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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:17,119 Hello and welcome back everyone to Stylized Environments with Blender for Geometry Nodes. 2 00:00:17,122 --> 00:00:22,959 In the last lesson we left ourselves off with a nice setup for the ivy to be going to give 3 00:00:22,962 --> 00:00:28,239 us more greenery, a bit of an extra organic look to this overall setup. 4 00:00:28,242 --> 00:00:34,159 We're going to continue on with this and finally get ourselves the render for our stylized scene. 5 00:00:34,162 --> 00:00:39,759 I'm going to hide mannequin now. We don't really need this guy. I'm going to put this in a gray box like so. 6 00:00:39,762 --> 00:00:44,799 And all we need to do is set ourselves up with a bit of compositor, a nice render view. 7 00:00:44,802 --> 00:00:54,399 And before doing that I'd like to go over the basics of what Cycles is and what's different about it from a real-time renderer called EVE. 8 00:00:54,402 --> 00:00:59,360 So I will play a quick introductory video that hopefully will explain a little bit more. 9 00:00:59,536 --> 00:01:02,510 In regards to the renderer setup itself and then afterwards we will look into the compositor and 10 00:01:02,511 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 11 00:01:04,896 --> 00:01:11,375 how to enhance the visuals of this type of a scene. So that's going to be it from me. 12 00:01:11,378 --> 00:01:14,496 Thanks so much for watching and I will be seeing you in the next lesson. 13 00:01:19,296 --> 00:01:25,135 Welcome everyone to the Eevee and Cycles part of the course and this is a full guide on both the 14 00:01:25,138 --> 00:01:30,895 Eevee and the Cycles renderer. So the first one we're going to approach is the actual Eevee and 15 00:01:30,898 --> 00:01:35,135 you can see at the moment I have a scene set up like this and I'll be using this to go through 16 00:01:35,138 --> 00:01:40,335 the various options and after which you can give it a try yourself. So the first thing at the moment 17 00:01:40,338 --> 00:01:45,855 is we're on actual shading object mode and we want to be on the Eevee renderer so I'm going to 18 00:01:45,858 --> 00:01:51,935 click that on. Now you will notice at the moment I have a sun and I have a area light over here as 19 00:01:51,938 --> 00:01:57,856 well for the other demonstration. So first of all let's come to this actual object here. 20 00:01:58,000 --> 00:02:04,999 And what I want to do is I want to first of all go over to the right hand side where the render options are, and you'll see this is actually on Eevee. 21 00:02:05,002 --> 00:02:10,839 Now the first thing I want to discuss is not the sampling, we'll come back to that in a minute, it's actually the ambient occlusion. 22 00:02:10,842 --> 00:02:20,119 If we turn our ambient occlusion on, you will see that we're able then to actually make much much better shadows within our actual scene. 23 00:02:20,122 --> 00:02:28,999 So for instance this actual cube here, if I turn it off, you'll see that all of those shadows disappear, and if I turn it on, it enhances the shadows. 24 00:02:29,002 --> 00:02:36,359 We're also able to go in as well, and we're able to come over to where the distance is, and turn that down to zero, and you'll see that makes them all disappear. 25 00:02:36,362 --> 00:02:43,879 And as we turn it up, we end up with more and more actual shadows on there, up to a certain point as you can see. 26 00:02:43,882 --> 00:02:49,479 But you can see now turning it off and on makes a real difference to how your scene's actually going to look. 27 00:02:49,482 --> 00:02:55,240 So basically what I'm discussing here is the setup of Eevee, and then we're actually going to go over and actually render that out. 28 00:02:55,408 --> 00:02:59,887 Now let's move on to the next part of this demonstration, and what we're going to talk 29 00:02:59,890 --> 00:03:06,047 about now is the actual samples. So if I come up and open this menu up, you can see at the moment 30 00:03:06,050 --> 00:03:12,687 that we have render on 64 samples and the viewport on 16. Now not only does this give you a better 31 00:03:12,690 --> 00:03:18,047 quality of image, but also the main reason is that we can actually get a lot more definition 32 00:03:18,050 --> 00:03:23,327 on these actual shadows. You can see if I zoom in here, these shadows are kind of pixelated, 33 00:03:23,330 --> 00:03:29,247 but if I come in and let's say put this to 300, you will see now it makes a real difference in 34 00:03:29,250 --> 00:03:34,447 how the shadows look. It makes them much more realistic and much better when you actually come 35 00:03:34,450 --> 00:03:39,167 to render this. So now we're actually going to discuss the other powerful thing with Eevee, 36 00:03:39,170 --> 00:03:44,927 which is screen space reflections. So at the moment if I turn that on and I come to my ground 37 00:03:44,930 --> 00:03:51,247 plane here, let's actually mess around with the actual roughness. If I turn this down, you can 38 00:03:51,250 --> 00:03:53,648 see we end up with loads of reflection on here. 39 00:03:53,856 --> 00:04:02,415 If I come then over and turn off Screen Space Reflections, you can see that all of those reflections don't actually reflect on this ground plane anymore. 40 00:04:02,418 --> 00:04:12,175 So this is why this is so powerful, especially if you're doing things like really, really shiny objects or metal, you really want on Screen Space Reflections. 41 00:04:12,178 --> 00:04:20,655 Now let's just go back to my ground plane now and just turn it back down on the actual roughness, so let's turn it up a little bit like so. 42 00:04:20,658 --> 00:04:25,055 And then we've got some reflections and let's move over to the next part. 43 00:04:25,058 --> 00:04:29,695 So we can see at the moment we have this light, but it doesn't look very good at the moment. 44 00:04:29,698 --> 00:04:38,895 We can see it has got a bluish tinge reflection to it, but if we come back over to Eevee now and what we can do is we can actually turn on Bloom. 45 00:04:38,898 --> 00:04:44,975 And now you can see that we've got some really, really nice light and also the reflections enhanced as well. 46 00:04:44,978 --> 00:04:52,416 We can also open up the Bloom and the best thing about the Bloom is we can actually control how much this is going to actually bloom. 47 00:04:52,496 --> 00:04:57,375 How much fogginess it's going to have to it. You can see the range that we can put on there as well. 48 00:04:57,378 --> 00:05:03,535 And you can also see that we can turn up this intensity all from within the actual Eevee options. 49 00:05:03,538 --> 00:05:08,575 Now there are a load of options within Eevee and to go through all of them honestly would be like 50 00:05:08,578 --> 00:05:14,255 doing another course. But what I want to show you is just one more thing within Eevee which is where 51 00:05:14,258 --> 00:05:20,175 we have shadows. If we open this up we will see that these shadows actually come with their own 52 00:05:20,178 --> 00:05:26,255 resolution map. And at the moment they're on 512. The higher I turn this up the better the actual 53 00:05:26,258 --> 00:05:32,815 shadows are going to be. So if I put both of these on 4096 you will see now that when I actually come 54 00:05:32,818 --> 00:05:37,855 to render this out these shadows are going to look even better. They even look better in the actual 55 00:05:37,858 --> 00:05:42,335 viewport. So now all I've done is I've brought an actual camera in place and I just want to show 56 00:05:42,338 --> 00:05:48,095 you one more thing before we hit that render button. If we come back to our monkey and we 57 00:05:48,098 --> 00:05:51,456 click on our light. So let's click on our light here. 58 00:05:51,968 --> 00:05:56,907 You can also come over to the right hand side and you'll have something that says Shadows. 59 00:05:56,910 --> 00:06:02,847 Just open that up and click on Contact Shadows. And you will see now just how much nicer, especially 60 00:06:02,850 --> 00:06:07,007 around these eyelids, how that looks. So you can see the difference in how that looks. 61 00:06:07,010 --> 00:06:11,527 So all these things together, including the Ambient Occlusion, the Bloom, and the Screen 62 00:06:11,530 --> 00:06:15,607 Space Reflections, can make for a really, really nice render. 63 00:06:15,610 --> 00:06:20,687 Now it's important to remember though that Eevee is designed as a real-time renderer, 64 00:06:20,690 --> 00:06:25,247 so something like in a game, like Unreal Engine or Unity, that is where a real- time 65 00:06:25,250 --> 00:06:30,487 renderer will be used. Whereas Cycle, on the other hand, is not actually meant for that. 66 00:06:30,490 --> 00:06:36,247 It's meant for getting really, really high quality images or animations. It's not meant 67 00:06:36,250 --> 00:06:37,727 for actual real-time. 68 00:06:37,730 --> 00:06:41,527 So now what we can do is we can actually go over and hit that Render button. So it's just 69 00:06:41,530 --> 00:06:46,567 Render Image. And with Eevee, it's not like Cycles where it builds up and up and up and 70 00:06:46,570 --> 00:06:50,127 then you actually get your final render. It actually is just there. 71 00:06:50,130 --> 00:06:51,280 So when it's not... 72 00:06:52,280 --> 00:06:58,279 Now depending on how many samples you actually ask Eevee to actually render out is how long it's actually going to take. 73 00:06:58,282 --> 00:07:04,279 So you can see at the moment this has took around three seconds and this is another reason why you might want to use Eevee, 74 00:07:04,282 --> 00:07:07,279 because it's very very fast at rendering things out. 75 00:07:07,282 --> 00:07:12,279 So let's close this down now and let's move on over to our Cycles render engine. 76 00:07:12,282 --> 00:07:16,279 Now the first thing to note is when I actually turn this over to Cycles, 77 00:07:16,282 --> 00:07:23,279 it's going to be much higher demand on your actual system, especially when we're in the viewport view. 78 00:07:23,282 --> 00:07:26,279 You'll also notice as well that it's pretty grainy at the moment, 79 00:07:26,282 --> 00:07:30,279 and this is because we just need to turn on the viewport denoising. 80 00:07:30,282 --> 00:07:34,279 Although this requires a lot of performance from your machine. 81 00:07:34,282 --> 00:07:39,279 But you can see straight off the bat that this is looking really really nice already. 82 00:07:39,282 --> 00:07:43,279 The only thing is whenever we turn around, because it's not a real-time renderer, 83 00:07:43,282 --> 00:07:48,279 it's going to take a little bit of work to get to a certain level of samples that you might be happy with. 84 00:07:48,282 --> 00:07:50,280 Now the other thing is at the moment... 85 00:07:50,832 --> 00:07:56,511 you can see on the cycles we also have a device and this is basically telling Blender what device to use. 86 00:07:56,514 --> 00:08:03,311 So it can be your CPU or your GPU. I do recommend that you use your GPU rather than CPU if available 87 00:08:03,314 --> 00:08:08,671 because your GPU is much better at handling rendering. So now before we go into any of the 88 00:08:08,674 --> 00:08:14,431 options in the cycles render engine what we first need to do is come over to edit, go down to 89 00:08:14,434 --> 00:08:20,431 preferences and what we first need to do is go up to where it says system and from there we can 90 00:08:20,434 --> 00:08:24,751 actually change the options for cycles. So what I'm going to do is I'm going to come over to where 91 00:08:24,754 --> 00:08:30,511 it says Optics X. You might not be able to actually click this on, it might be down to CUDA. 92 00:08:30,514 --> 00:08:38,431 This Optics X is the cycles X render engine so we do have a new version of cycles in Blender 4 93 00:08:38,434 --> 00:08:43,871 onwards and it's called cycles X. As well as come in with a host of different features which will 94 00:08:43,874 --> 00:08:49,712 increase the quality of your renders it's also much much faster than the old cycles. 95 00:08:50,352 --> 00:08:56,551 Now if these options are actually greyed out for you, that means that you just haven't got a graphics card that actually supports it. 96 00:08:56,554 --> 00:09:08,831 I do know that CUDA I think is anything from NVIDIA's 2nd series and the Optix X is anything from the high end of the 2nd series and certainly on the 3rd series of NVIDIA. 97 00:09:08,834 --> 00:09:11,151 I'm not sure about the other graphics cards. 98 00:09:11,154 --> 00:09:19,711 So you just have to pick whichever one you can, the highest one you can, and unfortunately if you can't pick any then you'll just have to have the basic cycles. 99 00:09:19,714 --> 00:09:24,631 Now all you need to do to enable that is again just put it on Optix X and tick both of these on. 100 00:09:24,634 --> 00:09:32,631 So I like to tick both of these on just in case Blender can use both of them together to speed up performance. 101 00:09:32,634 --> 00:09:46,151 So once you've got those ticked on or you've got your CUBA ticked on then what you can do is close that down and then you can come over to where it says CPU and put it onto GPU Compute and you'll see just how much faster that actually is. 102 00:09:46,154 --> 00:09:49,727 If I now move around you can see just how fast this actually speeds up. 103 00:09:49,730 --> 00:09:52,927 And that is because we're now using our GPU. 104 00:09:52,930 --> 00:09:55,807 All right so now let's go through a few of the options. 105 00:09:55,810 --> 00:09:59,647 So you will see under light paths we've got a lot of options here. 106 00:09:59,650 --> 00:10:02,317 Now all of these options will change the way that your scene actually looks like. 107 00:10:02,317 --> 00:10:04,361 Subtitled by online-courses.club We compress knowledge for you! 108 00:10:04,362 --> 00:10:07,887 We won't go through these but these are where all of the light options 109 00:10:07,890 --> 00:10:12,287 will actually be from the transparency to the glossiness of the actual scene. 110 00:10:12,290 --> 00:10:16,047 So you're free to mess around with these just be aware the higher you put these 111 00:10:16,050 --> 00:10:18,527 the more performance is actually going to take. 112 00:10:18,530 --> 00:10:21,487 Now the other thing you need to know is that sometimes 113 00:10:21,490 --> 00:10:25,807 when we're dealing with certain shaders within Blender 114 00:10:25,810 --> 00:10:28,447 they won't be able to be rendered out in Eevee. 115 00:10:28,450 --> 00:10:32,127 And it's normally down to the ray tracing power of Cycles 116 00:10:32,130 --> 00:10:33,887 that will actually be able to render them out. 117 00:10:33,890 --> 00:10:38,127 A lot of the times when we're dealing with something that has a transparency in it 118 00:10:38,130 --> 00:10:40,847 for instance or something that has displacement 119 00:10:40,850 --> 00:10:44,927 and it's built through the actual shader so it's a material built through the shader 120 00:10:44,930 --> 00:10:47,408 you will have to actually use Blender Cycles. 121 00:10:47,584 --> 00:10:57,263 So now what we're going to do is I'm going to come down and just go through the performance options because performance on actual cycles is very important. 122 00:10:57,266 --> 00:11:04,863 Now depending on if you're using your CPU or your GPU is how important it is to get the right tile size. 123 00:11:04,866 --> 00:11:10,143 The higher the tile size it is the better it is for your graphics card. 124 00:11:10,146 --> 00:11:15,823 The lower the tile size the better it is for your CPU or your computer processor. 125 00:11:15,826 --> 00:11:21,503 So whichever one you're using to render out whether it be your CPU or GPU just take these into account. 126 00:11:21,506 --> 00:11:31,823 So again CPU lower tile size so something like 64 and GPU higher tile size something like 2048. 127 00:11:31,826 --> 00:11:39,103 The next thing we want to look at is this Use Spatial Splits and you can see what it says longer build times faster render. 128 00:11:39,106 --> 00:11:44,064 So just make sure that you tick this on because what we're also going to tick on is persistent data. 129 00:11:44,352 --> 00:11:49,991 Once we've ticked these two on, what it basically means is it's going to take longer to actually build out the scene 130 00:11:49,994 --> 00:11:55,271 than it is to render it. If you don't tick this on, it's going to take a certain length for each one to do. 131 00:11:55,274 --> 00:12:01,191 So finally, the next thing we want to discuss now we've gone through that is the actual color management. 132 00:12:01,194 --> 00:12:05,671 And you will have this within Eevee as well. I've just saved it to Cycles. 133 00:12:05,674 --> 00:12:13,631 Now, if you're using Blender 4, you will have a view transform that says AGX and this is the new actual view transform. 134 00:12:13,634 --> 00:12:19,551 This one is supposed to be the most realistic. If you're using older versions of Blender, 135 00:12:19,554 --> 00:12:24,751 we'll have something called Filmic, but I recommend with the new one using AGX. 136 00:12:24,754 --> 00:12:30,751 Now, you've also got a look which you can actually change, which is really handy, especially if you're doing stylized scenes. 137 00:12:30,754 --> 00:12:36,031 And you can change this look to something like very high contrast, or you can change it anything in between. 138 00:12:36,034 --> 00:12:43,792 So you can have base contrast, or let's put it back on AGX. Let's put it on something like medium. 139 00:12:43,856 --> 00:12:49,015 Where's medium? So medium high contrast and you can see now this scene is 140 00:12:49,018 --> 00:12:53,895 looking really really nice. Now you can also see a few other problems with 141 00:12:53,898 --> 00:12:59,095 Blender Cycles. One of them being we don't actually have any ambient occlusion. 142 00:12:59,098 --> 00:13:03,695 We don't actually have any bloom. So although everything looks better in 143 00:13:03,698 --> 00:13:09,055 Blender Cycles, not only are you going to lose all that straight off the bat, but 144 00:13:09,058 --> 00:13:13,775 also you have to then come in and set it up in the compositor. So this is why 145 00:13:13,778 --> 00:13:16,575 you really need to think when you're rendering out a scene whether you want 146 00:13:16,578 --> 00:13:21,775 to render it out in Eevee or Cycles. Eevee is much much faster and everything 147 00:13:21,778 --> 00:13:26,495 is there straight off the get-go. Cycles is much much slower, needs a lot more 148 00:13:26,498 --> 00:13:30,535 performance from your machine, and on the back end we also have to go into the 149 00:13:30,538 --> 00:13:34,535 compositor to get a really really nice image. Now before we finish and actually 150 00:13:34,538 --> 00:13:38,575 render this out, it's also very important with Blender Cycles how many 151 00:13:38,578 --> 00:13:41,976 samples you're actually going to work with. So you can see here where it says 152 00:13:42,560 --> 00:13:47,279 not the viewport one where the render one is. You want to set this pretty low to start with. 153 00:13:47,282 --> 00:13:54,639 It is set as default at 4096. I recommend setting this at 200. What will happen is then it's got a 154 00:13:54,642 --> 00:14:00,479 noise threshold on here. It'll hit near that 200 and then the noise threshold will kick in and 155 00:14:00,482 --> 00:14:05,759 basically denoise your actual image. In other words get rid of all those fireflies and things 156 00:14:05,762 --> 00:14:10,559 like that. Now if we come up and what we're going to do before hitting the render button, 157 00:14:10,562 --> 00:14:15,599 I also recommend if you're working in cycles that you put this on to wireframe because then it's 158 00:14:15,602 --> 00:14:19,839 going to save on performance and it's not going to be rendering it out in the viewport as well as 159 00:14:19,842 --> 00:14:24,799 trying to render it out in the actual render. So let's put this on wireframe. What we're going to 160 00:14:24,802 --> 00:14:30,319 do then is come over to render, render image and here we go. Now you can see it's very very different 161 00:14:30,322 --> 00:14:35,839 from our actual Eeveeworks. You can see it builds up, builds up, builds up. You can see on here the 162 00:14:35,842 --> 00:14:41,920 sample is going up and then you'll see it actually finishes and we can see it took 12 seconds. 163 00:14:42,160 --> 00:14:45,359 Which is around six times longer than what Eevee took. 164 00:14:45,362 --> 00:14:47,919 But you can see it's a really really beautiful image. 165 00:14:47,922 --> 00:14:52,719 There's just no ambient occlusion or contact shadows and things like that on here. 166 00:14:52,722 --> 00:14:54,320 So that's the difference everyone. 167 00:14:55,120 --> 00:14:59,919 Now the final thing before I finish is I want to show you just one more thing that's important 168 00:14:59,922 --> 00:15:03,039 that you can do with both Eevee or Blender Cycles. 169 00:15:03,042 --> 00:15:08,079 And if I come to my camera and all I want to do is just hit camera to view 170 00:15:08,082 --> 00:15:14,879 and I just want to put my actual camera in this position just so I can see the background here. 171 00:15:14,882 --> 00:15:19,279 And then all I'm going to do is I'm just going to come down to where it says film. 172 00:15:19,282 --> 00:15:23,199 Open that up and you will see one that you've got here that says transparent. 173 00:15:23,202 --> 00:15:27,119 And this is how you create an image with a transparent background. 174 00:15:27,122 --> 00:15:33,039 If I now go to render, render out my image you can see now it comes with a transparent background. 175 00:15:33,042 --> 00:15:36,160 You can also see because we've got that persistent data on now 176 00:15:36,240 --> 00:15:38,559 it's a little bit faster than what it was before. 177 00:15:38,562 --> 00:15:41,760 And it's just under 8 seconds instead of 12.5 seconds. 178 00:15:42,224 --> 00:15:45,423 Alright everyone, so I hope you enjoyed that. I hope you learned a lot from it. 179 00:15:45,426 --> 00:15:49,423 We will go into a lot more detail about this as we're working through the course, 180 00:15:49,426 --> 00:16:01,584 whether we're working in Eevee or Blender Cycles. Thanks a lot everyone, cheers. 22538

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