Setting the scene in your renders
cynaptic started this discussion in Model Export and Render

So you've used Scrubs' Blender template but want to spice up your renders a bit? (Please note that you do need to be at least a bit familiar with Blender).

The first thing I want to say is that I had never used Blender or similar software until I started doing renders here just over a month ago. Everything I have learned is from online tutorials and experimentation. It's not too hard and there is so much free information out there.

STEP ONE: THE "GROUND"
The Blender template has a simple studio backdrop but if you want your model to be somewhere else you ideally want a ground surface that fits the location. In my renders I replace the studio backdrop with a simple circle mesh to which I add textures to create the surface I like, such as wood or concrete. The important thing here is that your textures are high resolution because they will be seen from a short distance.

I get most of my textures and maps from [url]http://www.texturise.club[/url]. This is the one I used for my wood: [url]http://www.texturise.club/2014/02/tileable-wood-fine-texture.html[/url]

Here is the node setup for my ground materials:
http://i.imgur.com/hJi5H6h.png

Just set this up for your circle object and and make adjustments until it looks right. For more information just find a video tutorial online that you like.

Another alternative is to use a procedural texture. Have a look on [urlhttp://www.blendswap.com[/url] for these.

STEP TWO: LIGHTING AND BACKGROUND
This is straightfoward. Where you choose the lighting .exr file in Scrubs' tutorial you instead add a different HDR image. These provide the lighting information and the background. Don't worry here if the resolution is a bit low, the depth of field we add later blurs them.

You can find some good HDR images at:
Awesome exteriors at [url]http://hdrihaven.com[/url]
Great interiors at [url]http://www.maximeroz.com/hdri-free-pack/[/url]
All sorts at [url]http://www.hdrlabs.com/sibl/archive.html[/url] (use the reflection map .hdr file)

Here's the setup:
http://imgur.com/JdwlTs6.png

To get the background to show up you need to uncheck this checkbox in the render settings:
http://imgur.com/mm10XNk.png

STEP THREE: DEPTH OF FIELD
This adds the blur effect that makes your render look like macro photography. After you select the select the camera the camera settings become available as shown here:
http://i.imgur.com/VfEweDT.png

The Focal Length setting determines the strength of the perspective effect. For a very small model 100mm is good; 70mm for something small; 56mm for anything larger. Feel free to experiment to get the look you want.

Under Depth of Field there are a few things to adjust. The Focus setting is simply the part the camera is focused on - the minifig's head for instance. The aperture controls the strength of the depth of field effect. Assuming you haven't changed the scale of your model after importing it into Blender a value in the range of 2-5m is suitable depending on the focal length. A value of 0 means everything will be in focus. Once again just experiment until your happy.

So hopefully this is helpful. I wanted to make this concise, so if you have any questions just ask. I look forward to seeing more renders making their way out of the studio and into the wider world.

cynaptic

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26 replies · Page 2 of 2

@Masman Sorry for the late reply. Haven't been on since Friday because of Civilization VI 😃

This is the HDRi [url]https://drive.google.com/file/d/0B4omQjoyRQdmYWZ0NG0zdndjNms/view?usp=sharing[/url] - can't remember where I found it. It's not actually HDR though - I bump the background strength up to 10 so the stars are bright enough to see.

Depth of field is to suit the size of the model and how much blur you want on the stars.

The lighting is from BlenderGuru Pro Lighting Studio - Sinful City setup @ 25% energy. But that's basically a strong area light to one side.

That's okay. 😃 Thanks! Also, do you think you could update the pearlescent and metal shader template so it works with the updated workshop? I hope I'm not asking too much. 😛

Should be able to do that today or tomorrow. I think the only difference is the replace.py script and maybe some of the colours.

Hi again, I tried appending the scripts from Template 1.8.5 into your template version and it worked. (See here.) It's actually a good thing you didn't do it, I learned about appending, which has proven to be quite useful! 😃

@Masman I'm glad it's a good thing XD

I did update my template back then - I guess I forgot to upload it. Sorry.

That fine. I did notice there was a problem with my method though. It winds up boosting the roughness all the way up for some reason. However, I did try copying pieces from one window into another, changing nodes so that they were the default, and tried it, which seemed to work.

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