Today I learned that if most of my textures in the scene sucks, its because I have bad lightning. Right on time to educate myself a bit more on the subject as ist complicated thing to achieve sometimes. Thank you D3D
That's a nice tutorial but as someone who has been in the Architecture field for many decades this lighting is more the way you would see In a furniture catalog. We use real world lighting for example an exterior HDRI for ambient light a sun for the direct light source aligned with the sun of the HDRI. The other lights would be what is actually In the room, such as downlights, table lamps etc. You can use a touch of ambient occlusion to fill in some of the dark areas then the real trick is to have a lot of information, no blow outs, and use Photoshop for post processing or another photo editor.
For anybody worried about the Photoshop part, Curve Adjustments are in Blender's compositor as well as most image processing or art programs (Clip Studio, Procreate, Krita, Gimp etc); You can do the same in all of them, it's all good!
Always love Ducky3D tutorials, so useful. Thanks. I've found that I'm increasingly leaning into photography tutorials as my 3D knowledge matures. So many great tips and tricks you can emulate in 3D and the results can be stunning like this.
it might just be me, or just the way im casually watching these videos without actually doing 3d that much, but i never once thought anything you put up lack in any sort of lightning. again thats just my opinion without actual 3d knowledge behind it.
@@TheDucky3D What about hard surface modelling? Is it something we should consider for the future? I know blender bros have lots of content in that area, just curious what are your thoughts on it 😊 Thank you.
Another great video. One problem I have is where you talk about changing the materials to get better lighting, That's not a solution especially if you are given a product with specific materials to work with
It's much better to use a 16bit output from Blender or even an EXR with floating point, that way post-processing has a much higher resolution to work with.
Several times, you've said "almost overexposed". Why don't you render to EXR as something like half-float, and that then isn't something you have to worry about. It can be overexposed in the display, but it is easy in post-processing to just lower the exposure and recover what was there.
That looks good. If you want to be best in something do not try this and that, stick on one area like Archviz. One cannot be animator, archviz artist, motion designer, game modeler...
I don’t totally agree, I think there are some people who do really well as a generalist. If it works well for you, then you don’t have to pick just one thing.
I have retired from 3d-generalism. It is not for me. Once I did everything from storyboard design, simulation, mograph, modeling, comping, lighting, texturing, rendering, and editing but once yourself burn out it is not worth it. @@TheDucky3D
In the chair scene, if I use a more translucent material for the plant, will it make the scene more visually interesting, or will it cause the chair to lose prominence, given that it's at the center of the image
hey i have a question i just got your real time materials and im confused on the UV part for example if i bring in a cube and make it tall like a building i would put the cracked asphalt texture on and the sides would be stretched how would i go about unwrapping my models like the monkey so it looks correct ?
You can try some of the UV Shortcuts blender offers, but if it’s a more complex model, you’ll have to unwrap it manually just like if you’re using image textures
@@TheDucky3D ok sounds good how do i pull your textures into the UV editor so i can unwrap them ? lol not sure if im asking the right questions I'm fairly new to blender
logic backprobication and inteligense about how sim work. in most times humans create pipe dream whyle selecting deteils what want. like architect what adds pool for orange lighting inside home
Been following your videos for a while and i wonder, could you create an effect of a character like Ranni's spiritform from Eldenring? I heard a fresnelshader could be the trick OR maybe geometry nodes are the better approach? Would really love to recreate something similar myself. Love your Videos!
@@TheDucky3D it’s about Cycles really. Being a non physically correct engine, it never looks photoreal unless you spend a dozen of time fixing it using multilayered EXR in photoshop
As a photographer for over 50 years I think the darker picture looks better. Much more challenging. Beauty is in the eye of the beholder. Always.
Totally! I can see the argument
Today I learned that if most of my textures in the scene sucks, its because I have bad lightning. Right on time to educate myself a bit more on the subject as ist complicated thing to achieve sometimes. Thank you D3D
Everything works together to make a scene good!
That's a nice tutorial but as someone who has been in the Architecture field for many decades this lighting is more the way you would see In a furniture catalog. We use real world lighting for example an exterior HDRI for ambient light a sun for the direct light source aligned with the sun of the HDRI. The other lights would be what is actually In the room, such as downlights, table lamps etc. You can use a touch of ambient occlusion to fill in some of the dark areas then the real trick is to have a lot of information, no blow outs, and use Photoshop for post processing or another photo editor.
I looooove how you approach lighting in such a contemporary way. It’s so hard to find tutorials that don’t feel a bit 00’s/Sci-if like
Totally! Exactly why I made this!
For anybody worried about the Photoshop part, Curve Adjustments are in Blender's compositor as well as most image processing or art programs (Clip Studio, Procreate, Krita, Gimp etc); You can do the same in all of them, it's all good!
Yes!!
There's always a program that can do what photoshop does for free, you can replace Adobe and all of their fees with like 6 other free apps.
@@Aswdfrlor just download the porated versions 😈
@@Aswdfrl or by pir... uhmm... using... long trial exploit.
Always love Ducky3D tutorials, so useful. Thanks.
I've found that I'm increasingly leaning into photography tutorials as my 3D knowledge matures. So many great tips and tricks you can emulate in 3D and the results can be stunning like this.
Videography and photography have so many parallels, it’s always great to study those art forms
it might just be me, or just the way im casually watching these videos without actually doing 3d that much, but i never once thought anything you put up lack in any sort of lightning. again thats just my opinion without actual 3d knowledge behind it.
All good!
Finally, it’s very valuable topic 😊
I think so too!
@@TheDucky3D What about hard surface modelling? Is it something we should consider for the future? I know blender bros have lots of content in that area, just curious what are your thoughts on it 😊 Thank you.
@@d1skon I love it! Definitely good to know
Another great video. One problem I have is where you talk about changing the materials to get better lighting, That's not a solution especially if you are given a product with specific materials to work with
It's much better to use a 16bit output from Blender or even an EXR with floating point, that way post-processing has a much higher resolution to work with.
Great tip!!
Nice tutorial, best channel with blender tutorials!
Thanks
Easy to follow and not hard to do for beginners. thank you!
i like the render on the left more, feel cozy
Bro's production to make tutorials is getting better day by day 🔥
I appreciate that!
There is no hiding from darker materials. So we'll need to figure those out as well.
Several times, you've said "almost overexposed". Why don't you render to EXR as something like half-float, and that then isn't something you have to worry about. It can be overexposed in the display, but it is easy in post-processing to just lower the exposure and recover what was there.
Deeply enjoying the videos and how you've dropped heavily into fundamentals as well 🙏
I’m so happy to hear that! It’s a new direction I’m taking some of the videos and I’m glad it’s well received
honestly I expected to see False Color or something, but this is amazing
Thanks man!
can you make a tutorial on external lighting?i struggle with that sm
superb, thanks appreciate your work
Thank you!!
I prefer the term ”key light” over “establishing light”, I’ve heard of an “establishing shot”, but never “establishing light”.
Great thank you man
That looks good. If you want to be best in something do not try this and that, stick on one area like Archviz. One cannot be animator, archviz artist, motion designer, game modeler...
I don’t totally agree, I think there are some people who do really well as a generalist. If it works well for you, then you don’t have to pick just one thing.
I have retired from 3d-generalism. It is not for me. Once I did everything from storyboard design, simulation, mograph, modeling, comping, lighting, texturing, rendering, and editing but once yourself burn out it is not worth it. @@TheDucky3D
@@kraphik3d you can prevent burnout by setting healthy boundaries for yourself. I’ve done a pretty good job of that myself throughout the years.
Yes that´s true. Enough sleep, enough healthy habits.@@TheDucky3D
Amaizing video !
Thanks.
@@TheDucky3D You are Welcome 😁
In the chair scene, if I use a more translucent material for the plant, will it make the scene more visually interesting, or will it cause the chair to lose prominence, given that it's at the center of the image
TRhanks very much. i learned alot
I’m glad to hear that
hey i have a question i just got your real time materials and im confused on the UV part for example if i bring in a cube and make it tall like a building i would put the cracked asphalt texture on and the sides would be stretched how would i go about unwrapping my models like the monkey so it looks correct ?
You can try some of the UV Shortcuts blender offers, but if it’s a more complex model, you’ll have to unwrap it manually just like if you’re using image textures
@@TheDucky3D ok sounds good how do i pull your textures into the UV editor so i can unwrap them ? lol not sure if im asking the right questions I'm fairly new to blender
@@TheDucky3D nvm i figured it out preciate it man
logic backprobication and inteligense about how sim work. in most times humans create pipe dream whyle selecting deteils what want. like architect what adds pool for orange lighting inside home
You say one light, but, you’ve got two area lights in your layers? Can you clarify?
Those are turned off
Have you messed with this in 4.0 with their updates to lighting and materials?
Yeah, I can’t wait to use them officially!
isnt this a direct competitor to your realtime materials?
No these are all image texture based. RTM is 100% procedural
@@TheDucky3D ah fair point actually
Been following your videos for a while and i wonder, could you create an effect of a character like Ranni's spiritform from Eldenring?
I heard a fresnelshader could be the trick OR maybe geometry nodes are the better approach?
Would really love to recreate something similar myself. Love your Videos!
$66 per month!!!!!
Nah, still sucks.
That’s okay :)
@@TheDucky3D it’s about Cycles really. Being a non physically correct engine, it never looks photoreal unless you spend a dozen of time fixing it using multilayered EXR in photoshop
@@Vlow52 I would encourage you to look into that more, that’s not entirely true