WEBVTT 1 00:00:04.240 --> 00:00:09.002 Realistic Basics Material and Rendering 2 00:00:09.002 --> 00:00:11.672 GCC Academy 3 00:00:27.100 --> 00:00:28.000 Hello 4 00:00:28.000 --> 00:00:31.700 This is Hwang Seong-min, in charge of 3D Blender lectures 5 00:00:31.700 --> 00:00:34.150 In the previous lecture, we modeled 6 00:00:34.150 --> 00:00:37.099 a small space using Blender 7 00:00:37.099 --> 00:00:40.749 Due to time constraints, we kept the space simple 8 00:00:40.749 --> 00:00:43.799 and arranged only a few objects 9 00:00:43.799 --> 00:00:48.000 However, with more practice and by referencing various samples 10 00:00:48.000 --> 00:00:51.200 you will be able to create more complex models 11 00:00:51.200 --> 00:00:54.000 In this session, we will focus on 12 00:00:54.000 --> 00:00:57.799 making the modeled space look aesthetically pleasing 13 00:00:57.799 --> 00:01:02.000 This involves setting up proper lighting and positioning the camera at the right angles 14 00:01:02.000 --> 00:01:05.099 to produce a well-rendered final image 15 00:01:05.099 --> 00:01:07.399 We will cover material creation and application, 16 00:01:07.399 --> 00:01:10.099 lighting, and rendering 17 00:01:10.099 --> 00:01:13.300 The lecture will proceed step by step, 18 00:01:13.300 --> 00:01:16.500 so you can follow along at a comfortable pace 19 00:01:17.130 --> 00:01:21.004 Creating and Applying Materials 20 00:01:22.400 --> 00:01:24.300 Before applying materials, 21 00:01:24.300 --> 00:01:27.037 I will first demonstrate how an object appears 22 00:01:27.037 --> 00:01:29.500 when a material is applied 23 00:01:29.500 --> 00:01:35.300 Selecting an object, I will create a new material 24 00:01:35.300 --> 00:01:41.400 and then adjust the color for better visibility 25 00:01:41.400 --> 00:01:45.000 Although the material and color are applied, 26 00:01:45.000 --> 00:01:49.099 the change does not immediately appear in the viewport 27 00:01:49.099 --> 00:01:53.000 This is because, in Solid view, 28 00:01:53.000 --> 00:01:56.500 objects are displayed with only basic shading 29 00:01:56.500 --> 00:02:01.000 We need to switch the viewport mode by pressing Z 30 00:02:01.000 --> 00:02:04.300 and change it to Material Preview 31 00:02:04.300 --> 00:02:07.300 After pressing the shortcut for viewport mode, you get 32 00:02:07.300 --> 00:02:12.100 Wireframe, Material Preview, Solid, and Rendered 33 00:02:12.100 --> 00:02:14.399 There are four viewport modes 34 00:02:14.399 --> 00:02:18.199 The first two modes, Wireframe and Solid, 35 00:02:18.199 --> 00:02:21.300 are useful during modeling, 36 00:02:21.300 --> 00:02:24.800 while Material Preview is what we will use now 37 00:02:24.800 --> 00:02:27.637 The Rendered view will be used later 38 00:02:27.637 --> 00:02:29.399 during the rendering process 39 00:02:29.399 --> 00:02:33.699 By switching between Solid and Material Preview modes, 40 00:02:33.699 --> 00:02:38.000 we can immediately observe the differences 41 00:02:38.000 --> 00:02:40.300 To work more efficiently when applying materials, 42 00:02:40.300 --> 00:02:43.500 I will adjust the viewport layout 43 00:02:43.500 --> 00:02:47.000 I will add a new window by dragging 44 00:02:47.000 --> 00:02:50.399 the boundary between the layout and the outliner 45 00:02:50.399 --> 00:02:54.600 This allows for a dual-window setup 46 00:02:54.600 --> 00:02:57.600 Drag to the left, 47 00:02:57.600 --> 00:03:02.399 and it easily creates a new window 48 00:03:02.399 --> 00:03:06.500 I will set the left window by pressing Z 49 00:03:06.500 --> 00:03:09.300 to Material Preview 50 00:03:09.300 --> 00:03:12.600 and change the right window to Shader Editor 51 00:03:12.600 --> 00:03:15.800 through the header menu 52 00:03:15.800 --> 00:03:19.699 This layout setup is not mandatory 53 00:03:19.699 --> 00:03:23.221 You can adjust it according to your preferences 54 00:03:27.310 --> 00:03:30.199 Now, I will explain the material functions 55 00:03:30.199 --> 00:03:32.899 before applying them to our objects 56 00:03:32.899 --> 00:03:35.600 Before I explain, 57 00:03:35.600 --> 00:03:38.168 I will demonstrate first 58 00:03:38.168 --> 00:03:41.361 so that it helps with the understanding 59 00:03:41.361 --> 00:03:45.399 To illustrate, I will select a wall-mounted light 60 00:03:45.399 --> 00:03:49.000 and remove its current material, 61 00:03:49.000 --> 00:03:52.399 then assign a new one 62 00:03:52.399 --> 00:03:55.949 This action generates a corresponding material node 63 00:03:55.949 --> 00:03:57.800 in the Shader Editor 64 00:03:57.800 --> 00:04:01.000 Blender provides multiple material types, each with different settings 65 00:04:01.000 --> 00:04:07.000 For this session, we will focus on the Principled BSDF material 66 00:04:07.000 --> 00:04:11.105 and explore its key parameters, such as Metallic, Roughness, IOR, and Alpha 67 00:04:11.105 --> 00:04:14.600 I will demonstrate how adjusting these values affects the appearance of the material, 68 00:04:14.600 --> 00:04:19.799 while briefly introducing the remaining settings 69 00:04:19.799 --> 00:04:22.899 The Principled BSDF material 70 00:04:22.899 --> 00:04:26.200 is Blender’s standard shader 71 00:04:26.200 --> 00:04:30.399 based on the Open PBR Surface Shading model 72 00:04:30.399 --> 00:04:33.600 It follows principles similar to those found in materials 73 00:04:33.600 --> 00:04:36.100 used by Disney and other 3D software 74 00:04:36.100 --> 00:04:40.000 The Base Color setting determines the material’s color 75 00:04:40.000 --> 00:04:44.200 By clicking on Base Color, a color picker appears, 76 00:04:44.200 --> 00:04:46.650 allowing for precise adjustments 77 00:04:46.650 --> 00:04:50.700 through direct selection or dragging 78 00:04:50.700 --> 00:04:53.700 To better observe material changes, 79 00:04:53.700 --> 00:04:58.000 I will isolate the object by adjusting the viewport 80 00:04:58.000 --> 00:05:00.600 As soon as the color is modified, 81 00:05:00.600 --> 00:05:03.650 the change is instantly reflected 82 00:05:03.650 --> 00:05:07.100 in Material Preview 83 00:05:07.100 --> 00:05:09.154 The Metallic setting controls 84 00:05:09.154 --> 00:05:11.700 how metallic an object appears 85 00:05:11.700 --> 00:05:15.399 A value closer to 0 means the object will not have a metallic appearance, 86 00:05:15.399 --> 00:05:18.706 whereas increasing the value toward 1 gives it a more reflective metal-like look 87 00:05:27.131 --> 00:05:31.000 The Roughness parameter determines the surface’s texture 88 00:05:31.000 --> 00:05:34.799 A value near 0 results in sharp, mirror-like reflections, 89 00:05:34.799 --> 00:05:38.200 while a value closer to 1 diffuses reflections, making the surface appear rougher 90 00:05:38.200 --> 00:05:41.899 When applying materials to our modeled environment, 91 00:05:41.899 --> 00:05:44.499 we will use Roughness 92 00:05:44.499 --> 00:05:47.200 to create softer-looking objects 93 00:05:47.200 --> 00:05:50.299 The IOR setting affects how light bends when passing through the material 94 00:05:50.299 --> 00:05:56.859 Most objects have an IOR between 1.0 and 4.0 95 00:05:56.859 --> 00:06:00.399 The Alpha setting controls transparency, 96 00:06:00.399 --> 00:06:02.849 with values near 0 making the material fully transparent 97 00:06:02.849 --> 00:06:05.249 and values close to 1 making it opaque 98 00:06:11.700 --> 00:06:14.517 Subsurface scattering is useful for materials 99 00:06:14.517 --> 00:06:16.600 like skin or milk, 100 00:06:16.600 --> 00:06:21.000 giving them a soft, organic appearance 101 00:06:21.000 --> 00:06:23.500 Specular controls the intensity 102 00:06:23.500 --> 00:06:27.100 of reflections on a metallic surface layer 103 00:06:27.100 --> 00:06:30.400 Transmission is used for rendering transparent materials 104 00:06:30.400 --> 00:06:33.500 such as glass or liquids 105 00:06:33.500 --> 00:06:37.100 The Coat parameter functions similarly to Roughness 106 00:06:37.100 --> 00:06:39.031 but adds a clear coat effect, 107 00:06:39.031 --> 00:06:41.600 making the surface appear as if it has a glossy finish 108 00:06:41.600 --> 00:06:45.799 The Sheen setting simulates the tiny fibers seen in fabric, 109 00:06:45.799 --> 00:06:48.699 particularly enhancing reflections 110 00:06:48.699 --> 00:06:54.000 along the edges of cloth, giving it a velvety texture 111 00:06:54.000 --> 00:06:56.350 Emission allows objects to emit light directly from their material, 112 00:06:56.350 --> 00:06:59.600 making them appear as self-illuminating 113 00:06:59.600 --> 00:07:02.300 Thin Film creates a layered effect, 114 00:07:02.300 --> 00:07:04.899 simulating materials that have a thin reflective coating 115 00:07:04.899 --> 00:07:06.815 Adjusting the film's thickness 116 00:07:06.815 --> 00:07:09.380 and refractive index changes how light interacts with the surface 117 00:07:13.399 --> 00:07:17.197 If a created material is no longer needed, it can be removed 118 00:07:17.197 --> 00:07:20.700 Let's learn how to remove it 119 00:07:20.700 --> 00:07:24.300 The usual method is to go in the Shader Editor header 120 00:07:24.300 --> 00:07:26.799 and use the Unlink Data button 121 00:07:26.799 --> 00:07:31.899 It detaches the material from the object 122 00:07:31.899 --> 00:07:36.299 However, the material remains stored and can be reused later 123 00:07:36.299 --> 00:07:38.299 To permanently delete a material, 124 00:07:38.299 --> 00:07:40.899 you could do this instead 125 00:07:40.899 --> 00:07:43.499 Switch the Outliner display mode 126 00:07:43.499 --> 00:07:47.100 to Blender File, 127 00:07:47.100 --> 00:07:51.500 navigate to the Current File section, 128 00:07:51.500 --> 00:07:56.000 and find the materials in the list 129 00:07:56.000 --> 00:08:00.500 These have been something previously created 130 00:08:00.500 --> 00:08:04.700 Select the material we want to remove, 131 00:08:04.700 --> 00:08:06.850 right-click, 132 00:08:06.850 --> 00:08:10.571 and select Delete 133 00:08:10.571 --> 00:08:15.299 The first object to receive a material is the wall 134 00:08:15.299 --> 00:08:19.399 Selecting the connected wall and floor object, 135 00:08:19.399 --> 00:08:23.799 create a new material through the Shader Editor 136 00:08:23.799 --> 00:08:25.749 Then, the currently selected object 137 00:08:25.749 --> 00:08:28.399 will have a new material applied 138 00:08:28.399 --> 00:08:31.000 Each material can be renamed for easier identification, 139 00:08:31.000 --> 00:08:33.809 which is helpful when managing multiple materials 140 00:08:33.809 --> 00:08:35.299 later on 141 00:08:35.299 --> 00:08:37.599 The name can be changed in the header of the Shader Editor 142 00:08:37.599 --> 00:08:39.249 Adjusting the Base Color 143 00:08:39.249 --> 00:08:42.400 in the Material Preview mode immediately updates 144 00:08:42.400 --> 00:08:45.500 the object's appearance in the viewport 145 00:08:45.500 --> 00:08:47.700 I will set the wall color to a beige tone 146 00:08:47.700 --> 00:08:50.099 and, to create a softer look, 147 00:08:50.099 --> 00:08:52.946 increase the Roughness value to 0.8 148 00:09:03.500 --> 00:09:07.299 Next, I will apply a material to the window frame 149 00:09:07.299 --> 00:09:10.299 To view the frame more closely, I will select it 150 00:09:10.299 --> 00:09:13.799 and use the View Selected function to zoom in 151 00:09:13.799 --> 00:09:16.549 After opening the Shader Editor, 152 00:09:16.549 --> 00:09:19.893 I will create a new material and rename it 153 00:09:26.900 --> 00:09:31.400 Adjusting the Base Color to a darker shade can be done 154 00:09:31.400 --> 00:09:34.700 by using the color selection tool 155 00:09:34.700 --> 00:09:36.700 and dragging the scroll bar downward 156 00:09:45.599 --> 00:09:49.900 Finally, I will set the Roughness value to 0.8 157 00:09:49.900 --> 00:09:53.099 I will select both the main frame 158 00:09:53.099 --> 00:09:55.799 and the inner object 159 00:09:55.799 --> 00:09:58.900 Using the shortcut Ctrl+L 160 00:09:58.900 --> 00:10:01.799 opens the Link/Transfer Data menu, 161 00:10:01.799 --> 00:10:04.700 where I will choose Link Materials 162 00:10:04.700 --> 00:10:08.100 This ensures that all selected objects 163 00:10:08.100 --> 00:10:10.400 share the same material 164 00:10:10.400 --> 00:10:13.900 Let me stay here at Link/Transfer Data menu 165 00:10:13.900 --> 00:10:18.099 and talk a little about Link Materials 166 00:10:18.099 --> 00:10:21.099 Link Materials apply the material 167 00:10:21.099 --> 00:10:25.099 from the last selected object to all others 168 00:10:25.099 --> 00:10:28.099 First, select the object that needs the material 169 00:10:28.099 --> 00:10:30.440 Then, select the last object 170 00:10:30.440 --> 00:10:33.200 that already has the desired material applied 171 00:10:33.200 --> 00:10:35.950 Press Ctrl + L 172 00:10:35.950 --> 00:10:38.900 Choose Link Materials 173 00:10:38.900 --> 00:10:41.300 This will apply the material of the last selected object 174 00:10:41.300 --> 00:10:43.200 to the previously selected ones 175 00:10:43.200 --> 00:10:46.600 Make sure you follow the steps correctly, 176 00:10:46.600 --> 00:10:48.099 and it will be helpful 177 00:10:48.099 --> 00:10:50.200 Selecting multiple objects 178 00:10:50.200 --> 00:10:52.343 and then choosing a material from the Shader Editor 179 00:10:52.343 --> 00:10:53.900 might seem like it would apply the material 180 00:10:53.900 --> 00:10:56.829 to all of them at once 181 00:10:56.829 --> 00:11:00.599 However, when removing the existing material 182 00:11:00.599 --> 00:11:02.721 from the window frame bars 183 00:11:02.721 --> 00:11:05.299 and selecting a new material from the material list, 184 00:11:05.299 --> 00:11:08.099 only the last selected object 185 00:11:08.099 --> 00:11:11.700 receives the new material 186 00:11:11.700 --> 00:11:14.424 Because of this, using Link/Transfer Data 187 00:11:14.424 --> 00:11:17.619 is a better approach 188 00:11:17.619 --> 00:11:22.200 Selecting Link/Transfer Data and choosing Link Materials again, 189 00:11:22.200 --> 00:11:27.000 I will apply the material to the window frame 190 00:11:27.000 --> 00:11:30.299 Now, moving on to the bookshelf, 191 00:11:30.299 --> 00:11:33.799 I will select it and open the Shader Editor 192 00:11:33.799 --> 00:11:38.799 Pressing New, I will create a new material and rename it 193 00:11:38.799 --> 00:11:41.049 Then, I will adjust the Base Color 194 00:11:41.049 --> 00:11:43.324 to match the intended look of the scene 195 00:11:50.421 --> 00:11:52.221 After selecting the desired color, 196 00:11:52.221 --> 00:11:55.993 I will modify the Roughness value to 0.8 197 00:11:55.993 --> 00:11:59.472 Once the Roughness is set, I will check the color again 198 00:11:59.472 --> 00:12:02.598 and make any necessary adjustments to refine the appearance 199 00:12:06.079 --> 00:12:08.668 Next, I will select the top section of the bookshelf 200 00:12:08.668 --> 00:12:11.145 and apply a material to it 201 00:12:11.145 --> 00:12:13.995 I will create and rename a new material, 202 00:12:13.995 --> 00:12:16.700 then adjust the Base Color 203 00:12:16.700 --> 00:12:20.799 to complement the rest of the scene 204 00:12:20.799 --> 00:12:23.699 I will try some options 205 00:12:23.699 --> 00:12:26.156 and fine the best color for me 206 00:12:33.188 --> 00:12:35.489 After confirming the color choice, 207 00:12:35.490 --> 00:12:37.590 I will set the Roughness 208 00:12:37.590 --> 00:12:41.700 to 0.8, ensuring consistency across the materials 209 00:12:41.700 --> 00:12:44.822 Select the table legs and apply 210 00:12:44.822 --> 00:12:47.799 the same material as the tabletop 211 00:12:47.799 --> 00:12:52.400 Press Ctrl+L to open the Link/Transfer Data menu 212 00:12:52.400 --> 00:12:55.697 and use the Link Materials function to apply the material 213 00:12:59.000 --> 00:13:03.900 Next, let’s apply the material to the drawer next to the desk 214 00:13:03.900 --> 00:13:08.099 Select the previously applied object materials, 215 00:13:08.099 --> 00:13:12.299 then use the Link/Transfer Data and Link Materials functions 216 00:13:12.299 --> 00:13:16.199 to apply different materials to the exterior, interior, 217 00:13:16.199 --> 00:13:20.500 and handles of the drawer separately 218 00:13:20.500 --> 00:13:23.900 The desk’s material color looks slightly off, 219 00:13:23.900 --> 00:13:28.099 so I will select all its components one by one while holding Shift 220 00:13:28.099 --> 00:13:30.606 and apply the same color as the window frame 221 00:13:34.000 --> 00:13:37.500 Since the repeated color makes it look unnatural, I will revert the change 222 00:13:37.500 --> 00:13:41.299 I also noticed that one of the desk legs does not have the correct material applied, 223 00:13:41.299 --> 00:13:43.699 so I will select the corresponding material from the material list 224 00:13:43.699 --> 00:13:45.989 and apply it to match the other legs 225 00:13:48.500 --> 00:13:52.500 Next, I will apply materials to the chair using the previously applied materials 226 00:13:52.500 --> 00:13:55.850 By using the Link/Transfer Data and Link Materials functions, 227 00:13:55.850 --> 00:13:59.500 I will efficiently apply the materials 228 00:14:06.520 --> 00:14:08.461 Now, I will apply material 229 00:14:08.461 --> 00:14:11.331 to the pages of the books on the bookshelf 230 00:14:11.331 --> 00:14:15.440 After selecting the pages, I will create a new material 231 00:14:15.440 --> 00:14:19.589 and choose a slightly darker shade than white 232 00:14:19.589 --> 00:14:23.549 Then, I will set the Roughness value to 0.8 233 00:14:23.549 --> 00:14:26.896 To quickly apply the material to multiple book pages, 234 00:14:26.896 --> 00:14:30.746 I will select all relevant pages and use the Link/Transfer Data 235 00:14:30.746 --> 00:14:32.440 and Link Materials functions 236 00:14:35.470 --> 00:14:39.544 Moving on, I will apply the material to the book covers 237 00:14:39.544 --> 00:14:41.544 irst, I will select one book cover, 238 00:14:41.544 --> 00:14:44.049 create a new material, 239 00:14:44.049 --> 00:14:47.613 and rename it 240 00:14:47.613 --> 00:14:49.055 After selecting the desired color, 241 00:14:49.055 --> 00:14:52.237 I will set the Roughness value to 0.8 242 00:14:52.237 --> 00:14:54.980 Just as I created a red book cover, 243 00:14:54.980 --> 00:14:58.336 I will now create blue, green, and yellow 244 00:14:58.336 --> 00:14:59.881 book cover materials 245 00:15:27.976 --> 00:15:31.126 With four different book cover materials prepared, 246 00:15:31.126 --> 00:15:33.000 I will distribute them evenly 247 00:15:33.000 --> 00:15:36.728 Using the Link/Transfer Data and Link Materials functions, 248 00:15:36.728 --> 00:15:38.659 I will apply the materials to the books 249 00:15:51.549 --> 00:15:55.002 After finishing the materials for the books inside the bookshelf, 250 00:15:55.002 --> 00:15:56.802 I will apply materials 251 00:15:56.802 --> 00:15:59.619 to the books on the desk as well 252 00:15:59.619 --> 00:16:02.019 By reusing the page material from the bookshelf, 253 00:16:02.019 --> 00:16:06.561 I will apply it to the book pages on the desk 254 00:16:06.561 --> 00:16:08.325 To do this quickly, 255 00:16:08.325 --> 00:16:10.368 I will use the Link/Transfer Data 256 00:16:10.368 --> 00:16:13.539 and Link Materials functions 257 00:16:13.539 --> 00:16:16.539 Similarly, I will apply the cover materials using the same process 258 00:16:16.539 --> 00:16:19.299 while adjusting the color distribution for a natural look 259 00:16:19.299 --> 00:16:22.821 Make sure to assign appropriate colors to each 260 00:16:32.681 --> 00:16:34.831 For the final touch, 261 00:16:34.831 --> 00:16:37.020 check the material list 262 00:16:37.020 --> 00:16:39.605 and assign appropriate colors to the book covers 263 00:16:39.605 --> 00:16:41.314 and pages on the desk 264 00:16:46.960 --> 00:16:50.820 Next, I will apply materials to the sofa 265 00:16:50.820 --> 00:16:54.199 I will create a new material in the Shader Editor 266 00:16:54.199 --> 00:16:57.099 and name it accordingly 267 00:16:57.099 --> 00:16:59.549 Let's change the name 268 00:16:59.549 --> 00:17:01.900 and color it beige 269 00:17:01.900 --> 00:17:05.219 The Roughness value will be set to 0.8 270 00:17:05.219 --> 00:17:09.939 For the rest of the sofa, I will generate new materials, rename them, 271 00:17:09.939 --> 00:17:13.099 and select similar beige shades 272 00:17:13.099 --> 00:17:16.056 The Roughness value will be set to 0.8 for all 273 00:17:24.081 --> 00:17:26.859 For the sofa legs, I will apply a wood-like texture 274 00:17:26.859 --> 00:17:29.109 by reusing a previously assigned material 275 00:17:29.109 --> 00:17:32.900 Using the Link/Transfer Data and Link Materials functions, 276 00:17:32.900 --> 00:17:35.217 I will quickly apply the material to all sofa legs 277 00:17:49.390 --> 00:17:52.739 Now, I will apply materials to the table 278 00:17:52.739 --> 00:17:56.020 First, I will create a new material 279 00:17:56.020 --> 00:17:59.020 in the Shader Editor, 280 00:17:59.020 --> 00:18:02.699 rename it, and keep the default base color 281 00:18:02.699 --> 00:18:05.260 The Roughness value will be set to 0.5, 282 00:18:05.260 --> 00:18:07.110 and the Alpha value will be set to 0.25 283 00:18:07.110 --> 00:18:09.884 to create a slightly transparent table 284 00:18:23.859 --> 00:18:27.009 I will also adjust any areas where the sofa’s Roughness value 285 00:18:27.009 --> 00:18:29.660 was not properly set to 0.8 286 00:18:29.660 --> 00:18:34.219 before moving on to defining the table leg materials 287 00:18:34.219 --> 00:18:38.109 I will create a new material and rename it accordingly 288 00:18:48.900 --> 00:18:53.300 To achieve a metallic appearance, I will set the base color’s Metallic value to 0.6 289 00:18:53.300 --> 00:18:57.020 and the Roughness value to 0.2 290 00:18:57.020 --> 00:18:59.819 To prevent the legs from looking too starkly white, 291 00:18:59.819 --> 00:19:03.660 I will slightly darken the color 292 00:19:03.660 --> 00:19:06.099 Finally, I will select the remaining table legs 293 00:19:06.099 --> 00:19:09.939 and use the Link/Transfer Data and Link Materials functions 294 00:19:09.939 --> 00:19:11.536 to apply the same material 295 00:19:30.900 --> 00:19:34.420 Next, I will apply materials to the TV 296 00:19:34.420 --> 00:19:37.339 In the Shader Editor, I will create a new material 297 00:19:37.339 --> 00:19:40.339 and rename it 298 00:19:40.339 --> 00:19:42.619 The base color will be adjusted to a dark shade, 299 00:19:42.619 --> 00:19:45.280 and the Roughness value will be set to 0.8 300 00:19:52.979 --> 00:19:55.229 For the TV screen glass, 301 00:19:55.229 --> 00:19:57.219 I will simulate a turned-off screen 302 00:19:57.219 --> 00:19:59.495 by setting the color to black 303 00:19:59.495 --> 00:20:02.216 and the Roughness value to 0.8 304 00:20:12.238 --> 00:20:16.600 For the TV stand, I will apply the same material used for the drawer handles 305 00:20:16.600 --> 00:20:22.200 by utilizing the Link/Transfer Data and Link Materials functions 306 00:20:22.200 --> 00:20:25.400 The legs of the TV will be assigned the same material as the TV body, 307 00:20:25.400 --> 00:20:30.122 also using the Link/Transfer Data and Link Materials functions 308 00:20:43.599 --> 00:20:48.400 Next, I will apply materials to the picture frames hanging on the wall 309 00:20:48.400 --> 00:20:52.599 Using the Link/Transfer Data and Link Materials functions, 310 00:20:52.599 --> 00:20:57.489 I will assign the book page material to the inner part of the frame and the table material to the outer frame 311 00:21:12.757 --> 00:21:14.887 Moving on to the wall-mounted lights, 312 00:21:14.887 --> 00:21:18.089 I will apply materials to them 313 00:21:18.089 --> 00:21:19.789 First, I will select one of the lights 314 00:21:19.789 --> 00:21:23.599 and create a new material in the Shader Editor 315 00:21:23.599 --> 00:21:27.614 I will rename it and set the color to a dark shade 316 00:21:34.900 --> 00:21:39.050 I will then adjust the Metallic value to 0.8 317 00:21:39.050 --> 00:21:41.900 and the Roughness value to 0.25 318 00:21:41.900 --> 00:21:43.900 The remaining three lights 319 00:21:43.900 --> 00:21:47.400 will be assigned the same material 320 00:21:47.400 --> 00:21:50.199 To do this efficiently, I will first select the three other lights, 321 00:21:50.199 --> 00:21:54.400 then select the already assigned light last, 322 00:21:54.400 --> 00:21:58.100 press Ctrl + L, 323 00:21:58.100 --> 00:22:01.400 and choose Link Materials to apply the same material to all of them 324 00:22:01.400 --> 00:22:05.800 The picture frames placed on the drawer 325 00:22:05.800 --> 00:22:09.500 will be assigned the same material as the wall-mounted frames 326 00:22:09.500 --> 00:22:11.972 using the Link/Transfer Data and Link Materials functions 327 00:22:27.798 --> 00:22:31.699 Next, I will apply material to the desk 328 00:22:31.699 --> 00:22:35.100 The lower support and columns will receive the same material as the table legs 329 00:22:35.100 --> 00:22:39.300 through the Link/Transfer Data and Link Materials functions, 330 00:22:39.300 --> 00:22:43.399 while the main body of the desk will be assigned a new material 331 00:22:43.399 --> 00:22:47.100 In the Shader Editor, I will create a new material, rename it, 332 00:22:47.100 --> 00:22:49.370 and change the color to gray 333 00:22:53.699 --> 00:22:55.899 I will then set the Roughness value to 0.8 334 00:22:55.899 --> 00:22:58.452 and the Alpha value to 0.25 335 00:23:10.899 --> 00:23:14.800 Now, I will apply materials to the tiles 336 00:23:14.800 --> 00:23:17.804 Since the tiles were modeled as a single grid-shaped object 337 00:23:17.804 --> 00:23:19.919 during the modeling stage, 338 00:23:19.919 --> 00:23:22.367 I can easily apply materials 339 00:23:22.367 --> 00:23:25.300 in a checkerboard pattern 340 00:23:25.300 --> 00:23:30.800 First, I will select one tile and create a new material in the Shader Editor 341 00:23:30.800 --> 00:23:33.199 After renaming it, 342 00:23:33.199 --> 00:23:36.800 I will adjust the color to a slightly darker shade than white 343 00:23:36.800 --> 00:23:40.300 and set the Roughness value to 0.8 344 00:23:40.300 --> 00:23:44.000 Then, I will duplicate the tile material 345 00:23:44.000 --> 00:23:46.406 and change only the color 346 00:24:14.699 --> 00:24:18.399 Finally, I will apply material to the cup 347 00:24:18.399 --> 00:24:21.899 In the Shader Editor, I will create a new material, 348 00:24:21.899 --> 00:24:23.453 rename it, 349 00:24:32.000 --> 00:24:35.600 and adjust the color to be slightly darker than the default 350 00:24:35.600 --> 00:24:38.406 The Roughness value will be set to 0.8 351 00:24:43.045 --> 00:24:46.777 Lighting Types and Placement 352 00:24:47.299 --> 00:24:51.000 Now, I will explain lighting 353 00:24:51.000 --> 00:24:55.250 In Blender, there are four main types of lights: Point Light, Sun Light, 354 00:24:55.250 --> 00:24:59.600 Spot Light, and Area Light 355 00:24:59.600 --> 00:25:02.100 After covering their basic properties, 356 00:25:02.100 --> 00:25:06.600 I will place lights in the scene 357 00:25:06.600 --> 00:25:08.950 To explain lighting, 358 00:25:08.950 --> 00:25:12.600 I have set up a simple scene 359 00:25:12.600 --> 00:25:16.500 I will go over each light type while demonstrating them on screen 360 00:25:16.500 --> 00:25:18.550 Point Light 361 00:25:18.550 --> 00:25:21.200 emits light evenly in all directions, 362 00:25:21.200 --> 00:25:24.700 similar to an indoor lightbulb 363 00:25:53.368 --> 00:25:56.618 Sun Light projects light in a single direction 364 00:25:56.618 --> 00:25:58.730 from a far distance, simulating sunlight 365 00:25:58.730 --> 00:26:01.888 Because it represents the sun, 366 00:26:01.888 --> 00:26:04.988 even a low strength value 367 00:26:04.988 --> 00:26:09.160 produces a bright effect, making it ideal for outdoor lighting 368 00:26:09.160 --> 00:26:11.369 The Sun Light’s angle can be adjusted to change 369 00:26:11.369 --> 00:26:13.477 the direction of the light, 370 00:26:13.477 --> 00:26:17.626 but moving its position will not affect the rendering 371 00:26:37.406 --> 00:26:42.934 Spot Light emits light in a cone shape toward a specific direction 372 00:26:42.934 --> 00:26:47.360 It works similarly to a flashlight or a car’s headlights 373 00:27:33.838 --> 00:27:37.488 Area Light is used for light that spreads 374 00:27:37.488 --> 00:27:39.625 from a surface 375 00:27:39.625 --> 00:27:43.902 It creates soft-edged shadows and is useful for simulating objects 376 00:27:43.902 --> 00:27:46.252 that emit light, such as 377 00:27:46.252 --> 00:27:48.611 TV screens or fluorescent lamps 378 00:27:48.611 --> 00:27:50.519 emitting LED light 379 00:28:12.022 --> 00:28:14.472 Let's cover a fundamental setup widely used in film and photography, 380 00:28:14.472 --> 00:28:17.933 which is three-point lighting 381 00:28:17.933 --> 00:28:21.319 This method involves placing three lights 382 00:28:21.319 --> 00:28:23.962 and is one of the most popular methods 383 00:28:23.962 --> 00:28:27.873 As for the name goes, there are three light sources here 384 00:28:27.873 --> 00:28:31.556 The first light is the Key Light, the primary light source 385 00:28:31.556 --> 00:28:34.806 that determines overall brightness 386 00:28:34.806 --> 00:28:36.626 and shadow direction 387 00:28:36.626 --> 00:28:40.319 The second is the Fill Light, 388 00:28:40.319 --> 00:28:44.685 which reduces contrast by illuminating darker areas of the subject 389 00:28:44.685 --> 00:28:47.497 Since the fill light is responsible for illuminating the darkest areas, 390 00:28:47.497 --> 00:28:51.527 it reduces the contrast between the brightest and darkest 391 00:28:51.527 --> 00:28:53.933 The third light is the backlight, 392 00:28:53.933 --> 00:28:57.873 which shines from behind the subject 393 00:28:57.873 --> 00:29:02.200 Because it illuminates from the opposite direction of the camera’s perspective, 394 00:29:02.200 --> 00:29:05.388 it enhances the object’s silhouette 395 00:29:05.388 --> 00:29:07.288 By emphasizing the outline, 396 00:29:07.288 --> 00:29:10.022 the backlight helps create a more three-dimensional effect, 397 00:29:10.022 --> 00:29:14.200 making it an essential element in 3D space composition 398 00:29:14.200 --> 00:29:16.950 Although I will not be applying 399 00:29:16.950 --> 00:29:20.358 a full three-point lighting setup in this particular scene, 400 00:29:20.358 --> 00:29:23.258 I wanted to introduce the concept since it serves as a fundamental guideline 401 00:29:23.258 --> 00:29:24.685 for placing lights effectively 402 00:29:24.685 --> 00:29:28.085 Before setting up the lights, I will switch back to a single view, 403 00:29:28.085 --> 00:29:30.160 similar to the modeling workspace, 404 00:29:30.160 --> 00:29:33.560 and prepare a wide floor area to ensure 405 00:29:33.560 --> 00:29:36.794 that the lighting appears correctly in the final render 406 00:29:36.794 --> 00:29:41.636 Press Shift+A to bring up the Add shortcut and add a cube 407 00:29:41.636 --> 00:29:45.633 Then, in the Properties panel, change the Scale values 408 00:29:45.633 --> 00:29:47.853 for X, Y, and Z to 3 409 00:29:47.853 --> 00:29:50.603 Next, press the Tab key 410 00:29:50.603 --> 00:29:52.992 to switch to Edit Mode 411 00:29:52.992 --> 00:29:56.542 Using the Delete shortcut X key, 412 00:29:56.542 --> 00:29:58.893 remove three faces of the cube 413 00:29:58.893 --> 00:30:02.193 Then, switch back to Object Mode 414 00:30:02.193 --> 00:30:06.675 and adjust its position and size as needed 415 00:30:06.675 --> 00:30:11.249 Switch back to Edit Mode, select the cube’s edges, 416 00:30:11.249 --> 00:30:14.399 nd press Ctrl+B to apply a Bevel 417 00:30:14.399 --> 00:30:16.744 to split the edges 418 00:30:16.744 --> 00:30:20.378 Set the Segment value to 5 419 00:30:20.378 --> 00:30:23.428 Finally, right-click 420 00:30:23.428 --> 00:30:26.200 and select Shade Smooth to smooth out the edges 421 00:30:35.200 --> 00:30:38.700 Now, switch the view mode using the Z shortcut 422 00:30:38.700 --> 00:30:41.041 and select Rendered View 423 00:30:41.041 --> 00:30:42.891 Add a Point Light 424 00:30:42.891 --> 00:30:44.408 and position it accordingly 425 00:31:06.760 --> 00:31:09.202 Open the Properties panel 426 00:31:09.202 --> 00:31:11.760 and navigate to the light settings 427 00:31:11.760 --> 00:31:15.160 to adjust the Power and Radius values 428 00:31:24.360 --> 00:31:26.257 Create an additional Point Light 429 00:31:26.257 --> 00:31:28.360 and position it 430 00:31:28.360 --> 00:31:30.760 Turn off the Shade function 431 00:31:30.760 --> 00:31:33.959 and modify the Power and Radius values to suit the scene 432 00:32:08.396 --> 00:32:10.846 Next, add an Area Light and position it 433 00:32:10.846 --> 00:32:15.107 to simulate light coming in through the window 434 00:32:15.107 --> 00:32:20.404 Adjust the Size to 3m, refine the positioning, 435 00:32:20.404 --> 00:32:24.204 and tweak the light color 436 00:32:24.204 --> 00:32:27.385 to create a warm atmosphere 437 00:33:23.778 --> 00:33:27.560 Rendering in Blender 438 00:33:27.960 --> 00:33:31.960 We will now cover rendering settings 439 00:33:31.960 --> 00:33:35.287 There are two main rendering methods available 440 00:33:35.287 --> 00:33:37.919 One is Eevee rendering 441 00:33:37.919 --> 00:33:40.826 Eevee is a real-time rendering engine 442 00:33:40.826 --> 00:33:43.137 focused on speed 443 00:33:43.137 --> 00:33:45.887 It does not calculate each light direction precisely 444 00:33:45.887 --> 00:33:48.087 but instead uses an approximate rendering method, 445 00:33:48.087 --> 00:33:51.206 skipping some calculations 446 00:33:51.206 --> 00:33:56.493 This makes it much faster but less accurate in terms of realism 447 00:33:56.493 --> 00:33:59.305 Next is Cycles rendering 448 00:33:59.305 --> 00:34:03.919 Cycles is a ray-tracing-based rendering engine 449 00:34:03.919 --> 00:34:07.019 It calculates light directions and intensity 450 00:34:07.019 --> 00:34:09.078 in a physically accurate way, 451 00:34:09.078 --> 00:34:12.078 producing high-quality results 452 00:34:12.078 --> 00:34:13.978 However, it requires much more computing power, 453 00:34:13.978 --> 00:34:16.880 making the rendering process slower 454 00:34:16.880 --> 00:34:20.280 Cycles rendering allows you to choose 455 00:34:20.280 --> 00:34:25.296 between using the CPU or GPU for computation 456 00:34:25.296 --> 00:34:28.546 When rendering in Camera view, 457 00:34:28.546 --> 00:34:30.870 you can preview the output before finalizing your work 458 00:34:30.870 --> 00:34:34.126 So let's set the camera first 459 00:34:34.126 --> 00:34:37.244 To begin, add a camera 460 00:34:37.244 --> 00:34:39.433 by pressing Shift + A 461 00:34:39.433 --> 00:34:42.033 You can move the camera using the G shortcut 462 00:34:42.033 --> 00:34:44.334 or adjust its angle with R, 463 00:34:44.334 --> 00:34:47.374 to set up the camera, 464 00:34:47.374 --> 00:34:50.839 but setting it up while in Camera view is more convenient 465 00:34:50.839 --> 00:34:54.156 So let's switch to Camera view 466 00:34:54.156 --> 00:34:57.056 To switch to Camera view, 467 00:34:57.056 --> 00:34:59.839 press the ~ key 468 00:34:59.839 --> 00:35:04.800 If you move the view with your mouse or keyboard, 469 00:35:04.800 --> 00:35:08.800 it will switch back to Perspective view 470 00:35:08.800 --> 00:35:12.200 To lock the Camera view while making adjustments, 471 00:35:12.200 --> 00:35:14.800 you need to set an option 472 00:35:14.800 --> 00:35:17.100 If sidebar is not enabled, 473 00:35:17.100 --> 00:35:20.800 first enable the sidebar with N 474 00:35:20.800 --> 00:35:25.106 Then, under the View tab, 475 00:35:25.106 --> 00:35:27.756 check Camera to View 476 00:35:27.756 --> 00:35:30.948 in the Lock menu 477 00:35:30.948 --> 00:35:35.760 Switch to Camera View using the ~ shortcut 478 00:35:35.760 --> 00:35:38.978 If you move the view using the mouse or keyboard, 479 00:35:38.978 --> 00:35:40.978 it will remain in Camera View 480 00:35:40.978 --> 00:35:43.760 and will not switch back to Perspective View 481 00:35:43.760 --> 00:35:46.760 At this stage, I will proceed with 482 00:35:46.760 --> 00:35:48.265 setting up the camera for rendering 483 00:35:54.162 --> 00:35:56.162 Rendering offers various options 484 00:35:56.162 --> 00:35:59.627 to produce different output styles, 485 00:35:59.627 --> 00:36:01.927 but capturing the exact scene visible 486 00:36:01.927 --> 00:36:05.333 in Camera View is straightforward 487 00:36:05.333 --> 00:36:08.759 In the Properties panel, navigate to the Render tab, 488 00:36:08.759 --> 00:36:12.769 adjust a few basic settings, and then proceed with rendering 489 00:36:12.769 --> 00:36:16.502 There are many available settings, but to achieve high-quality results, 490 00:36:16.502 --> 00:36:19.690 I will switch the Render Engine to Cycles 491 00:36:19.690 --> 00:36:22.956 and set the Device to GPU 492 00:36:22.956 --> 00:36:25.456 In the Sampling section under Render Settings, 493 00:36:25.456 --> 00:36:28.114 I will configure the Max Samples to 2048 494 00:36:28.114 --> 00:36:29.738 before starting the rendering process. 495 00:36:40.402 --> 00:36:43.640 The shortcut key for rendering is F12 496 00:36:43.640 --> 00:36:45.540 Alternatively, in the Top Bar Menu, 497 00:36:45.540 --> 00:36:48.887 clicking Render > Render Image 498 00:36:48.887 --> 00:36:51.127 will render the current 499 00:36:51.127 --> 00:36:53.462 Camera View scene 500 00:36:53.462 --> 00:36:55.512 Once rendering begins, 501 00:36:55.512 --> 00:36:58.462 the image may initially appear noisy 502 00:36:58.462 --> 00:37:02.482 In the Status Bar, you can check the Sample Count, 503 00:37:02.482 --> 00:37:05.310 which shows the progress out 504 00:37:05.310 --> 00:37:07.402 of 2048 total samples 505 00:37:07.402 --> 00:37:10.164 Once all 2048 samples are completed, 506 00:37:10.164 --> 00:37:12.464 a clean and fully rendered image 507 00:37:12.464 --> 00:37:15.095 will be displayed 508 00:37:15.095 --> 00:37:18.907 To save the rendered result, go to the Top Menu, 509 00:37:18.907 --> 00:37:23.244 click Image > Save As, and choose a save location 510 00:37:23.244 --> 00:37:25.644 The Left and Center Panels 511 00:37:25.644 --> 00:37:28.016 allow selecting the file path, 512 00:37:28.016 --> 00:37:31.317 while the Right Panel provides options 513 00:37:31.317 --> 00:37:33.887 to adjust image settings before saving 514 00:37:33.887 --> 00:37:38.095 Let's continue with the default setting 515 00:37:38.095 --> 00:37:41.295 By default, the image will be saved as a PNG file 516 00:37:41.295 --> 00:37:45.026 in the specified directory 517 00:37:45.026 --> 00:37:47.956 This method allows exporting the rendered view 518 00:37:47.956 --> 00:37:52.303 in different formats for further use 519 00:37:52.303 --> 00:37:55.953 In this session, we covered creating 520 00:37:55.953 --> 00:37:58.937 and applying materials, lighting, and rendering in Blender 521 00:37:58.937 --> 00:38:01.637 As you may have noticed during practice, 522 00:38:01.637 --> 00:38:03.600 lighting plays a crucial role 523 00:38:03.600 --> 00:38:08.313 in enhancing depth and realism 524 00:38:08.313 --> 00:38:10.263 By practicing with various exercises 525 00:38:10.263 --> 00:38:12.966 using the techniques learned today, 526 00:38:12.966 --> 00:38:16.768 3D rendering skills can be further improved 527 00:38:16.768 --> 00:38:20.966 Let’s summarize what we learned in this session 528 00:38:20.966 --> 00:38:21.772 Thank you 529 00:38:22.561 --> 00:38:23.161 Material Creation and Application Select the object, click the [+New] button, rename the material, adjust the color, roughness, and alpha values 530 00:38:23.161 --> 00:38:23.761 Switch between Solid View and Material Preview Create a new window Left panel: Material Preview, right panel: Shader Editor 531 00:38:23.761 --> 00:38:24.311 The Link Materials function applies the same material to multiple selected objects 532 00:38:24.311 --> 00:38:24.911 Select the objects to apply the material to. Select the object that already has the material last. Press Ctrl+L, then select Link Materials 533 00:38:24.911 --> 00:38:25.461 Deleting Materials In the Shader Editor, click the Unlink Data button to remove the material from the object 534 00:38:25.461 --> 00:38:26.011 Change Display Mode to Blender File Mode and navigate to Current File > Materials 535 00:38:26.011 --> 00:38:26.601 Right-click the unnecessary material and select Delete 536 00:38:26.601 --> 00:38:27.601 Principled BSDF Settings Base Color: Sets material color Metallic: Adjusts metal properties Roughness: Controls surface roughness 537 00:38:27.601 --> 00:38:28.601 IOR: Sets the material’s refractive index Alpha: Adjusts material transparency Subsurface: Defines soft surface effects Specular: Metallic layer 538 00:38:28.601 --> 00:38:29.601 Transmission: Used for glass or liquid rendering Coat: Adjusts surface gloss Sheen: Modifies unique reflection effects on surfaces 539 00:38:29.601 --> 00:38:30.551 Emission: Defines the intensity of light emitted by the material Thin Film: Simulates a thin film overlay effect on materials 540 00:38:30.551 --> 00:38:31.551 Lighting Types and Placement Point Light: Evenly in all directions Sun Light: Simulates sunlight from afar in one direction 541 00:38:31.551 --> 00:38:32.551 Spot Light: Projects light in a cone shape Area Light: Emits light from a surface, useful for soft lighting effects 542 00:38:32.551 --> 00:38:33.551 Three-Point Lighting Setup A commonly used lighting method in film and photography Key Light: Main light source for brightness and shadow direction 543 00:38:33.551 --> 00:38:34.560 Fill Light: Softens shadows by illuminating darker areas Back Light: Highlights object contours from behind to create depth 544 00:38:34.560 --> 00:38:35.560 Background Setup Create a cube and switch to X-ray View, adjust its position, size, and smoothness 545 00:38:35.560 --> 00:38:36.560 Shift+A to create a cube, set Scale X, Y, Z = 3 in the Properties Panel Press Tab to enter Edit Mode, select three faces, and delete with X 546 00:38:36.560 --> 00:38:37.560 Select the three edges of the background, press Ctrl+B to bevel, set Segments to 5, then right-click and apply Shade Smooth 547 00:38:37.560 --> 00:38:38.579 Light Setup Shift+A - Light - Point Light, then position the light In the Properties Panel, adjust Power and Radius 548 00:38:38.579 --> 00:38:39.529 Blender Rendering Render Engines Eevee: Real-time render engine for speed Cycles: Physically based render engine, accurate 549 00:38:39.529 --> 00:38:40.529 Rendering Process Shift+A - Camera, then press [~] - View Camera 550 00:38:40.529 --> 00:38:41.529 Select the camera, go to the Properties Panel - View, and check Camera to View For high-quality render, Render Engine to Cycles, device to GPU 551 00:38:41.529 --> 00:38:42.490 Sampling - Render - Max Samples = 2048 Start rendering with F12 or by clicking Render - Render Image