Hey folks! I’m currently working on this self-design thing, due to the fact that I want to improve my rendering on 2.8 Blender.
I’m someone that has been using 2.79 for the longest time, and I recently got a new laptop, so I’m trying my hardest to adjust to the 2.8 version, and I made this as a quick skit, and I’m having an issue trying to make this look good (in my own personal opinion)
This is just the render, nothing has been edited from it. I want to know if anyone finds this looks weird, or something I could possibly add to improve it, thanks.
Since most people will ask, the lighting is meant to be a lamp post kind-of area.
Yes, I did add a HDRI
If it’s your first time using Render 2.8, that render looks professionally arranged or I mean it’s ready and just needs small adjustments.
In the lighting area, there are these types of lightings (as you can see the underlined line) you can use to provide what will you use depends on the environmental time/duration (remember, it’s crucial since it needs the enhanced details before it needs to be edited out of Adobe Photoshop Premiere Pro or Paint(.)net)
Example:
Tip: It’s better if you have two lights (main is the primary solid light you can see and the secondary will be translucent, barely seen but it’s formidable for the shadows to be included for volumetric shadows)
The next thing you need to improve is how the strength of the light was being absorbed and what direction of the player the light was originated from, like this example of GFX I made:
Look how much light was absorbed and the focus of direction the light was heading to. That was because Ambient Occlusion and Bloom was enabled/allowed.
Ambient Occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces and becomes darker the deeper inside the tube one goes.
Bloom is a shader effect where it was used to the high dynamics range-rendering (HDRR) to reproduce an imaging artifact of real-world cameras.
So I recommend to enable those two every time your making GFX on your Blender 2.8:
This was all of my suggestions for you, hope you can analyze and improve for your render display @KlausMontanari!
If you want to go for realism, slap it into cycles, if you have transparent hats/accessories, go click them, and go to the shading tab, then de-attach the alpha node which says “Alpha”. (Make sure nothing is attached to it)
(Make sure ambient occlusion or something similar of that is enabled by going into world tab settings (you’re already on it inside the pictures" and enabling it (I think its only seen on cycles of course))
Mess around with a sun light (change the lamp to sun by clicking the lamp, going to light properties on the side, and change to sun.
I fine Eevee works fine with the noise, as I can hardly notice any of it going through. With Cycles, I was having an issue with my hats being transparent, but thanks for giving me the note about how to fix that, I did need that.
I’ll experiment with it and see if I get any better results.