From the course: Blender and Substance Painter: Architectural Visualization

Adding lights to the scene

From the course: Blender and Substance Painter: Architectural Visualization

Start my 1-month free trial

Adding lights to the scene

- [Instructor] Well, since the last video, I've gone ahead and added textures to the rest of the objects. In addition, I've added a couple of new things like this white panel on the little reception desk over here, I've added these doors here, just zoom into one of these here. And basically, all these are are just duplicates of these doors here. I've also added kind of an area out here, we already had this part sticking out, I've just duplicated parts of the wall and put it here and duplicated a part of the carpet and put it there just so if we're ever looking out this way, we kind of see this area out here as if it's kind of a hallway. I've also added sphere objects to the canister lights, right up in here, let me select this and zoom in here. So I've just added spheres, I've put them in each of the canisters. And what I did is I actually gave them a blender material. So if we go over to the materials panel here, and I've given it a new material, and all I did, I didn't take it into Substance Painter or anything, I just came down here to the emission. And I just drag this up. So it was down here, I just dragged it up like this, to add a little brightness to those here in blender. Alright, so I think that's about all I've done so far. What I'd like to do now is bring in some lights to illuminate the scene, when we come over here to the render preview. So currently, it's just like this, is just kind of a dull gray. Because we don't have any lights in here. And in fact, what's going on why we're getting any light at all is because over here in the world properties, the color of the background is this medium gray. If we click here and drag all the way down, you can see there's no light in there at all, the only thing we're getting is this gray background that's giving it just a little bit of light. Alright, so if we go back here, let's add a few lights. And the first thing I think I'd like to do is to add some spotlights to all the hanging lights in here. So let's begin with this one here. What I can do is with this light selected, I'll just press Shift S2 to snap the cursor there, and then I'll press shift A and go to light and spot. And there we go. Now, I'm going to pull this down. So it's just below where the bulb is here, I don't want it to go up into the bulb, because if we go into the bulb, we're going to get some artifacts. But if I come down here below, just like that, that should be good. Now, let me go over here to the render preview, and we can't really see much happening on the floor. And that's because it isn't very strong. So let's go over here to the light properties. And for power, let's let's take this up to, let's try 200 for now. So there we can see the actual spotlight illuminating the floor. I think that's a little bit too narrow of an angle. And I feel like that edge is a little bit too harsh. So the blend over here is what we can use to deal with the edge. If I drag this up, you can see how it kind of gives it a nice fall off, a nice kind of gradual fall off there. And then I can take the size and it's currently at 45 degrees. And I can take this up, I think I want to drag it out like this, not all the way, but pretty far. So it's pretty wide, giving some good coverage here. So maybe something like this. And we go. Alright, so now we need to get these into the other lights as well. Let's give it a name. Let's call this hanging light spot like that. And we got to create a new group for this. So I'm going to press M, come down here to new collection and call this lights. There we go. So now we have our object, our spotlight in this new collection. Now, let's go to the top view. And let's go to wireframe and let's move this around and put it under each of the other hanging lights. I'm going to press Shift D and X and move this over to here. Kind of get that right in the center there. And let's select this one then and move this one over. And we'll just go through and add these to each of the hanging lights. Alright, we've got those in, let's go back to the material preview. No, excuse me. Let's go back to the rendered view. Here we go. Let's go in here and see what it looks like. I'll select an object and just hit the period key and zoom in. So here's what we've got so far. We're getting there. But we're going to need more lights, of course. So the next thing I think I'd like to do is start working on the canister lights. And we can just duplicate one of these if we want and begin with that. So let's press Shift D X, I'm just going to move it over here some, and then I'll go back to the top view and wireframe, and I'll put it in one of these canisters right here, like this, and then I think we're going to have to move this down. Let me go to solid view and zoom in. And we doing here, well, actually, we're going to need to go up, aren't we? So let's take this up into here, but not quite into the light. And I think for this, I don't want it quite so wide. Maybe let's bring this down some like this. Let's do that maybe to 60. And then what I'll do is hit the period key. And this one is going to be a canister spot. There we go. And then I'll begin duplicating and putting them in the canisters as well. So let's go back to the top view and wireframe. And once again, duplicate and move and put each of these just underneath the canister lights. Then I'll select each one of these, these three, and let's move these over. Shift DX, and I'll move these to here, Shift DX, and I'll move these to here. And then we need one more or a couple more over here in the kitchen. Let's press Shift D and move that over to here like this, and then what I'll do is let's take a look at how tall this is. Now, this one, yeah, we are going to need to pull that down a bit. So let's do that. Let's pull that down. And this one may need to come out more again. So let me take the size and bring that out again. And this one, we'll call kitchen canister. There we go. Now let's go back to the top and duplicate these to get these in here, and here. Alright, well, let's take a look now. I'll come over here to the rendered view. And we're getting there. But to me, it looks like everything's just not bright enough. So one thing we can do, we can come over here to the lights group, and we can right click and choose Select Objects. Now, if we press Alt and click and drag in the power field here under the light tab, we can affect all of them. So if I Alt click and drag, we can drag all these up. Let's go up to 400 and see what happens. See if that's just way too much. There we go. Let's try that. So actually, that's not too bad. However, I feel like the canister lights out here should be a little bit broader, a little bit wider. So what I'll do is I'll come over here to the canister spots. Click that. And then let's Alt click the size and bring those out some like that, kind of spread the light around just a little bit more. Now, one thing I've been doing is I have been viewing this in the Eevee renderer. And what I'd like to do is, first of all work with Cycles. So let's go over to the render properties. And let's switch the render engine from Eevee to Cycles. And let's see what happens. Cycles by its very nature is slower, quite a bit slower than Eevee. However, it looks better, it is a much more realistic renderer. So in choosing between these two, you really have to kind of figure out what you want; greater speed or greater realism? And for me, at least for this scene, there is so much glass that I think it's going to be beneficial to use the Cycles render engine, simply because Cycles does glass quite a bit better than Eevee does. But it still takes a while. When the Cycles preview is all done, but we've still got a lot of grain in here. Notice that under the render properties, we've got viewport at 32 and render at 128. So this 32 is what's happening here in the viewport. And if I hit F12, or come up here to render and Render Image, it would use 128 samples. Now, I've chosen GPU compute here under the device, simply because it's a little bit quicker than a CPU. Now, you can come over here to Edit and Preferences to choose what you want to use. So currently, I don't have a great graphics card in this particular computer, but I'm going to use it for GPU rendering, simply because it's quicker than the CPU. So I'm going to go ahead and choose both of these, and hopefully that'll help things move a little quicker. Alright, so I'm going to close that. And let's see if it goes a little quicker here. Yeah, it seems to be moving a little bit faster. All right, so we've got the basic lighting setup in. We're going to do a lot of tweaking from here, but this is a good place to begin. And now that the lights are in, we can begin working on the material for the glass.

Contents