Just love your tuts.. What's up with that noisy neighbour that you mentioned in another tutorial. Are you getting any rest? Don't overwork yourself man. Health is important. 💙
I have question regarding your hardsurface program. Is it applicable to game modeling? Or you have separate course on how to approach modeling for video games? Thanks in advance!
Using direct light instead of bounced light is preferred as indirect light is a source of noise. In real life that's not an issue. Sorry, but there are pros and cons to everything. But in real life you may choose direct light over bounced light as you can cheat inverse square law by focusing the light for a more even (over distance) distribution. Also, simply "plopping in an HDR" isn't only seen as a lazy but fast approach, but takes away the ability to "model with light" with full control. So no, this isn't a way to "render anything". It's a good way to "test the scene" prior to deliberate lighting if required, or if you have to do lighting matching with an on set acquired HDR.
I would use a carefully balanced approach to this topic. Yes a HDRi (a good one, not all HDRi are made equal) will give you a rather good result in one click. but guess what, nothing truly good can ever be achieved in just one click. this takes effort, training, deep understanding of the artistic AND technical level. HDRi may give you a good result, but never a great result just by itself, because of the lack of control. Josh talked about this very control in this tut, and if you want a really great result, you will absolutely need to sculpt the light with reflectors, points lights, projectors, or even mesh lights depending on your scene to be able to produce a really high level render. everything comes at a cost, there is no free lunch, you will still need to study for years in order to be able to nail good renders, HDRi or not.
13:32 -- no, as a total beginner that has just clicked on your video, I _most definitely don't_ know that, and never will from this video since *'just don't do it'* doesn't add any real knowledge. Reflected light sources _will_ create noise (that can be remedied a bit with denoiser at the cost of picture quality, but that's definitely not the point). Reflected light sources are more difficult to control and predict, with less actual parameters to touch -- much more so with HDR light map environment. So no, it is never highlighted, why exactly did you drop light wall source, which you can control in every direction, including even light dissipation law, in favor of simple reflector. Hell, you can even use a part of HDR map with light walls if you want it to be consistent with outside HDR sky light. As a side note, one who just randomly places light sources within his scene, will sooner or later get a natural feel for what is right and what is not even without reading books on photography. One who just slaps an HDR image on his skybox, will never get that experience to train on. Yes, they will make less mistakes when training -- but will fail when it is required to do anything but default lighting setup. I'd probably say it's even more important skill than composition or even light theory. Using this technique as a simple preview is totally OK. But getting dependent on it is really bad idea.
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/accelerator
Can you render a fairer pricing strategy for your products?
A reflector instead of a light? 🤯 That's such a great tip. Thanks!
Its called basic lighting technique number 1.
@@ianzander5057he might be a total noob... This video is for beginners
Great video! Really like the idea of using just the HDRI with reflectors.
Thanks for these interesting tutorials
Thanks for the tips Bro 💪
Many thanks
11:07 photo technique )
Just love your tuts.. What's up with that noisy neighbour that you mentioned in another tutorial. Are you getting any rest? Don't overwork yourself man. Health is important. 💙
I have question regarding your hardsurface program. Is it applicable to game modeling? Or you have separate course on how to approach modeling for video games? Thanks in advance!
there is a game asst course, it's a rifle. bb hard surface game asset course 2.0
thanks!!
13:33 you can bright your hdri more, if not efficient lighting setup
Using direct light instead of bounced light is preferred as indirect light is a source of noise. In real life that's not an issue. Sorry, but there are pros and cons to everything.
But in real life you may choose direct light over bounced light as you can cheat inverse square law by focusing the light for a more even (over distance) distribution.
Also, simply "plopping in an HDR" isn't only seen as a lazy but fast approach, but takes away the ability to "model with light" with full control.
So no, this isn't a way to "render anything". It's a good way to "test the scene" prior to deliberate lighting if required, or if you have to do lighting matching with an on set acquired HDR.
I would use a carefully balanced approach to this topic. Yes a HDRi (a good one, not all HDRi are made equal) will give you a rather good result in one click. but guess what, nothing truly good can ever be achieved in just one click. this takes effort, training, deep understanding of the artistic AND technical level.
HDRi may give you a good result, but never a great result just by itself, because of the lack of control.
Josh talked about this very control in this tut, and if you want a really great result, you will absolutely need to sculpt the light with reflectors, points lights, projectors, or even mesh lights depending on your scene to be able to produce a really high level render.
everything comes at a cost, there is no free lunch, you will still need to study for years in order to be able to nail good renders, HDRi or not.
Voilà ❤
Yes its better , because lights all 360 degree insted some angles of artificial lights
⭐️⭐️⭐️⭐️⭐️
13:32 -- no, as a total beginner that has just clicked on your video, I _most definitely don't_ know that, and never will from this video since *'just don't do it'* doesn't add any real knowledge. Reflected light sources _will_ create noise (that can be remedied a bit with denoiser at the cost of picture quality, but that's definitely not the point). Reflected light sources are more difficult to control and predict, with less actual parameters to touch -- much more so with HDR light map environment.
So no, it is never highlighted, why exactly did you drop light wall source, which you can control in every direction, including even light dissipation law, in favor of simple reflector. Hell, you can even use a part of HDR map with light walls if you want it to be consistent with outside HDR sky light.
As a side note, one who just randomly places light sources within his scene, will sooner or later get a natural feel for what is right and what is not even without reading books on photography. One who just slaps an HDR image on his skybox, will never get that experience to train on. Yes, they will make less mistakes when training -- but will fail when it is required to do anything but default lighting setup. I'd probably say it's even more important skill than composition or even light theory.
Using this technique as a simple preview is totally OK. But getting dependent on it is really bad idea.