All language subtitles for 20. Colors, Denoising and Render_1_und

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Original subtitles

Let's finish up with the scene by switching to the render settings and switching this from Eevee to Cycles.

And now, depending on your settings in the preferences, you might switch this to GPU.

And since Blender 2.83, there's an option to enable viewport denoising, so I will do this right here.

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.

At the time when I started recording, the most stable version was and is still 2.83 LTS,

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.

So with the viewport denoising active, we can now create the boundary for the camera view.

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,

we are not rendering anything around.

And this is our first preview of this artwork in Cycles.

I really like it right away.

You can see how nicely the light turned out.

These branches are nicely visible.

They have nice rim light around those.

The model is separated from the background.

It has that blue-greenish darker tone there with a little bit of a stronger light in the front here.

So all in all, I think this is a great result.

I won't be changing anything here.

Of course, you can play around.

There's just one thing I would like to add, and that's to go to the color management.

So let's find some contrast look that would look nice, and we can start with medium-high contrast.

And I think that looks fine for this.

We don't need much more contrast here.

And while we are in the render settings, we can go to the performance settings.

And if you're rendering on GPU, I recommend to setting the tile size to something higher.

You will save some seconds on your render times.

Yeah, so that's it for the render settings.

But before we render this, let's set up the denoising.

Because right now we just enabled the viewport denoising that serves as our real-time ray tracing preview.

But we need to set up some denoising for the render mode as well.

There are multiple ways how to do this.

There is some denoising in the view layer settings and stuff like that.

But I like to use the Intel denoiser in the compositor.

I think it gave the best results in all kinds of conditions I've tried.

And most of all, it's available for GPU as well as CPU.

So I will show you how to set it up right now.

And first of all, we'll need to go to the view layer properties and enable denoise data.

And now you can go to the compositing workspace, enable nodes.

Here we can move this to the side a little bit.

So let's shift-A, filter, and let's find the denoise filter.

And just plug it here and we'll connect the normal and the albedo channels.

These are the channels that we just now enabled in the view layer with the denoising data.

So now the denoising is set up.

And I will plug in one more filter here.

So let's press shift-A and add a glare filter.

Because I want to keep a little bit of that glow, that bloom that we set up in Eevee.

I really like that on Wisp.

So let's go back to the compositing and we'll set up the glare.

So we can change this from streaks to fog glow with the high quality.

And set threshold to something higher like 5.

We want only the really bright places to be glowing.

And we are ready now to render.

If you go to the rendering workspace, let me hit the X button here.

So we have the empty image editor here.

And let's save the scene.

And we can press F12 to render.

Okay, so you could see how the render went and then how the compositor kicked in.

It got denoised and the glare filter got applied to these really shiny areas here.

So I really like this so far.

But I think we'll need some more samples.

And the geometry looks a little bit choppy here and there.

So first of all, let's set this to 512 samples for the render settings.

And we can choose to use adaptive sampling.

That's something that was too introduced in 2.83.

And basically, it does less number of samples on the areas where it's not needed,

where there's only just a little bit of noise or no noise.

It will not do all those samples.

So this is again something to save some of these precious seconds on the render time.

And about the geometry, we can go to the layout and select the shaman character.

Go to the modifier settings and add a subdivision modifier.

Okay, and let's set this to 1 because we already subdivided the character before.

We just want to refine this a little bit.

And we can disable this for the viewport.

So this will happen only in the render.

So let's go back to the rendering.

And based on your settings that I've described in the introductory chapter,

you might render this in a new window or in the image editor.

So let's hit that F12 to render.

So this is it. Congratulations on your first character.

If this is your first character, congratulations for finishing to getting all over here.

I know this was a handful at times a little bit.

But you know, we are getting into a little bit more complex areas in these episodes.

So again, congratulations. Good job for getting here.

I really hope you like your result, that you like your render.

I would be happy to check it out.

So whether you hit me on Instagram or Facebook or whatever social media channel you can find me on

or send me an email, I would like to see your creations.

If you post on your social media, please tag me, mention me in the description or something

so I can see your creations and check it out for myself.

So again, congratulations on your character artwork.

And I hope to see you in the next episode.

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