[ENDED] BC4-1810 - October 2018 Class Homepage - Shading & Lighting with Blender

Collaborations
Kent Trammell

I published a collection of my light match .blend files, as was discussed during the class. You're welcome to reference those if you'd like. Also here's links to the reels shiennar put together:


CLASS ANNOUNCEMENT #4 (Oct 31, 2018): Class is officially over! Please check the closing post and don't forget to fill out the questionnaire 🙇🏻‍♂️


CLASS ANNOUNCEMENT #3 (Oct 9, 2018): Grades for week 1 homework are recorded. Feel free to keep an eye on this spreadsheet (BC4-1810 tab at the bottom) throughout the month. Please let me know if I miss anything!


CLASS ANNOUNCEMENT #2 (Oct 3, 2018): 4 mighty Citizens have heeded the call to become Volunteer Assistants (VA's). They are: silentheart00, thecabbagedetective, csehz, and galledark. This means that between the 5 of us, there should always be a helpful presence both in this homepage thread and your individual homework threads throughout the month. Thank you VA's!


CLASS ANNOUNCEMENT #1 (Oct 1, 2018): Class is officially in session! Check the syllabus below for Week 1's focus and assignments. Begin watching the pre-recorded courses if you haven't already and I'll see you tomorrow at the first Live Event! 💡


SYLLABUS

Welcome to the CGCookie Class: Shading & Lighting with Blender! The art of shading and lighting your Blender scenes and models can make or break your renders. It's a very important - even enlightening - skill to develop as a 3D artist.


This "Class" format invites all Citizen members to focus together on a particular topic/skill for a month. Participation looks like this:

  • RSVP and attend the Live Events
  • Watch the pre-recorded education outlined below
  • Ask questions, answer other's questions
  • Submit homework by creating a unique forum thread to contain all your homework submissions for the month.
  • Generally be active in this homepage thread and other's homework threads.

WHEN? The class will take place from October 1st - Oct 30th.

✅  WEEK 1: Shading & Lighting Primer (Oct 1-7)

Zoom feature_1280x720.jpg

Abstract: There are some core concepts to lighting and shading (S&L) that need to be understood first. Things like global illumination, render engines, shaders, materials, and node networks some of the things we will be over-viewing this first week. I

Goal of the Week: Familiarize (or re-familiarize) ourselves with core S&L concepts.

Pre-recorded course to watch:

Week 1 Live Event (Remember to RSVP)

Homework:

✅  WEEK 2: Vehicle Shading & Lighting with Eevee (Oct 8-14)

Zoom feature_week2_1280x720.jpgAbstract: The Eevee render engine is the latest and greatest rendering tech in Blender and we're going to stretch its legs for week 2. The subject is going to be a sports car, but any vehicle will do. After all many of us spent this past June modeling vehicles and we're eager to get them lit and pretty!

Some topics we'll cover along the way include materials like car paint, rubber, metal, and leather along with HDRI environment lighting.

Pre-recorded courses to watch:

  • Shading the Sci-Fi Helmet - While this course isn't a vehicle, the aspects taught are very relevant (metal, paint, wear and tear). The first two chapters are about texturing which you can skip. Chapter 3 is the important stuff for this class

Week 2 Live Event (Don't forget to RSVP)

Homework:

  • Find a vehicle model, use one of your own, or download this vehicle modelThen light it and shade it with Blender 2.8 and Eevee in a manner that's meant to impress.[Post a screengrab/render to your BC4-1810 homework thread]
  • Lighting Match #1: This light matching exercise is based on this thread where the assignment is to find a 3D render we like and do our best to match it. Use your own model of anything, find one on blendswap.com, or use the same attached vehicle model. [Post a screengrab/render next to your chosen source render (post to your BC4-1810 homework thread)]

✅  WEEK 3: Lighting Characters with Blender (Oct 15-21)

Zoom feature_week3_1280x720.jpg

Abstract: Character lighting is a very intentional art and how to do it well is often a mystery. This week we'll look at how to develop striking character renders, build simple materials that accentuate your model, and even the concept "painting" you character with light for surreal effects.

Pre-recorded courses to watch:

Week 3 Live Event (Don't forget to RSVP)

Homework:

  • Find a character model (from sketchfab or blendswap), use one of your own, or download the this goblin characterThen light it and shade it in a manner that's meant to impress.[Post a screengrab/render to your BC4-1810 homework thread]
  • Lighting Match #2: Just like the week 2 light match but with a different source render for a new light setup to match. Repetition makes the exercise stick, plus it's just fun.
         

✅  WEEK 4: Shading & Lighting an Arch Viz Scene (Oct 22-28 )

Zoom feature_week4_1920x1080.png

Abstract: Arch viz rendering is often a coveted skillset among lighten enthusiasts. This week we're looking at lighting interior architecture for realism, featuring natural outdoor light from windows and artificial light from light fixtures. We'll also explore creating the necessary materials for our interior.

Pre-recorded course to watch:

Week 4 Live Event (Don't forget to RSVP)

Homework:

  • Find an interior model (from sketchfab or blendswap), use one of your own if you've built one, or download this bathroom scene or this kitchen scene. Then light it and shade it a realistic manner. [Post a screengrab/render to your BC4-1810 homework thread]
  • Lighting Match #3: Just like the week 2 and 3, find a third source render to match its lighting.

✅ Class Wrap-Up Stream (October 30th)

We'll be doing a 5th live stream to review week 4 homework and close out the class.

This thread is reserved for CG Cookie Citizens that are participating in the "Shading & Lighting with Blender" class. Its purpose is to serve as central communication for all participating Citizens (excluding Hobby plan Citizens) to ask Kent and fellow participants questions and to post homework. As the instructor of the class, Kent will be monitoring this thread on a daily basis (especially Mon-Thurs) throughout the month of October to review homework and answer questions.

Free members are welcome to observe the thread but please respect that communication and participation is reserved for Citizens.


  • Grady Pruitt(gradyp) replied


    mmalhomsi You can create a thread on the forums for your homework. Just start the thread title with BC4-1810 so that Kent can find it when he does a search.

  • malhomsi replied


    gradyp  thank u ! is there a deadline ?

  • Grady Pruitt(gradyp) replied

    @theluthier O grades, where art thou?

    probably just an oversight, but I don't think I ever got any comments or grades on my week 1 or my week 2 work (though my week 2 was in the favorites for my car).

  • Grady Pruitt(gradyp) replied


    mmalhomsi The "deadline" is midnight your time tomorrow (so end of day Sunday)  

  • malhomsi replied


    gradyp thank u ! it s kind of u to answer :)

  • yukino hatake(yukinoh1989) replied


    gradyp Thank you . it got fixed . blender runs a bit faster now . seems indeed the map was hidden (that was the reason i never finded it .) again thanx for the help :D

  • Morten Fjellheim(arev) replied

    HELP!!! My render turns red. I am using blender 2.8 for the character lighting homework. In remder mode, everything seems fine but when i render the whole image turns way more red.

  • Zsolt Cseh(csehz) replied


    mmalhomsi Good to see you back :-)

  • Zsolt Cseh(csehz) replied

    Could you please someone advise about the pro and contras regarding using texture coordinates instead of UVs? 

    Watching some tutorials where it is mentioned that then the model no need to be UV unwrapped, that would be a big plus. Although almost everyone has the UV unwrap workflow when using images for materials, so the texture coordinates presumably has some downsides 

  • malhomsi replied


    csehz thank u my man it s good to be here !

  • smurfmier1985 replied

    csehz I think if you have a photorealistic texture which has to look the same as it would be photographed, like wooden floor planks, it's better to uv unwrap to make sure it sits perfectly right on the surface. Also if you want to paint your own textures uv unwrapping would be the way to go. 

    But for something like grunge/scratches/dents/etc you can use coordinates and box project, since you want variety with that. It's harder to place it exactly where you want but you can make sort of a mask with something like a noise texture. 

    In Cycles you can also use the pointiness value of the geometry node or the AO node to mask out edges / crevices, but in eevee that doesn't work (yet). I'm assuming you're using eevee since you also love it like me! 😀

    For my scene I'm working on I only unwrapped the floor and the wall, since that's just a plane. I'm not good with unwrapping yet, so for the rest I use texture coordinates and box project.

  • Grady Pruitt(gradyp) replied


    csehz I'd agree with what ssmurfmier1985 said. When it matters that a texture appear precisely in a spot, UV is best. For example, the clothes that I put the stripes on, for them to look correct, you have to use UV coordinates or they don't look right, particularly around where you would naturally see seams anyway. I have used stripes in Generated or Object texture coordinates, but in those cases, I'm often doing something more abstract and the placement and look is a bit different and can, in some cases, be harder to control the overall look. that's why for things like grunge, either works just fine.

  • Grady Pruitt(gradyp) replied

    aarev If you could share a screenshot of your scene and/or a file, that might be helpful to help solve the problem.

    You might take a look, in the mean time, on the color management tab and see if you have curves turned on and make sure that the red channel hasn't been accidentally turned up.

  • Morten Fjellheim(arev) replied


    gradyp I dont have curves on so i have no clue whats causing it. I did find that filmic wasnt on, but turning it on diodnt help much. I am attempting another render with a slight change to the lamp setup, if it doesnt imporve i will leave ut for another time.

  • Zsolt Cseh(csehz) replied


    ssmurfmier1985 , gradyp thanks a lot, briefly so texture coordinates can be used when the image is tileable and no need for specific precision, while the UVs are better in that.

    I'm assuming you're using eevee since you also love it like me! 😀

    Miranda yes absolutely! :-) Eevee is so much fun that all the shading and lighting changes immediately can be seen, anyway it is my only chance also to meet the deadline, since with Cycles it would be much harder to reach to the point of the final render on my oldie laptop. Okay maybe the final render would be anyway a little bit better still with Cycles, but the Eevee is already ideal for the travel till that. Or how to say :D

    Oops the dealine, 23:59 is here and did not post anything yet for Week3.. :D

  • smurfmier1985 replied

    csehz Eevee rocks! 😬

    You can also use non tilable textures with the texture coordinates. The 'box project' function on the image texture node projects it from many different angles instead of one angle, to make it look more random. Works great for grunge and scratches etc. You can up the blend value of the image texture node to make it less noticeable that it isn't tiled, that gets rid of the seams.

  • Pavel Mazanik(nekronavt) replied

    csehz 

    pro and contras regarding using texture coordinates instead of UVs

    Just try to unwrap dyntopo sculpt :D

  • Zsolt Cseh(csehz) replied


    nekronavt yes I know :-) 

    Is it also 01:35 AM your time? :D

  • Pavel Mazanik(nekronavt) replied

    csehz 2:37 :D  

  • John Fluet(cthulusan) replied

    @theluthier  Sorry to make you struggle with my username each week.  You can pronounce it "Cah-thool-oo-san".  Inspired by Lovecraft's Call of Cthulhu and chosen very late one night when I had to pick a username for my deviant art account.  

    Loving the class so far.  Learning tons and it has me in the software doing specific things and stretching my blender muscles.