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Once you open the demo file you will
see a bunch of minerals arranged on
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the table and that’s how it should
look, but first let’s jump over to
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preferences and make sure that within the
system settings we have our GPU visible.
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we can tell that my render device which is NVIDIA
the GPU got recognized, there are different options
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available for accelerating raytracing such as
CUDA and OptiX with OptiX being available on
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Nvidia gpus only and being the fastest option
that I know, then if you own one of the AMD
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graphics cards you’ll be able to choose the HiP
instead, but I’ll stick to OptiX though currently.
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okay throughout the tutorial we’re going
to use Cycles render engine to keep things
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slightly more streamlined and realistic right
out of the box, so within the render engine drop
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down menu I’m selecting Cycles and making
sure that the device is set to GPU compute.
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gpus render much, *much* faster in Cycles than
the CPUs generally. what I usually like to do
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when dealing with lighting is create two windows,
one for the final render view which will use the
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rendered mode of the viewport and the second
one at the top for the material preview. here
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we got our camera through which we will see our
final shot, our render, now the render icons are
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located at the top of the user interface of the
viewport, there we can change it from the default
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shading mode to the material preview one and
to the random mode which is right over there.
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it’ll enable the Cycles pathtracing rendering
mode in this particular window and we will use it
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throughout the tutorial, so let’s keep it turned
on. depending on the video card it can be rather
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slow or pretty fast but let’s keep it in the
rendered mode for now. and the top one will be
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our material preview mode to make sense of our
scene, it will use some random hdri included by
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default with Blender, but no matter the hdri
environment chosen though the point of this
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viewport is to be our secondary monitor with
the lights and the UI elements on all the time.
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that is our working environment decoupled from
the Cycles rendered view if that makes sense.
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if you don’t want to use a generic hdri there, you
can switch on the scene world and scene lights
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which will make it look fairly similar to the
rendered mode, but I will disable all these options,
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I need this hdri to just have enough information
to see things clearly, because you know our bottom
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view will be constrained to the to what the camera
sees, it will be fairly slow and stuff like that…
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okay going over to the environment settings we
can tell that the only light source our scene
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has is this abstract gray environment. we can
play with the exposure of this default Blender
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environment, but actually what I’ll do is reduce
it all the way down to zero to start from scratch,
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our cinematic method implies that we start from
scratch anyway. okay so Blender cursor can serve
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as the spawning point for the… for any kind of
objects, so when I press Shift A and add the area
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light. it gets spawned just on top of 3d cursor.
I can click and drag to make it larger or smaller
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um… if we press T to open the left tool shelf
and select the… the transform gizmo, you can
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actually use the handles of this gizmo to move,
rotate, scale up and down our light source
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but usually I like to do it in a slightly
different way utilizing Blender hotkeys.
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so G is to move the objects around, uh… the movement
can be constrained to X, Y and Z axes by utilizing
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the X, Y and Z Keys. the same with rotations, R to
rotate, X Y and Z afterwards to constrain it to
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certain axis and finally the S shortcut scales
the object. not a whole lot of things to remember :) G to move
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or grab, R to rotate, S to scale, it’s good to
remember these three. these shortcuts quickly
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become second nature for moving objects in this
case light sources around. and when it comes to
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adjusting the light source settings, as a quick
refresher we have this green light bulb icon
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within the Blender user interface and there we can
access all these settings like the color, the power
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the shape of the light source, the size, whatever
else, everything can be adjusted from there.
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changing the size from… from that menu is
practically the same as scaling the object
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so it’s interchangeable in this sense.
and whatever you’re gonna, do don’t
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you dare unticking the cast Shadows
button in Cycles :) Shadows are important, uhu :)
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throughout the videos you will see me accessing
the objects in either of these windows, sometimes
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in the rendered view, sometimes in the material
preview. you will also notice me toggling off
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the visibility of the UI elements with this
button in the rendered view. sometimes the
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user interface can get in the way, especially
when there is a lot going on in the viewport,
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so shutting the noisy UI elements up really helps
to focus on what matters. what else do we have here?
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as for the camera we have one here
in the camera01 outliner collection
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we can press 0 on the numpad to jump into
the camera view or Ctrl 0 to make any camera
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the active one, a nice little hack in Cycles to
juice slightly more performance out of it is to
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press Ctrl B and draw the rectangle around
the viewport or rather around the camera view
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or actually around a portion of the camera
view even. that would constrain the render
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region around that particular portion of the
viewport and within the view output properties
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you can see the render region checkbox that can
be turned on and off and basically that… that is it.
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again we can switch between the the random modes
using these icons or we can press Z to bring
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up this pie menu, whatever feels more comfortable
to you I guess. so I think that should be it for
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the basic Blender setup and for the settings that
may come in handy throughout the tutorial… uh once
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again the render engine has been set to Cycles,
the device to GPU compute to avoid any confusion
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as for the light paths there is no real need to
adjust it… well maybe I’ll limit the diffuse, glossy
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and transmission bounces a little bit to speed up
the viewport and this is it! I also have a personal
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superstition about increasing the indirect light
clamping just in case to not lose the precious
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rays generated by Cycles, more about that later, I
will show some comparisons and stuff like that. now
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I’ll just say that this is it for the boring part
the Cycles is set up, the shortcuts are mentioned,
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nothing stops us from diving deep into setting up
lighting, so that is what we will do in a moment.
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and by the way, if you have any questions about
setting up the .blend file or accessing the project
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files, feel free to reach out to us or to other
students of this particular course in our Discord!
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and now onto the exciting part, setting
up the key light or the main light.
请先
!