Fundamentals of Rendering

This course is a part of the

Introduction to Blender

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  • 149 lessons
  • 12hrs 21min
  • 8 exercises
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Fundamentals of Rendering

Rendering for computer graphics is like the oven is for baking. It’s the process of taking all your ingredients (3D models, shaders, lighting, animation, etc.), setting the oven temperature (render settings), and waiting for it to finish “cooking”. With computer graphics, rendering takes the form of finalizing 3D elements into image or movie format.

Chapter 1 - Introduction

Get a big-picture preface of rendering before jumping into the course!

Chapter 2 - General Options

Rendering options that aren't specific to a render engine.

Chapter 3 - Cycles Render Properties

Options specific to the Cycles render engine.

Chapter 4 - Viewport

Outputting Blender's viewport as an image or animation.

Chapter 5 - Quiz

Answers these questions correctly. If you can...

Rendering for computer graphics is like the oven is for cooking. It’s the process of combining all the separate ingredients – models, textures, shaders, lights, and animations – and then setting parameters like oven temperature and timer, so to speak, so that everything works together to delivers the final, delicious result.

So that’s what rendering is, but as skill set it revolves around a balancing act between quality and efficiency. As you can imagine, the higher the quality, the longer it takes to finish rendering. So we have to as ourselves “How fast can we get this scene to render with the least noticeable drop in quality?”

Rendering really boils down to the art of compromising. And this course explains fundamental concepts of Cycles so you can understand how to make the best compromise.

CC Music: “Outer Planet” by Robbero

Lesson Questions and Answers

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  • Replies: 0

    I´ve experimented a bit in the node editor and with the render options. I switched from cpu to gpu and now i have two different render results. All other options are the same.
    This was with cpu:
    And this with gpu:
    This is the preview of the material:
    And this the node editor:

    The other objects in my results are identical, but they dont have a subsurface scatter. Is it normal, or did i forgot some changes in the options? I´ve changed from the dafault cpu to supportet gpu in render settings and in the user preferences, i changed from none to opencl in the compute device settings. My gpu is much faster, but i want to have the right result^^

    3 months ago

  • Replies: 2

    After watching courses about lighting and rendering I’ve been trying different setups with different materials. One thing I still cannot solve: jagged (aliased) edges of the reflections of the lights in my scene. I’ve been searching online about this but found solutions only for mesh lights or adding glare in the compositor.. None of which helped too much.
    Do you have this problem? And if yes, how do you solve it?

    1 year ago

    • Replies: 1

      Cycles doesn’t use antialiasing. Use more samples and/or higher resolution.

      1 year ago

      • I’m not sure what do you mean by ‘doesn’t use antialiasing’.. It does. There’s not much you can manually set up for this matter if you go with just Path Tracing. But Branched Path Tracing is all about AA..

        But anyway my question unfortunately cannot be solved with more samples or higher resolution. Trust me I’ve tried. From what I could read in the internet it has to deal with light value being more than 1.0. I’ve tried offered solutions but they work only for meshed lights, not with area light and the rest…

        1 year ago

    • Replies: 1

      Just tried to offer assistance. Since you know more about it than I do I will leave you to it.

      1 year ago

      • Sorry, didn’t mean to be rude. Just got stuck with this thing.

        1 year ago

  • Replies: 1

    Hi, I have a doubt about render. I need to render a room for an animation and for the lights to work it must be completely shut tight. But for the effect I want the camera must be outside of the the room, which leaves me with the wall blocking it. There is a way to render everything like the walls are all in there but without one of them rendering?

    2 years ago

    • Replies: 0

      Yes, you can do this. 2 ways actually, either via object properties’ Ray Visibility options or through a material via the Light Path node. Take a look at this video for Ray Visibility info (probably easiest to try first):

      2 years ago

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