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Before we get started, we need a scene to work with. There are three scenes provided for our use—an outdoor scene, an indoor scene, and a hybrid scene that incorporates elements that are found both inside as well as outside. All these files can be downloaded from http://www.cgshark.com/lightingand-rendering/
The file we are going to use for this scene is called exterior.blend. This scene contains a tricycle, which we will light as if it were a product being promoted for a company.
To download the files for this tutorial, visit http://www.cgshark.com/lighting-and-rendering/ and select exterior.blend.
In computer graphics, a two-dimensional image is created from three-dimensional data through a computational process known as rendering. It's important to understand how to customize Blender's internal renderer settings to produce a final result that's optimized for our project, be it a single image or a full-length film. With the settings Blender provides us, we can set frame rates for animation, image quality, image resolution, and many other essential parts needed to produce that optimized final result.
We can access these render settings through the Scene menu. Here, we can adjust a myriad of settings. For the sake of these projects, we are only going to be concerned with:
The first settings we see when we look at the Scene menu are the Render settings. Here, we can tell Blender to render the current frame or an animation using the render buttons.
We can also choose what type of window we want Blender to render our image in using the Display options.
The first option (and the one chosen by default) is Full Screen. This renders our image in a window that overlaps the three-dimensional window in our scene. To restore the three-dimensional view, select the Back to Previous button at the top of the window.
The next option is the Image Editor that Blender uses both for rendering as well as UV editing. This is especially useful when using the Compositor, allowing us to see our result alongside our composite node setup. By default, Blender replaces the three-dimensional window with the Image Editor.
The last option is the option that Blender has used, by default, since day one—New Window. This means that Blender will render the image in a newly created window, separate from the rest of the program's interface.
For the sake of these projects, we're going to keep this setting at the default setting—Full Screen.
These are some of the most important settings that we can set when dealing with optimizing our project output. We can set the image size, frame rate, frame range, and aspect ratio of our render. Luckily for us, Blender provides us with preset render settings, common in the film industry:
Because we want to keep our render times relatively low for our projects, we're going to set our preset dimensions to TV NTSC, which results in an image 720 pixels wide by 480 pixels high. If you're interested in learning more about how the other formats behave, feel free to visit http://en.wikipedia.org/wiki/Display_resolution.
These settings are an important factor when determining how we want our final product to be viewed. Blender provides us with numerous image and video types to choose from.
When rendering an animation or image sequence, it's always easier to manually set the folder we want Blender to save to. We can tell Blender where we want it to save by establishing the path in the output settings. By default on Macintosh, Blender saves to the /tmp/ folder.
Now that we understand how Blender's renderer works, we can start working with our scene!
The key to constantly producing high-quality work is to establish a well-tested and efficient workflow. Everybody's workflow is different, but we are going to follow this series of steps:
Before we even begin to approach a computer, we need to think about our scene from a conceptual perspective. This is important, because knowing everything about our scene and the story that's taking place will help us produce a more realistic result.
To help kick start this process, we can ask ourselves a series of questions that will get us thinking about what's happening in our scene. These questions can pertain to an entire array of possibilities and conditions, including:
The goal of these questions is to prove to ourselves that the scene we're lighting has the potential to exist in real life. It's much harder, if not impossible, to light a scene if we don't know how it could possibly act in the real world.
Let's take a look at these questions.
Although we will be using a realistic approach to materials, textures, and lighting, we are going to present this scene as a product visualization. This means that we won't explicitly show a ground plane, allowing the viewer to focus on the product being presented, in this case, our tricycle.