I have a question, it is unrelated but if fractals are infinite, does that mean there is endless variation with unique procedural or textures?
@SholvaBeats5 күн бұрын
Make the strength value of a light source negative and it will absorb light. Easy way to make dark spots.
@GlebAlexandrov5 күн бұрын
Yea, an interesting technique that should be used with caution as it can generate negative pixel values thus potentially breaking the whole color management pipeline.
@sobreaver7 күн бұрын
Very interesting !
@riditmukhopadhyay970810 күн бұрын
Bro this needs more likes*.. Thank you Gleb you have made my renders look better and cinematic especially with the cinematic lighting course..
@GlebAlexandrov6 күн бұрын
Thanks for the feedback! I'm glad to hear that the cinematic lighting course has helped improve your renders! Keep up the great work! :)
@riditmukhopadhyay97086 күн бұрын
@@GlebAlexandrov My bad i had a typo and wrote light i meant likes...
@riditmukhopadhyay97086 күн бұрын
@@GlebAlexandrov Yea love your videos.Keep it up!!
@GlebAlexandrov6 күн бұрын
@@riditmukhopadhyay9708 Haha, no worries, I got it :)
@davidlorenz510512 күн бұрын
I cant seem to get any features from the feature extraction. What am i doing wrong?
@fullyleaded12 күн бұрын
Hi, Is there an advantage to using Reality Capture over Reality Scan?
@GlebAlexandrov12 күн бұрын
Actually I haven't tested Reality Scan yet, but now I'll have to :) What are your impressions so far?
@GlebAlexandrov12 күн бұрын
Upd: I've just checked Reality Scan app on my Iphone. Essentially it's a very (very) light introductory photogrammetry app, compared to Reality Capture (which is a professional tool).
@fullyleaded12 күн бұрын
@@GlebAlexandrov I dont know. I was actually on Blendermarket looking ... I dont even remember why I was there but I fell down a rabbit hole and all of a sudden wanted to learn photogrammetry. In this video you mention using Reality capture so I googled that and saw that they also do reality scan so I wondered what the difference was...
@GlebAlexandrov12 күн бұрын
@@fullyleaded Basically Reality Capture is better :) If you want to keep falling down that rabbit hole, I recommend trying Reality Capture in other words, it's the fastest/highest quality photogrammetry software available up to date.
@fullyleaded12 күн бұрын
@@GlebAlexandrov Ha ha. thank you. thats the answer I was looking for. :) Im actually trying to get out of this rabbit hole so being armed with this info I dont need to keep digging. :)
@kilianstarzengruber683513 күн бұрын
Just like my professor in class, you forgot the Emission node... I am heartbroken over this...🥲 Jokin here, I use Emssion nodes a lot to get stylized 2D looks. This is the first time I check out realistic rendering out side of class and I am thankful on how well made this course is!! <33
@GlebAlexandrov13 күн бұрын
haha, fair enough! thank you! :)
@Zjombie17 күн бұрын
Appreciate this tutorial. It looks like the Principled BSDF node is different in 4.0 now, and some of those subsurface options are not the same anymore. The material from the final version blend file works just fine, even though the node tree looks a lot different, so I just copy/pasted that one in.
@thekid31722 күн бұрын
looks more real than reality, finaly an evidence that we live in the matrix
@GlebAlexandrov21 күн бұрын
I take this as a complement, Soufiane! thank you so much, that sounds really encouraging (although it looking *so real* is a little bit creepy as well, I admit).
@_casg25 күн бұрын
I’m a year late
@GlebAlexandrov25 күн бұрын
it's never too late. the time is a relative construct anyway, in my multiverse.
@_casg24 күн бұрын
@@GlebAlexandrov LETSSSS GOOOO
@GlebAlexandrov24 күн бұрын
@@_casg Haha)
@_casg24 күн бұрын
@@GlebAlexandrov wow bro i was playing around with your workflow and it made my scene look from pastel dog water to vintage gold
@dnumjar25 күн бұрын
Hi Alex, could you send me the files as the link is not working
@fabrizioloritoАй бұрын
Hi Greb. Great tutorial (I watched at it only now), as usual. A question: I have takena video around a statue, turned that into images and used the frames in Meshroom. The point cloud looks OK, but the mesh only reconstructs the environment around and not the statue. If I constraint the meshing with a box I basically get a box as a mesh. Any suggestions?
@watercat1248Ай бұрын
I use sharp edges All the time in my game. To be honest I didn't know the sharp edges before yesterday however even before find the Sharp edge modifier in my model I use combination of flat serfese and smooth. Most off my models are made for video game so it's icentsal to make sure that those model's don't have unessery polygons. Because of this wean I want to make model that have some part flat and other smooth I use flat smooth serfese and Sharp edge. Also wean make weapon's for my game blade's and stuff like I want this blade to be Sharp on the edge same with many other situation's like mention It's true most people don't use comenetion of Sharp and smooth edges I and flat and and smooth serfese like i do but with my experience the model's i create looks better in that way. So I don't care if very little amount of people use comenetion off of flat and smooth or not 😅. L
@AndrewPRobertsАй бұрын
I've said this for years, the real secret to good renders that a lot of beginners won't learn until later is actually nothing to do with 3d rendering at all. It's actually just good cinematography. (You can also hide a lot of crimes with good lighting and good textures)
@GlebAlexandrovАй бұрын
So true!
@OUTTHEMUDVISUALАй бұрын
Thank you !
@MandanceАй бұрын
I wish we could get a proper plugin of Corona for blender, I just never found the cycles materials to look that realistic and feels like a limitation for most things although speed wise it’s much better.
@fisherman10101Ай бұрын
great tutorial Gleb, thank you, very grateful
@GlebAlexandrovАй бұрын
you're welcome! :)
@igorkuznetsov5254Ай бұрын
привет.а на русском есть?)
@user-gc4wc7gz4zАй бұрын
I have a question. How to adjust the scale of a model? I want to get a 1:1 model,but it always gives me a 1:650 model. (sorry for my poor english,this is google translation)
@scpk2246Ай бұрын
Hi, do you have Lighting Tutorial for Architectural Visualization? exterior and interior lighting
@GlebAlexandrovАй бұрын
I haven't targeted that precise niche yet. Have you seen my exterior lighting video though? kzbin.info/www/bejne/o5bIhGqvqqiUgNU
@nurnberger588Ай бұрын
is it still worth buying in 2024?
@GlebAlexandrovАй бұрын
As the basic modeling principles haven't changed, my answer is yes :)
@nurnberger588Ай бұрын
@@GlebAlexandrov okay thanks man. will take the course in few days
@GlebAlexandrovАй бұрын
@@nurnberger588 no worries! let me know if you run into any issues. and just in case, there's a money back guarantee in the first 30 days.
@thomas7726Ай бұрын
Amazing! Unfortunately, in dollars (since I'm from an economy that's a bit weak haha), it's a bit unfeasible, maybe someday!! On my "wishlist" hahaha
@GlebAlexandrovАй бұрын
Hi Thomas, can you drop us an email? :) www.creativeshrimp.com/contact
@mhall9250Ай бұрын
can't make it work on a cylinder
@GlebAlexandrovАй бұрын
The weighted bevel? Did you check the Bevel method in the modifier (set to Weight).
@m.sharif_3dАй бұрын
I'll be getting this course the moment I upgrade my GPU (RTX 4070, in my case). Thank you so much for making this course, I can use a lot of this info for my future renders! 😊
@GlebAlexandrovАй бұрын
That's definitely a good timing to try it out! Thanks for supporting us :)
@m.sharif_3dАй бұрын
@@GlebAlexandrovJust ordered my GPU now, so I HAD to purchase this course along with it! I've always wanted to learn how to make nebulaes in Blender but there weren't any good tutorials on it on YT. So this course will be perfect for me! Thank you so much for making this course!
@GlebAlexandrovАй бұрын
@@m.sharif_3d Thank you so much, I hope you'll love it! :)
@GamingShiiep2 ай бұрын
Finally some quality comparisons and a quality video that goes at least a tiny little bit into the technical details of photogrammetry. Most videos/creators don't do that.
@GlebAlexandrovАй бұрын
Thanks. Yeah it's possible to go deeper than that, yet the notion of spatial fidelity gives at least some sort of reference frame within which different capturing devices can be evaluated.
@louriano_studios40122 ай бұрын
bought an addon on gum road, and the zipfile came in blank, says 0 bytes, and i cant download it to blender and the developer is convinced i should keep trying, is this a problem on my end? or theres? and what should be done ?
@Carlosnl162 ай бұрын
How you blocked the light from above and still make the plane not appear on the render? It's probably so simple but im a bit new to this
@FranziskaHaaf2 ай бұрын
For everyone missing the subsurface color option: with blender 4.0, you change the color value by modifying the "radius" values (=RGB)
@Bapman20992 ай бұрын
I work in Unreal Engine & I attempting to figure out how to apply this method, there. Having some progress but I just do not seemed to grasp the theories / comprehend the concepts to get a proper handle on lighting in UE. Great video. I’ve watched it multiple times and will do more times. Very helpful and informative in a proper applied way.
@GlebAlexandrov2 ай бұрын
Lighting can be tricky, I can relate. If you'd like, feel free to share some screenshots, and perhaps I can offer some guidance or point you in the right direction.
@Bapman20992 ай бұрын
I will do JUST that. THANK YOU ! It would mean a lot. P.S. - Its 12 pm here (Bangladesh) I''ll be watching your video again and working / experimenting on a scene.
@josefludvikbohm53902 ай бұрын
Ok you mentioned Stalker so Im in love with you.
@josefludvikbohm53902 ай бұрын
I was thinking of exactly that just before you got to it!
@GlebAlexandrov2 ай бұрын
Hah, nice! that's a classic movie I refer to from time to time :)
@krystiankrysti13962 ай бұрын
so... its so opensource nobody on the planet bothered tosetup everything so we just import pics and it does entire process till mesh is generated... wow
@SeanSecret2 ай бұрын
Dude I've been looking for a way to do custom bokeh with eevee for like a year now and this video saved my life! Thx!
@GlebAlexandrov2 ай бұрын
So glad that it was helpful!
@sajans39982 ай бұрын
this software use gpu or cpu?
@archierri2 ай бұрын
what a crap
@GlebAlexandrov2 ай бұрын
you're too kind.
@tommythunder65782 ай бұрын
Thank you for your great tutorials! This one was very informative and helpful, since I have been contemplating on cinematic lighting as well ;-)
@GlebAlexandrov2 ай бұрын
It's such an interesting topic to contemplate on, for sure! The potential findings span across so many different disciplines.
@emotionamusic2 ай бұрын
So good
@GlebAlexandrov2 ай бұрын
Thank you!
@eugen_artist2 ай бұрын
Это просто какая то сказка!! Спасибо тебе!
@GlebAlexandrov2 ай бұрын
Thank you so much!
@MartinH812 ай бұрын
Very interesting topic and very interesting video/discussion. I think there is actually one hard rule: the cinematic look starts with the principles of photography and especially exposure. An aspect of this is in the list as dynamic range, but you do mention other important aspects in the video which should also be on the list. For instance, if your shaders and texturing aren't correctly set up and respond differently in relation to each other than in the real world then the photographic principle breaks and making it look cinematic using the other items on the list only brings you so far. I checked the transcript and you mentioned exposure only once, while I consider it the key starting point of a photographic -> cinematic look. About the examples, I have some feedback/ideas on some of the choices you made, see it as addition to the discussion; for the robot portrait the key light actually kills the softness. Actually, the specular settings kill the softness. A lightwrap using the fresnel reflectivity might work better in this case when there's no clear directionial light. I noticed the reflection is brighter than the sky, that's inherently impossible when simulating outdoor light. Basically as you say @17:37. The part where you discuss the course while showing the night/day parking lot shows the importance of the camera response to light. For the day version I see it tries to be exposed for the diner/restaurant, but that should also expose the cars even less, but they aren't. The cars look a bit exposed for the sky, but then way underexposed for that. While the sky would be blown out anyway when the scene is exposed for the diner/restaurant, but it isn't. The 'motivation' of the light in this scene should be exposure. What to expose for and how does that affect the other elements in your scene which have a different exposure value. For the cloudscape the renderer's volumetric shader is key deterministic in whether to achieve a cinematic look or not. The forward scatter has little to do with it, that's just the term describing the direction the incoming ray of light exits the volume. With lighting 90 degrees from the camera the forward scatter moves in the direction of -90 degrees of the camera. When using backlighting for (preferred way for) cinematic lighting it's actually the backscatter which is super-important for creating both silhouette and depth perception of your cloud. Example 8 is great.