Rendering Realistic Headphones in Blender Cycles

Hello and welcome to this video tutorial on rendering realistic, stylish headphones in Blender Cycles!

In this tutorial you will be shown how to take a plain, grey model and turn it into a complete, stylish and realistic render using Blender 2.6 and the Cycles render engine.

Final 3D rendering of headphones in Blender Cycles










What you’ll learn:

Jonathan Williamson will take your through the lighting, rendering and compositing for the final result, including: how to set up all of the material shaders for metal, plastic, rubber and the soft ear cushions, how to use node groups to make easily re-usable shaders, and how to use several different lights to get excellent illumination and tone in your image. Also, you will learn how to separate the objects into two different render layers for extra control and then combine them back together in the node Compositor; while making some color adjustments as well.

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60 Responses to “Rendering Realistic Headphones in Blender Cycles”
  1. Posts: 1

    Thanks for your great tutorials!
    Does somebody know, why the Viewport “rendered” still have black pixels?
    In this tutorial the sample looks much more better without this black pixels.

    • Posts: 1

      Well, you won’t still be looking for an answer, but for others with the same problem;
      Cycles renders a set amount of samples. Think of it this way; each sample reduces the noise of the render a bit, so the more samples you do the better it looks. Rendered view-port should only do a few samples, but you can change it if you wish. I usually have the preview on 10 samples (default) and then maybe 200-500 for test renders (about 3 minutes of rendering). If you just want to render for X amount of time instead of a set amount of samples, I put my sample amount to something ridiculous like 10000000 and then set the type to progressive (in the performance tab) and then leave it until I want to stop by simply pressing escape

  2. Posts: 10
    3rr0r says:

    Ok, here it is. A question:
    The scene is simple. Two objects, one is in front of another lit by hdri and one emmission source. I make two render layers with each object in them and pass apart the direct, indirect and color for diffuse and glossy.
    Render that all out. And there’s no alpha channel in the passes. It is in the beauty pass, but not in the passes! But there’s an alpha channel separated in the render node.
    Furthermore, when i render out into exr and then load it back into input node for compositing. It doesn’t have the alpha channel even in the separated pass, only in the beauty one.
    You didn’t fall into that in tutor, cause you used the beaty pass only.
    So how do i get alpha in passes?

  3. Posts: 1
    eric shelton says:

    so…I have a really dumb question. After composting everything, how is the final composite exported? I have watched many tutorials and none cover this simple step, nor have I been able to figure it out on my own. When I render after composting, it only outputs the scene render, without the composting info. I have it outputted to the composite node.

    any tips would be appreciated

    • Posts: 4176

      Hi Eric,

      Once you have added all your composite nodes, you can see the final result via the UV/Image Editor while viewing the “Render Result” image. This always shows the result of your render and if your RenderLayer goes through compositing nodes and is attached to the Output node then it will show that rendered image with the compositing applied. From here you can simply press F3 to save or go to Image > Save Image As.

      I hope that helps!


  4. Posts: 1
    pitat450 says:

    Hi Jonathan, you rock so much with your splendid tutorials. Thank you for many gr8 tips! I think cycles is owesome engin, and I love the compositing 2.5 blender capability. Yet, I have a question. I am used to light my scene first on a blank clay-render before I start to put materials. Have no idea how to do that in blender easily. Can u give me a tip? thanx

  5. Posts: 7
    Shawn DU says:

    in the view port mine doesn’t have render in it.


  6. Posts: 7
    Shawn DU says:

    in the view port mine doesn’t have render in it. please answer


    • Posts: 4176

      Hi Shawn,

      You’ll need to upload your help.PNG image to the web so I can see it. Currently you’re pointing to your local hard drive, which I don’t have access to. I suggest using and then replying to this comment with the link to the image.

  7. Posts: 2
    Ryan Cornell says:

    You can preview what your procedurals are going to look like by temporarily plugging them into a diffuse shader and then into your material output.

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