Just a heads up, you CAN change the "sharpness" of an area light by changing the "spread" setting. It emulates the light passing through slats/slots or barn doors. It is brand new to Blender so it's understandable it wasn't brought up
It can be very hand adding a "Track To" constraint to the light then adding a dummy object into the scene for the light to track to. As you move the light around it will keep pointing at your dummy object and give you the rotation for "free". Works well with the Area + Spot
I wish you would've shared whats that window to the right side of the workspace that allows you to see lighting is. As a beginner I know next to nothing and it would be nice to go over even the obvious for a beginner video :)
Here's how to do it: 1. Hover your mouse over the corner of the 3D Viewport until the cursor changes to a crosshair icon. 2. Click and drag from the corner to split the viewport into two separate viewports.
In my work, I use "spot" lights for things like table lamps, flashlights, vehicle headlights, and downward facing street lamps. Excellent tutorial! I'm migrating to Blender from another 3D program, and this was very helpful and insightful!
As someone just learning about 3 point lighting, this was super helpful! Seeing someone set up their own lights, especially how you kept the world lighting off in order to focus on the 3 point light setup, really helped me a ton!! 🤍
Nice breakdown Henning! 20:00 You shouldn't be plugging the environment texture (color socket) directly into the mix shader node, which expects a shader input rather than a color. It should go through another background node first.
It is more a mass composition trick. If you want to render multiple scenes with different lighting you can make every frame a different composition by making it apper in specific frame and than in output options select folder and change file format to what every you want and than click alt+f12 (animate).
Hey! Awesome video, very informative. Are there any plans for a Lighting tutorial series like Character lighting, Interior Exterior lighting, Product viz lighting?? Just curious
Had a question is there a way to for example i used maya and i would create a sphere and add a sky for background and then i have another sphere projecting my HDR image light as base. Is there way to accomplish that in blender. Just curious moving from one program to another and trying connect the difference in program to accomplish what i did in the other. Thanks and great video.
I was hoping you'd mention the "Ambient Occlusion" setting in the World tab, should or should we not use it? Are there cases where it's a 100% nono or the other way around? I never know what to do with it
Hmm how come by default, my Area lights always appear in the renders if they are in LOS of the camera lens? I always have to go and disable it's visibility to the camera to get this result.
i cant figure out how you have the two seperate views, one is rough able to mold and fit then one shows you a rendered and with light on the right,,,, how is this doing it ?
Hi there actually i am.currently beginner but i know some basics of sculpting and modeling I wanna create characters model like from a reference image eg. some cartoonish images from pinterest. But i can't i have tried like more than 10 times while watching the reference image and trying to sculpt even tho the sculpt is easy, But i can't pls help me out and give me some tips if u can
Lighting using Eevee is very similar to Cycles, with the difference that you're missing some features like global illumination (indirect lighting). The exact same kind of lights work in Eevee.
Good vid Henning. Just a couple of comments. First, I think Eevee is fantastic for doing this setup and experimenting as it is so responsive. Then, switch to Cycles when closer to done. Also, for Rendered viewport mode, I really like the IBL settings in Viewport Shading with Scene World OFF. Strangely, Blender doesn't have a built-in hotkey for background image rotation, but there is an AddOn (see ua-cam.com/video/MgPN7rsq-uE/v-deo.html) which lets you rotate your IBL image via Ctrl+Alt+LeftMouseDrag similar to Substance tools etc.
It's kind of arbitrary. You test to know the amount that would be enough. Thankfully most renders don't require that much samples. 100 samples are good enough for exterior scenes although for interior scenes a higher sample count like 500 upwards is recommended. Turning on denoising will also reduce the number of samples it takes to get to your final render.
@@afrotron yeah I know, i just think that he choose an oddly specific number so I wanted to know if there was a weird reason behind it, like some sort of formula or what not
No good reason honestly. The amount of samples depends on what I'm rendering. SSS needs a different amount of samples compared to renders with sharp reflections. I tend to simply amp up the amount of samples until there's no noise left. I also balance this with the denoiser as well. There's nothing magic or scientific about the number used here :)
Its a part of a two parter: This one teaches you the basics of lighting and next week, we'll publish a video on fundamentals - on how to do portrait lighting :)
@@parikshitbelsare6914 Keyshot is just for rendering more oriented to product rendering. Is not a 3D packcage like blender or 3ds max or maya, you cannot make 3d stuff in keyshot tho you can do very basic simulations.
@@parikshitbelsare6914 like Michael said. The advantage of it is having bunch of preset, being fast, and dedicated to rendering. Personally I don't like it's skin shaders, other than that it's great
@@IGarrettI well I'm currently sticking to blender cause it has so many features .... Even if I master blender, I would be able to do other softwares as their ways of doing it are a bit diffrent but essentially its the art that matters
Just a heads up, you CAN change the "sharpness" of an area light by changing the "spread" setting. It emulates the light passing through slats/slots or barn doors. It is brand new to Blender so it's understandable it wasn't brought up
Fantastic! We didnt know this. Appreciated.
@@FlippedNormals the last step was really interesting part! Thank you!
It can be very hand adding a "Track To" constraint to the light then adding a dummy object into the scene for the light to track to. As you move the light around it will keep pointing at your dummy object and give you the rotation for "free". Works well with the Area + Spot
Exactly, that's a no brainer for me.
I wish you would've shared whats that window to the right side of the workspace that allows you to see lighting is. As a beginner I know next to nothing and it would be nice to go over even the obvious for a beginner video :)
Here's how to do it:
1. Hover your mouse over the corner of the 3D Viewport until the cursor changes to a crosshair icon.
2. Click and drag from the corner to split the viewport into two separate viewports.
In my work, I use "spot" lights for things like table lamps, flashlights, vehicle headlights, and downward facing street lamps.
Excellent tutorial! I'm migrating to Blender from another 3D program, and this was very helpful and insightful!
I don't use Blender at all but video help me alot to understand lighting as an artist.
Thank u so much!
Great explanation. As someone still dipping my toe into this the water on this, this was a nice clear run through of things
As someone just learning about 3 point lighting, this was super helpful!
Seeing someone set up their own lights, especially how you kept the world lighting off in order to focus on the 3 point light setup, really helped me a ton!! 🤍
Glad it was helpful! :D
Nice breakdown Henning! 20:00 You shouldn't be plugging the environment texture (color socket) directly into the mix shader node, which expects a shader input rather than a color. It should go through another background node first.
Hi Matt! Thanks for the correction, that seems like a better way of doing it.
@@FlippedNormals also if you use the blackbody node you can dial-in the temperature of any light.
I'm so afraid of lights in blender, actually. the HDRI part shocked me, I'll use it from now on. excellent video!
you can render in Transparent and change the background color in the compositor too.
Really cool, thanks for sharing! :)
This was incredibly helpful for me! thank you so much!
Glad it helped! :D
Thank you so much, it's a very useful one.
Amazing tutt, thank you so much🙂
Brilliant video 💪
Great explanation with fantastic examples! Thanks a lot!
It's a very good tutorial.
Thank you for always providing us with a great learning experience.
I hope to see more writing tutorials in arnold.
You are welcome!
very good tutorial, thanks
Glad it was helpful!
thank you so much for this !! ♥️🙏
Very informative! Thanks a lot!
Nice tutorial!
thank you.
You can add contrast between the fill light and the key light
It is more a mass composition trick. If you want to render multiple scenes with different lighting you can make every frame a different composition by making it apper in specific frame and than in output options select folder and change file format to what every you want and than click alt+f12 (animate).
Thats a really smart one!
Thank you so much for this, especially the first half. Very good, practical info throughout.
It's a very cool tutorial. Thank you very much :)
Thanks, this is super useful
Very cool.
Nice Video, thanks ! :)
Fantastic video, Henning! I actually learned a few things about lights I was not aware of!
Glad I could help! We have another lighting video coming out next week :)
Could mention the emission shader on an object is a way for lighting as well.
Good !! Congratulations !
Thank you!
Thank you 👍
You are welcome!
Really stupid question, but how do I set up that window like you have where there's the exact render result (I suppose) visible on the right? 1:00
I'm wondering that too. bc when I try it the second view already has a bit of light without the light source
@@maxwellermeav It's in the world properties - Surface - Strength: bring it from 1 to 0
An eye openner for a beginner like me, and i really like the way you talk , you keep me encaged the whole time.
I'm so glad! Really appreciate that. Hope there were a lot of nice little lighting tips there.
Hey! Awesome video, very informative. Are there any plans for a Lighting tutorial series like Character lighting, Interior Exterior lighting, Product viz lighting?? Just curious
Thanks! We will actually release a tutorial next week on portrait lighting :) Hope you'll like that!
@@FlippedNormals Thank u so much!
Good tut/demo.
Is there a such thing as a neutral HDRI to use for a background?
Had a question is there a way to for example i used maya and i would create a sphere and add a sky for background and then i have another sphere projecting my HDR image light as base. Is there way to accomplish that in blender. Just curious moving from one program to another and trying connect the difference in program to accomplish what i did in the other. Thanks and great video.
I was hoping you'd mention the "Ambient Occlusion" setting in the World tab, should or should we not use it? Are there cases where it's a 100% nono or the other way around? I never know what to do with it
Tutorials on making Cyberpunk scenes and also on advance materials.
That would be really cool
What should we do if we want the lights not to touch the plane but only the object?
I thought it will be about foudementals of lighting
We have another video coming out next week which is all about fundamentals :) There we'll light 3 portraits. Stay tuned!
what is that other window where you can see what the light is doing
Hello! Thank you for tutorial. What video card is used in tutorial?
Thank you! We're using an RTX 2060 I believe.
What is that black side screen and how can I get it showing?
same question
Love it!
Is it possible to share the monkey model somewhere to work along with?
Ta!
Yes of course! You can find it here :) www.myminifactory.com/object/3d-print-monkey-with-skull-148312
How do i get the scene like you.. ? I can put it all in black even when there is no ligth
Hmm how come by default, my Area lights always appear in the renders if they are in LOS of the camera lens? I always have to go and disable it's visibility to the camera to get this result.
i cant figure out how you have the two seperate views, one is rough able to mold and fit then one shows you a rendered and with light on the right,,,, how is this doing it
?
I have been stuck at the beginning because i dont understand how you got the window on the right.
Hi there actually i am.currently beginner but i know some basics of sculpting and modeling
I wanna create characters model like from a reference image eg. some cartoonish images from pinterest.
But i can't i have tried like more than 10 times while watching the reference image and trying to sculpt even tho the sculpt is easy,
But i can't pls help me out and give me some tips if u can
what are thoughts on sky texture as a lighting option?
Using sky textures (hdris) is a fantastic way to light. Make sure they are HDRI and not just jpegs.
@@FlippedNormals Thank you for the comment and for the tutorial - might I ask where one can get more info on using sky texture. Thank you, again.
What about lighting in Eevee?
Lighting using Eevee is very similar to Cycles, with the difference that you're missing some features like global illumination (indirect lighting). The exact same kind of lights work in Eevee.
Good vid Henning. Just a couple of comments. First, I think Eevee is fantastic for doing this setup and experimenting as it is so responsive. Then, switch to Cycles when closer to done. Also, for Rendered viewport mode, I really like the IBL settings in Viewport Shading with Scene World OFF. Strangely, Blender doesn't have a built-in hotkey for background image rotation, but there is an AddOn (see ua-cam.com/video/MgPN7rsq-uE/v-deo.html) which lets you rotate your IBL image via Ctrl+Alt+LeftMouseDrag similar to Substance tools etc.
How do I import the file into blender?
May I ask you how did you choose that very specific amount of samples? Thanks!
It's kind of arbitrary. You test to know the amount that would be enough. Thankfully most renders don't require that much samples. 100 samples are good enough for exterior scenes although for interior scenes a higher sample count like 500 upwards is recommended. Turning on denoising will also reduce the number of samples it takes to get to your final render.
@@afrotron yeah I know, i just think that he choose an oddly specific number so I wanted to know if there was a weird reason behind it, like some sort of formula or what not
No good reason honestly. The amount of samples depends on what I'm rendering. SSS needs a different amount of samples compared to renders with sharp reflections. I tend to simply amp up the amount of samples until there's no noise left. I also balance this with the denoiser as well. There's nothing magic or scientific about the number used here :)
@@FlippedNormals cool, thanks!
> > > BEAM SHAPE < <
mon key
Alas poor human. I miss my bananas well.
monke
These kind of tutorials are good for beginners but they already have plenty man...
True.
Its a part of a two parter: This one teaches you the basics of lighting and next week, we'll publish a video on fundamentals - on how to do portrait lighting :)
@@FlippedNormals looking forward to it man
Blender is my favourite to light in. With GoZ it's super quick. Kind of like keyshot
Is keyshot just a rendering engine or a 3d software man?
@@parikshitbelsare6914 Keyshot is just for rendering more oriented to product rendering. Is not a 3D packcage like blender or 3ds max or maya, you cannot make 3d stuff in keyshot tho you can do very basic simulations.
@@parikshitbelsare6914 like Michael said. The advantage of it is having bunch of preset, being fast, and dedicated to rendering. Personally I don't like it's skin shaders, other than that it's great
@@IGarrettI well I'm currently sticking to blender cause it has so many features .... Even if I master blender, I would be able to do other softwares as their ways of doing it are a bit diffrent but essentially its the art that matters
Its so much fun! The only major feature we're missing is light linking.