so that if we now enable preview by holding Z and going for the render preview,
9
00:01:02,000 --> 00:01:04,000
we are not rendering anything around.
10
00:01:04,000 --> 00:01:09,000
And this is our first preview of this artwork in Cycles.
11
00:01:09,000 --> 00:01:12,000
I really like it right away.
12
00:01:12,000 --> 00:01:16,000
You can see how nicely the light turned out.
13
00:01:16,000 --> 00:01:18,000
These branches are nicely visible.
14
00:01:18,000 --> 00:01:21,000
They have nice rim light around those.
15
00:01:21,000 --> 00:01:23,000
The model is separated from the background.
16
00:01:23,000 --> 00:01:31,000
It has that blue-greenish darker tone there with a little bit of a stronger light in the front here.
17
00:01:31,000 --> 00:01:34,000
So all in all, I think this is a great result.
18
00:01:34,000 --> 00:01:36,000
I won't be changing anything here.
19
00:01:36,000 --> 00:01:38,000
Of course, you can play around.
20
00:01:38,000 --> 00:01:42,000
There's just one thing I would like to add, and that's to go to the color management.
21
00:01:42,000 --> 00:01:48,000
So let's find some contrast look that would look nice, and we can start with medium-high contrast.
22
00:01:48,000 --> 00:01:50,000
And I think that looks fine for this.
23
00:01:50,000 --> 00:01:53,000
We don't need much more contrast here.
24
00:01:53,000 --> 00:01:57,000
And while we are in the render settings, we can go to the performance settings.
25
00:01:57,000 --> 00:02:03,000
And if you're rendering on GPU, I recommend to setting the tile size to something higher.
26
00:02:03,000 --> 00:02:07,000
You will save some seconds on your render times.
27
00:02:08,000 --> 00:02:11,000
Yeah, so that's it for the render settings.
28
00:02:11,000 --> 00:02:14,000
But before we render this, let's set up the denoising.
29
00:02:14,000 --> 00:02:21,000
Because right now we just enabled the viewport denoising that serves as our real-time ray tracing preview.
30
00:02:21,000 --> 00:02:26,000
But we need to set up some denoising for the render mode as well.
31
00:02:26,000 --> 00:02:28,000
There are multiple ways how to do this.
32
00:02:28,000 --> 00:02:33,000
There is some denoising in the view layer settings and stuff like that.
33
00:02:33,000 --> 00:02:36,000
But I like to use the Intel denoiser in the compositor.
34
00:02:36,000 --> 00:02:41,000
I think it gave the best results in all kinds of conditions I've tried.
35
00:02:41,000 --> 00:02:45,000
And most of all, it's available for GPU as well as CPU.
36
00:02:45,000 --> 00:02:49,000
So I will show you how to set it up right now.
37
00:02:49,000 --> 00:02:54,000
And first of all, we'll need to go to the view layer properties and enable denoise data.
38
00:02:54,000 --> 00:02:59,000
And now you can go to the compositing workspace, enable nodes.
39
00:02:59,000 --> 00:03:01,000
Here we can move this to the side a little bit.
40
00:03:01,000 --> 00:03:06,000
So let's shift-A, filter, and let's find the denoise filter.
41
00:03:06,000 --> 00:03:12,000
And just plug it here and we'll connect the normal and the albedo channels.
42
00:03:12,000 --> 00:03:17,000
These are the channels that we just now enabled in the view layer with the denoising data.
43
00:03:17,000 --> 00:03:19,000
So now the denoising is set up.
44
00:03:19,000 --> 00:03:21,000
And I will plug in one more filter here.
45
00:03:21,000 --> 00:03:24,000
So let's press shift-A and add a glare filter.
46
00:03:24,000 --> 00:03:31,000
Because I want to keep a little bit of that glow, that bloom that we set up in Eevee.
47
00:03:31,000 --> 00:03:33,000
I really like that on Wisp.
48
00:03:33,000 --> 00:03:37,000
So let's go back to the compositing and we'll set up the glare.
49
00:03:37,000 --> 00:03:42,000
So we can change this from streaks to fog glow with the high quality.
50
00:03:42,000 --> 00:03:47,000
And set threshold to something higher like 5.
51
00:03:47,000 --> 00:03:53,000
We want only the really bright places to be glowing.
52
00:03:53,000 --> 00:03:55,000
And we are ready now to render.
53
00:03:55,000 --> 00:04:01,000
If you go to the rendering workspace, let me hit the X button here.
54
00:04:01,000 --> 00:04:04,000
So we have the empty image editor here.
55
00:04:04,000 --> 00:04:06,000
And let's save the scene.
56
00:04:06,000 --> 00:04:13,000
And we can press F12 to render.
57
00:04:13,000 --> 00:04:19,000
Okay, so you could see how the render went and then how the compositor kicked in.
58
00:04:19,000 --> 00:04:27,000
It got denoised and the glare filter got applied to these really shiny areas here.
59
00:04:27,000 --> 00:04:29,000
So I really like this so far.
60
00:04:29,000 --> 00:04:33,000
But I think we'll need some more samples.
61
00:04:33,000 --> 00:04:37,000
And the geometry looks a little bit choppy here and there.
62
00:04:37,000 --> 00:04:44,000
So first of all, let's set this to 512 samples for the render settings.
63
00:04:44,000 --> 00:04:47,000
And we can choose to use adaptive sampling.
64
00:04:47,000 --> 00:04:51,000
That's something that was too introduced in 2.83.
65
00:04:51,000 --> 00:04:57,000
And basically, it does less number of samples on the areas where it's not needed,
66
00:04:57,000 --> 00:05:01,000
where there's only just a little bit of noise or no noise.
67
00:05:01,000 --> 00:05:04,000
It will not do all those samples.
68
00:05:04,000 --> 00:05:09,000
So this is again something to save some of these precious seconds on the render time.
69
00:05:09,000 --> 00:05:15,000
And about the geometry, we can go to the layout and select the shaman character.
70
00:05:15,000 --> 00:05:23,000
Go to the modifier settings and add a subdivision modifier.
71
00:05:23,000 --> 00:05:29,000
Okay, and let's set this to 1 because we already subdivided the character before.
72
00:05:29,000 --> 00:05:31,000
We just want to refine this a little bit.
73
00:05:31,000 --> 00:05:34,000
And we can disable this for the viewport.
74
00:05:34,000 --> 00:05:36,000
So this will happen only in the render.
75
00:05:36,000 --> 00:05:38,000
So let's go back to the rendering.
76
00:05:38,000 --> 00:05:44,000
And based on your settings that I've described in the introductory chapter,
77
00:05:44,000 --> 00:05:49,000
you might render this in a new window or in the image editor.
78
00:05:49,000 --> 00:05:52,000
So let's hit that F12 to render.
79
00:05:58,000 --> 00:06:02,000
So this is it. Congratulations on your first character.
80
00:06:02,000 --> 00:06:08,000
If this is your first character, congratulations for finishing to getting all over here.
81
00:06:08,000 --> 00:06:11,000
I know this was a handful at times a little bit.
82
00:06:11,000 --> 00:06:16,000
But you know, we are getting into a little bit more complex areas in these episodes.
83
00:06:16,000 --> 00:06:20,000
So again, congratulations. Good job for getting here.
84
00:06:20,000 --> 00:06:24,000
I really hope you like your result, that you like your render.
85
00:06:24,000 --> 00:06:26,000
I would be happy to check it out.
86
00:06:26,000 --> 00:06:33,000
So whether you hit me on Instagram or Facebook or whatever social media channel you can find me on
87
00:06:33,000 --> 00:06:37,000
or send me an email, I would like to see your creations.
88
00:06:37,000 --> 00:06:43,000
If you post on your social media, please tag me, mention me in the description or something
89
00:06:43,000 --> 00:06:47,000
so I can see your creations and check it out for myself.
90
00:06:47,000 --> 00:06:50,000
So again, congratulations on your character artwork.
91
00:06:50,000 --> 00:06:53,000
And I hope to see you in the next episode.
8739
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.