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sw/blender

blender006_rendering doughnut!

by jtam 2022. 12. 16.
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GGG day!

finally, we are learning to render today.
it's so ironic, how easy it is to learn by myself than just goofing around the hakwon.
such a waste of time

Ewww...

 

when you want to render and hit F12 RENDER IMAGE

normally you will find the rendered doughnut is too small.

 

hit ctrl alt Numpad 0; to fit the camera view into the target.

check, Camera to View

so it will be snapped into the target view even if you move


rendered image after the setting "view lock" > "camera to view"

rendered image after the setting "view lock" > "camera to view"

or it will be like this...

he says some people always lock the camera, 
but for guru he hated it. 

 

if you don't like the locked camera,
you can simply move the camera view by grabbing the camera
and moving it through the camera view.

 

as I moved the light too close it gets too bright.

 

light default setup was 1000 W > and we customized it to 20 W

and let's see.

 

hmm to low for me.

to see the live render view,
just go to z > render view.
..I searched on google before he talk about this lol. 

I moved the light, 
and now it's better.

anyway shift z to see the render view, 

 

you can scale down the camera
by viewport display > change the size.

 

change the render engine here

3d renderer, often used third-party tools, vray, Arnold redshift, corona, octane 

cycles and Eevee are the built-in rendering engine in the blender.

Eevee; is a real-time rendering engine

cycles vs workbench and eevees

WORKBENCH and EEVEES

 

this calculates the light bounces, while the eevees are just dark. 
so the result is very different from the eevees,
but it can render better quality.

cycle
looks very realistic as itself,
but you have to tweak the eevees,

but cycles are incredibly slow.

 

CYCLES; VERY SLOW, LAGGING, CALCULATE LIGHT BOUNCES

 

EEVEES ; REAL-TIME

 

to reduce the speed, 
go to blender preference >  system > cycles render devices, 

he recommended these two to change and if we have a better graphic card,
of course, we should use it. 

but for me, I only have a GeForce GTX 1070 so far,
I'm going to upgrade it to a supercomputer next year,
so gurlll take your time.

 

eevees; the shadows fall apart. vs cycles; you can see the good darks spread into the shadow.

we gotta tweak a bit if we are using eevees,
like shadow resolution, 

shadows > cube size (512 default to somewhat higher)

default > 512px vs eevees shadow > 4096 px

but the problem is, the real-time engine is not calculating all the shadows and lights correctly.
it's all fakery. it an illusion.

so we should tell the software how to treat the shadow better. 

 

 

change the light > shadow > bias
all the way down to 0.1 and smoothly change with the shift
to pick the right amount of shadow spread under the doughnut.

if you can't find the evident* difference,
you will find if you go further and further.

he says..

확실히 eevees 보다 cycles가 확실히 속도는 느리지만, 반사광 처리를 모두 하기 때문에
덜 가짜같다.

나중에 레쉽 사용할 때는 더 풍부한 렌더가 되겠지?

eevees vs cycles.

 

color and roughness

 

 

 

use the slot to add more render.

how to use is move to the emptied slot and hit f12 which is renderedw.

 

the first image was with the cycles, and you can do the similar things with the eevees but with some options..

the light diffuses through milk or fresh, 
you can put this value through 
material > surface > subsurface.
but in the doughnut there are none.

우유, 귓바퀴, 도넛의 크림처럼 반투과가 되는 물질에 확산광이 침투하는 걸 표현하는 기능
subsurface에서 조절 가능하다는 점~!! 

 

changed values one by one.

so this is not cycles!

it's eevees to tweek and follow up the more real like values.

 

also you can check material view, and check scene lights to see the lighting.

 

nice 

it looks like candies.. not a doughnut.

also, if you check the scene world, it will be affected by the world setting.

이게 뭔 말이냐면, 사이클스가 랜더 퀄이 더 좋기 때문에 랜더 새팅은 걍 사이클스로 가면 된다.
그런데 우리가 만약에 eevees의 랜더를 확인하고 싶을 때 이걸 번거롭게 왔다갔다 하지 말고.
매트리얼 뷰에서 씬 라이트와 씬 월드의 라이팅 쳌을 모두 켜두면, 두 랜더의 뷰 상태를 한번에 확인 할 수 있다는 말이다..

 

so when you are using cycles,

you can see the grain over the image.
he says

" it's a monte carlo russian roulette sysetem --- "
he gives up explaining the complexity

wwwwwwwww..

"anda,, it just graudally refines the image to try to arrive
repeatable predictable result "

아는 만큼 설명하기 쉽지 않아..
아는거랑 가르치는건 다른영역..
200%를 알아야 90-100 설명 가능.

if you don't like the noise we can simply remove the noise by 'denoise'

so as this is the work in progress to render the image, you can see the gradual grain pixels, 
and after the 'rendering done' sign or before you can check 'denoise' to remove them.

그래서 랜더 작업할 당시에는, 테스트 중에..
max sample 을 100, denoise chcked  한다음 빨리 빨리 테스트 하는게 좋다.

 

final render 할 때만 만지면 되니깐. 

 

 

겨우 도넛 하나 오브제 3갠데,,, 너무 힘들다.

 

compatitible 한 graphic card 있으면, 골라서 하면 된다는데.
마지막껀, cpu 베이스라서 엄청 느리고
automatic이 알아서 잘 굴러가는거 골라서 랜더해주는 것. 
만약에 추가적인 그래픽 카드가 있다면, 고르면 되지만.
나는 1070 하나라.

랜더링에 쓸데없는 시간 줄여주는 방법 중 하나로. 
start sample 50 도 있다. 1부터 하나하나 하지 않고 50 바로.

 

 

denoiser OptiX GPU base rendering,
the default was CPU so we gotta check.

NOISE THRESHOLD 는 얼마나 많은 노이즈를 처리할 건지,
미니멈은 얼만지 맥시멈은 얼만지를 설정하는 것.
이건 최대한 건드리지 않는다.
만약에 퀄리티를 엄청나게 올리고 싶을 때,
MAX SAMPLES를 500 이상 잡기도 하지만
도넛 따위에 뭘 그렇게 가지 하냐고 함.

also you can do the time limit.

 

so this is it for today,

my file:

221214_006_rendering.blend
14.57MB

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