Skillshare – Blender 3D Cycles Rendering Essentials

Skillshare – Blender 3D Cycles Rendering Essentials

在本课程中,我们将介绍使用Cycles在Blender中进行渲染的基本技术。对于那些刚接触Blender的人来说,Cycles是一种渲染引擎,可以与V-Ray,Corona,Arnold,Octane等媲美。本质上,Cycles可以模拟现实世界的照明条件,因此它使我们能够生成逼真的图像。但是与其他渲染引擎不同,Blender捆绑了Cycles,因此它是免费的,您不需要单独下载或安装任何东西。基本上,如果您使用Blender,那么您已经拥有了Cycles。

我们将要涵盖的内容

首先,我们将介绍GI渲染的工作原理,然后继续讨论GPU和CPU渲染之间的区别。接下来,我们将讨论渲染样本和不同的渲染方法。之后,我们将深入探讨光路及其如何帮助我们优化渲染时间。接下来,我们将介绍如何在循环中控制透明度和腐蚀性。然后,我们将介绍如何控制光线范围以及如何使用电影色调映射。我们将学习如何使用HDRI图像创建环境光。然后,我们将介绍使用不同类型的灯对象的更多照明技术,然后学习如何通过将任何几何形状转换为光源来创建自定义形状的光。

在介绍了渲染设置和照明之后,我们将继续介绍材质。我们将介绍有关着色器原理的许多方面,例如金属和介电材料之间的差异,创建透射性材料,次表面散射,光泽,各向异性,透明涂层,镜面反射等。作为奖励,我们将讨论如何创建的工作流程您可以想到的任何材料,然后通过创建自己的材料库来管理材料。在本课程的最后一部分,我们将讨论如何进行最终渲染,创建摄影机以及如何控制摄影机。我们将有一个创建此鱼类机器人渲染的最终项目。基本上,在这个项目中,我们将应用我们之前学过的所有内容,此外,还将学习如何将Blender的渲染结果应用于Krita,以创建最终的合成。

Skillshare – Blender 3D Cycles Rendering Essentials

In this course we will cover the essential techniques of rendering in Blender using Cycles. For those of you who new to Blender, Cycles is a rendering engine that is comparable to V-Ray, Corona, Arnold, Octane etc. Essentially Cycles can simulate real world lighting condition, so it enables us to produce photorealistic images. But unlike the other rendering engines, Cycles comes bundled with Blender so it is free and you don’t need to download or install anything separately. Basically if you use Blender then you already have Cycles.

What we are going to cover

First we’re going to cover how GI rendering works, then we move on to discussing the differences between GPU and CPU rendering. Next we will discuss about rendering samples and different rendering methods. After that, we will cover in depth about light paths and how it can help us to optimize the rendering time. Next we will cover how to control transparency and caustics in Cycles. And then we will cover how to control light range and use the filmic tone mapping. We will learn how to create environment light using HDRI images. Then we will cover more lighting techniques using different types of lamp object and then learn about creating custom shaped light by turning any geometry into a light source.

After we cover the render settings and lightings, we will then move on to materials. We will cover a lot of aspects about the principled shader such as the difference between metallic and dielectric material, creating transmissive materials, subsurface scattering, sheen, anisotropy, clearcoat, specular etc. As a bonus, we will discuss the workflow of how to create any material you can think of and then how to manage materials by creating your own material library. At the last part of this course we will discuss how to do final rendering, creating camera and how to control it. We will have a final project of creating this fish robot rendering. Basically in this project we will apply all that we have learned before, plus we will learn how to take our rendering result from Blender to Krita to create the final composition.

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