Cyberpunk London Tutorial PART 4 in Blender 2.9

Cyberpunk London Tutorial PART 4 in Blender 2.9

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00:01
[Music] hey everyone welcome to the last part of the cyberpunk tutorial series um it was a quite a ride up until now so let's enjoy these final few steps we have to do uh to bring this scene to life to give it some materials and set up some nice lighting and some volumetric effects and before we jump right into our scene let's hear a few words about our sponsors this tutorial series is sponsored by nvidia and scanned computers nvdstudio is an initiative by nvidia to
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help content creators like me and you to create with best possible tools by accelerating applications with their gpus and certifying computer systems and laptops to make it easier as a creator to find a system that meets your needs in case of blender this is mostly viewport and final frame rendering using rtx ray tracing acceleration with rt cores and ai powered by tensor cores so you can quickly and easily visualize your designs real time in viewport this product is then tested and if it passes nvds test then it's
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certified nvidia studio product and gets a studio badge you can find a range of nvidia rtx studio laptops and systems on scanning computers website like the one they sent me to use for the production of this series it's a professional laptop with i9 cpu gigs of memory 2 terabytes of nvme storage nvidia geforce rtx 2070 super an amazing 4k oled display designed and tested to take care of all your content creation needs if you want to see it in detail be sure to visit link in description
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or check out the first part of this series and as i said before this will be an intermediate tutorial so if you need to get up to speed a little bit you can watch some of my other commentary tutorials and you can find the link to the playlist in the description or if you want to get most out of your time you can check out my courses on polygonrunway.com and there you can really learn the basics of blender you can go from zero to hero in the shortest amount of time possible um it's guaranteed so if you're
02:11
interested please go check it out the first thing we need to do here is set up some materials um give objects some colors and first of all i want to switch this to material preview so hold z and switch to material preview and now we'll go object by object and create some materials and assign them there won't be a lot of materials here this scene will be mostly about lighting and light colors so i kept the palette pretty narrow pretty strict so we can start now
02:42
by selecting the bus and create probably the most dominant color here in the scene and that's the red color for the bus so let's create a new material here new material slot let's call this bus and we'll set this to red and i like to go a little bit to the violet side of things here so it's a little bit more lively color like this okay and let's leave roughness to 0.5 i think that will be enough and now let's combine that with some metal
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material so i will select one of these objects here the muffler or something whatever that is and let's create a new material slot let's call this metal and let's bring the metallic all the way to one but additionally i want to combine this red color with a little bit of a golden material i think that will look really great here so let's bring this to somewhere here so we have a little bit of that like a
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brass color and now set the same material for these other objects as well and we can select the bus and additionally select parts like this let me click here so by holding ctrl we can select loops like this then shift click here and by holding ctrl you can select the rest of the loop and let's create a new material slot here and assign a metal material there as
04:14
well and click assign and they will create a nice contrast it will give the bus a little bit of the futuristic look and at the same time it will look a little bit more like luxurious or something and we can give the same material here and i think that's it for the bus and now let's add some lights so we have these like anti-gravity engines and they will cool if we can add some like a blue neon lighting to that
04:46
so let's select one of them and let's select this loop right here and let's create a new material slot new material and let's call this light and i'll set this to like a cyan color and let me copy this color and if you don't know um you can just hover over the color here and press ctrl c and they will copy the color information you don't have to copy the hex because i forgot to switch
05:16
this from principle to emission so let's switch to mission and now i can paste the color right here and set the strength to something like 10 and click assign so that will give us that nice emission there and additionally we can play with the color maybe doesn't need to have so much green there and i will apply the same color to lights here so select the front lights and we need to do on the other side as well since we applied the mirror modifier before
05:46
and let's add a new material slot pick the light and click assign and i want to add the same color here and the top window as well so hold shift click here and now by holding ctrl we can select the rest of the loop and assign that line material there so that's for the bus you can see this is pretty straightforward but already um this is starting to come to life so right now we can take care of the big
06:16
ben and one thing i realized right now i didn't enable smooth shading for the roof here we can see it's still flat shaded here so let me right click enable smooth shading and additionally go to the normals in the object data properties and enable auto smooth and i want to do the same thing here okay that's better and for this clock as well and now let's create some nice wall material so
06:51
let's create a new material let's call this wall and let's switch back to the material preview by holding z and i want to give this a little bit of a beige color or something something like this a little bit more saturated and now let's just select all of these objects here and apply the same material or you can easily just go and by holding shift select all of the
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objects you want to apply the material to and then shift click the object that already has the material press ctrl l and link the materials like that so whatever works best for you so let me finish up with these parts here and i think that's it and now for the top part and i want to have a dark roof so select the object create a new material and let's call this let's call this dark
08:03
maybe we can use the material later for something else as well and let's bring the lightness down the value of the color to something like this and now go into the edit mode here and i will hold alt shift and select these loops create a new material slot and apply a dark material here as well and that's for the big ben additionally we can select the clock and add the material here as well
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but i want this to be reflective in the front so let's create a new material slot go into the edit mode select the front face and assign the new material slot let's create a new material there let's call this black and go all the way down here and set roughness to something like 0.1 okay and now we'll do inset here like this select the outer loop and let's create a new material slot and let's select the light material and click assign
09:13
so that will be a little bit of the neon lighting there but i think this is too thick so let me select this loop and make it a little bit more narrow like this okay and let's now select one of these clock hands and select the line material from the list but we'll duplicate this and change the color to orange like that and same here so we are basically taking the idea
09:43
of this big pen this landmark that's surrounded by a science fiction modern architecture and additionally we are adding like a neon clog or something to push this idea even further and now we can select this building here and create a new wall material so let's select the wall and just duplicate it so we don't need to enter the name and now select the color and make it a little bit less saturated like this
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maybe a little bit darker okay i think this will look fine and now let's go into the edit mode and let's select the windows here we can select this face as well and let's create a new material slot and we'll pick a light here but here as well i want to duplicate this because i don't want this to be so neon so cyan i want this to be a little bit more blue maybe something like this
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okay and maybe we can do the same for the bus so right here we should still have these faces selected and maybe we can just switch the light to the second one so you can see it's a little bit more mellow and you will see this a little bit better when we set some rendering settings so let's leave this be maybe we can bring this neon light back to more cyan like before
11:16
so the difference is more significant and now let's create some metal materials so we'll select some of these pipes create a new material let's call this metal let's just give it some silver color like this and bring the metallic all the way up and now let's assign this to the railings as well and we have some down here with these platforms under our scene
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so let's not forget those and we can give the same material basically to the whole platform so we have those nice metal platforms with those nice reflections around and let's give the same to the panels as well so as i said before this will be pretty straightforward in terms of colors so let's give this like a golden brass metal material to those railings as well and here to the stairs okay and maybe we
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can make this a little bit wider here so let's alt click the loop and press alt s and by holding shift we can bring this out a little bit more so it doesn't overlap so much there and we can do the same here just bring it a little bit outside like this okay i really like this so far so let's set some materials for the cables as well and i like more reflective materials for the cables
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so their structure is visible from the distance and we already made some black reflective material for the clock so we can just use that one here and some metal material here we can go for the brass material there and the other one here let's add the golden one here and let's finish up with the rest of the objects okay something like this now the one last thing here is to add material um to the underground
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sign as well and fill in some lights as you know this is mostly blue and red so let's go into the edit mode and select this loop here create a new material and pick whichever you want we'll duplicate this and change the color to red like this and click assign and now let's select the front face here and the same thing here will create a new material slot pick whatever light material you want create a duplicate here and change the color
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to like a stronger blue and click assign and maybe we can make this a little bit darker blue so something like this okay and let's give the writing some light too maybe we can make it blue but let's go with white so i'll duplicate this as well and reduce the saturation hue and bring the value all the way up so it's white okay let's see if we
14:45
forgot something um no i don't think so so these are the materials and again as you can see this is fairly simple pretty straightforward basically you have two types of metal material to create those like futuristic reflective surfaces um like platforms railings pipes and stuff like that and by combining two colors you are creating an illusion of variation and then we have some like more saturated wall color for the big ben and then we have a strong
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key color for the bus combined with that brass metal material and all of this is supported additionally by those neon lights by those emission materials so let's give some material to the background as well so we better see the outcome of the scene so let's create a new material let's call this bg and i used a little bit of a dark violet material something like this so let's leave it like this and we'll see when we start to add some lights and now to better see
15:48
our scene let's go i will move this a little bit let's go to the render settings and we can see we have our ev render engine selected and additionally we can enable ambient occlusion and you will see the difference that this creates um a little bit of those shadows in the cavities and stuff and i'm doing this mostly for the preview quality we'll be doing a final render in cycles but before we do that i want to have as best real-time preview as possible while setting up lights and moving them around
16:18
so that's why i'm enabling some ev settings so this looks a little bit better and the most significant setting here will be screen space reflections if we enable this this will change pretty dramatically you can see how eevee simulates um all those reflections and reflective surfaces like the clock here or those nice reflections on the background as well so this already looks much much better and we can additionally enable bloom and i think this looks fine
16:48
so we can move on and add some lights but before we do that we need to enable the world and the scene lights in the preview so let's go here in the viewport shading options and enable scene world that's the first thing and scene lights so now this is the real lighting conditions we have in our scene and this doesn't look bad because we have all those emissions there this would render pretty nicely but we will lose a lot of details here so we need to figure out the way how to light this from multiple sites to bring out those architectural details and some
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reflections on those surfaces and the first thing i want to do here is to add one key light that will define a lot of reflections here so let's purchase a add a light area light let's bring it up so press g then z bring it up and now i will hold period on the keyboard and switch the 3d cursor you can do this here as well press r x and 45 degrees minus and now r z 45 so right now if i go to the isometric view we have the light shining opposite our camera view and we
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can additionally press g and z twice to move it on the local z axis like that and now we can set this to 1500 and you will see how the scene changed you can see those reflections and how the objects are lit from behind so this will define their shape much much better and additionally i want to give this a blue color since still this is a night scene so i want to do something like this we don't need to go to a fully saturated color so something
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like this okay and now we can go to the world settings and adjust the world color to a little bit darker violet like this something like this i want to support that night feeling and right now we can add some of that warmer lights so let's press shift d to duplicate that area light and i will just press r z and 90 degrees minus to rotate this to the side and press r x twice so we are able to rotate it like
18:56
this okay and maybe not so much so r z and you can find the angle that better defines your object you can see those reflections on the bus how they are changing you don't want to shine right from the side that would like overblow the lighting there you want to define those reflections in a little bit more subtle way like this and now let's change the color to something warm
19:26
that will really bring out that red color here and right away you can see how this changed and the combination of the blue light coming from behind the strong warm light coming from the side defining the side of this building and the red color on the bus in combination with that world lighting creates a beautiful gradient and i want to create a similar light on the other side as well like this one maybe we can bring this further away
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so let's press shift d r z and 180 degrees and let's define and let's rotate it a little bit so it's not so overexposed here so rz and just create a hint of light from the side like this and i want to make this blue um the important thing is to cover more angles with various colors and intensities to kind of simulate the world and the light happening all around your scene
20:30
and this already looks quite all right so let's create the most important detail here and that's some volumetric effect down here because as i said before i want to simulate like the scene is coming from the depth that there is a multi-level city happening down there and we want to bring out more of that idea here and the best way to do that is to disperse some light there and the best way to disperse light is to use volumetrics materials so first of all i will press shift a
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and let's add the cube here and let's tab in scale this four times um like the plane before so s for enter that fills out our scene quite nice and now we know this is high eight meters and the origin point is in the middle so we can press g z and move this four minus to the bottom so we have a cube like this here and let's call this fog and i will create a new material
21:30
let's call this fog and first of all let's click the surface principle bsdf and we'll remove that that will create this black object here without any surface shader because we are not interested in the surface shading we are interested in the volume shading so let's expand the volume section here and let's create principled volume shader you can see there's already something happening there and we can now adjust the density so let's go to something like 0.5 and you can already see
22:02
something going from behind but this is too dark but now everything changes when we add some light so let's press shift a and add a point light and let's rotate this a little bit and we'll bring it down so press g then z bring it down to somewhere here and we can now give this like really strong value like 500 and strong orange color like this and you will see how this changed
22:32
immediately you have the nice fog there the light is dispersed from this point light and we can additionally press g then shift z to move this around so we don't see um the origin of the light we only see the effects around now i maybe move it down a little bit more like this okay and additionally if you don't like the color of the dispersion you can select the fog object and
23:03
set some color to the fog itself so you can make it lighter so there's more light dispersed there and you know i'll give it a little bit warmer tone like this but i feel we'll need a lot more of these lights here so let me select the point light and let's press alt d and duplicate it somewhere here under the bus so we have a little bit more of the light dispersion happening around
23:34
and basically this is kind of a light painting face when you start to add some local lights like pond lights here to create interesting reflections in some places and to tell a story basically so for example we can create a new point light right here behind the big ben so let me add a cursor there press shift a and create the point light and we can give it like strong value of 500 and make it pink
24:04
and now basically we achieve the effect that maybe there is some neon or some sign behind the big ben that's creating this pinkish light reflection on the railing and on the platform as well and adds a little bit more visual interest to the scene so yeah that's why i call this um basically a light painting and now i want to light this big band here a little bit more so these architectural details are a little bit better visible so we can select some of these lights here
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and basically just duplicate them and move them up and hide them behind some of the objects so we don't see the origin of the light but we can see the effect here we created the strong shadows here and we have a much better representation of the architectural details and the details of the geometry and we can create a lot of additional effects as well so right here this looks a little bit dull so we can select this object here press shift s cursor selected and now at
25:06
the point light right there and give it some stronger value like 250 and make it blue that will create this night light effect inside the building so you get something like this and we can press alt d z and move it up as well so we have similar effect up here and i think this is almost finished here maybe i want a little bit more of this light here so let's try
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something like 1500 and let's maybe make it a little bit more saturated and darker like this okay let's reset the cursor to world origin and we can now go ahead and try to prepare the scene for the cycles rendering because this right now this was for the light painting purposes we had the ev set up in a way that allows us to preview some of the lighting quality
26:08
but at the same time to really see how the light behaves um you need to enable the cyclist preview so we will put this laptop that nvidia scan computers provided um to the test right now and see how it performs in the real time but before we switch to render preview let's make sure we have our gpu set up properly so let's go to the edit open preferences and here under system you should be able to see the list of possible gpus
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if you have nvidia gpus you are able to switch to cuda and if you are running nvidia rtx you have additional option to switch to optics support right here and you can see i have the geforce rtx 27 the super with max q design that's part of the studio laptop so i'll just make sure this is switched to optics so the render preview can take advantage of the ray tracing course okay let me close this now let's go to the render settings here and switch to cycles and one last thing make sure you
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switch from cpu to gpu compute in the render preferences so we can now enable render preview by holding z and to get the better performance it's better to limit the view for this frame so if you press ctrl b you can drag a selection like this and limit the rendering only to the camera and now hold z and enable render preview like this so i have to say this is super fast rate racing sampling for a laptop but we can make it even better as i said in the introduction if you use any of
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the rtx gpus you are able to enable viewport denoising right here in the render settings so just expand this denoising section and let's check the viewport denoising and let's select the optics from the list let's now try this render preview again and right away you can see the difference even after one or two samples the image is quite clear and you are able to really see how your lights behave in the real time even if you rotate
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zoom in out this updates immediately and before blender 2.83 real time viewport denoising really wasn't an option and if you work in blender on daily basis like me this is quite possibly the best feature that came in those past updates and the only way you can get this kind of preview performance right now is with the rtx so yeah i have to say i'm really impressed with this and we can now proceed and set up these lights in a way that we really like them for the final render
28:51
so let's hit zero for the camera view so we so we better see our composition and let's play with those lights a little bit more and let's add some additional volume metrics maybe so i'll now switch back to the material preview and let's add another cube so press shift a add another cube and let's scale this up quite a lot let's look from the camera so we better see how we cover the scene and i think something like this will be okay we can actually move it up we don't need it down there
29:23
and let's call this fog as well let's call this fog too maybe and let's create a new material and again i will call this fog too or better yet let me go back a little bit um we can select the fog from the list and now just duplicate it like before and switch some of the values here so first of all i want to reduce the hue saturation and bring value all the way up and let's set the density to something really small like 0.025 or something like that
29:54
so that really just serves as a dispersion for these lights coming from the sides and blends the scene a little bit better and right now we can go to the render settings color management and let's look to something like medium high contrast and now let's enable render preview once again and you can see this is a little bit slower but you have to remember we have two volumetric materials there this will make even the really fast um
30:26
desktop machines sweat so still quite impressive preview quality and i think we miss some of that orange light coming from the bottom so we can add one more i think so i will disable the fog objects here for the editing let's select this one here and press alt d z and bring it up let's look from the camera and i want to bring it behind the bus so it better defines its
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shape something like this okay and let's have a look okay now we have some more of the light there i really like the result of that so yeah i think this is it so you can always play with the exposure and the contrast look here and let's see how this renders out so first of all to have a better performance um go to the performance tab here and you want to switch the tiles to
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something like 512 or 256 for the gpu if you use gpu you need larger tiles because it will be a little bit faster than a lot of small tiles and now we can set the render samples to something like 512 and yeah we are basically ready for render so i will now go to the rendering tab and hit f12 and wait for result so that's the final render for you um i had to run this once again because i had to
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enable the optics the noising for the render as well you can see here this took 3 minutes and 46 seconds which again is really impressive for the laptop for the 15-inch laptop uh that you can take wherever you want to go so that's the cyberpunk final render for you i really hope you enjoyed this series um it was quite a lot to cover but i'm glad we pushed through and created a little bit more complicated scene than usual and i really hope you learned a lot um from this that you can
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use in your daily work and remember if you're new to the channel and you like to see tutorials and maybe a series like this in the future hit that subscribe button and the bell button so you get notified when i release something new um again thanks for the sponsor scan and nvidia for providing the laptop for the production of this series and thank you all for watching and have a wonderful day
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