- Video Screening
- Demo
- Technical Readings for 3D Rendering
- For your Bookshelf
- Terminology
- Lighting setups
- 3 point lighting (key, fill, rim)
- Light types: Area, Spot, Directional or Sun, Point, Volumetric
- Geometry-based lighting using Emission shader
- Geometry-based lighting using Principled Volumetric shader
- Staging lights: Light box with side and top lights, curved color background and floor
- Image based lighting (IBL) using HDR images
- Shadows: The larger the light source, the softer the shadows
- Create edge bevels to capture highlights on hard surfaces
- Camera
- Perspective vs Orthographic
- Sensor size
- Depth of field using aperture F-Stop: Shallow depth of field is created with lower settings. (In Blender, very low settings may be needed such as 0.1)
- Blades add flat sides to the Bokeh
- You can create custom Bokeh shapes
- Safe area
- Composition guides for layouts (golden ratio, golden triangle, thirds, etc.)
- Render quality in Cycles
- To reduce render times, keep material shaders simple. Use principled shader if working with photo-real renders.
- 500 samples are usually needed to reduce noise.
- Use advanced denoising workflow in the compositor
- If using motion blur or depth of field, sample sizes must increase dramatically.
- You can get away with 120 samples if you use denoising in the Compositor
- Render quality in EEVEE
- EEVEE Lighting
- Enable render settings including: Ambient Occlusion, Depth of Field, and Screen Space Reflections
- Shadows: Increase the shadow map to 4K