dude this is why you are the best. first minute in: "point light is blah blah blah let me give you MY definition" simplifying it for us and making this program so much easier to understand
Wow highly recommend doing such tutorials and giving details to new comers in blender, don't wory nathan bro there are many newbies to blender so no matter to consider experts commenting '*oh you have to do that *no that is so simple etc., | Love you ! 👍🏻
I noticed there's a "use nodes" option for lights in cycles but I've never used it, would be cool if you covered that. I also find the sky texture really useful.👍
Reasons I not only use it, but use it for every single lamp (incl mesh emission), ever: 1. Blackbody coloring, since color picker don't allow picking in blackbody (or wavelength for that matter, for later spectral rendering) color space. 2. Allows use of IES textures, although as of late, I'm building my own "IES" visually for full control, using nodes. I never need "accurate", but sometimes "interesting". 3. I can run the lamp through a light group which I can easily access in world shader containing several, to easily adjust groups of lamps. This is *extremely* useful in order to isolate lights to see if they produce and unreasonable amount of noise (some downloaded light assets are horrible), forcing some optimizing work on them. 4. Custom attenuation based on light path/ray length calculations, usually in combination with light falloff/constant mode. Now with light linking, custom attenuation is not used for that kind of control anymore. But it's still an available option. 5. While possible, I rarely use lamp based gobos, but use actual geometry instead to cast shadows for max control. A huge miss is the ability to control the lamp settings/qualities based on node calculations. I.e. using nodes to control "cast shadows" or "camera ray visibility" based on light path/ray length or normals would have been extremely useful. I would also like to be able to control a lamps size using non-uniform scaling factors based on object properties; i.e. flatten a spot lamp because I'm only interested in the spots lamp emitting surface, or stretching a point lamp to mimic a tube lamp. If possible, either support for tube lamps (pretty sure Unity or Unreal have support for this analytical lamp), or making the point lamp into a capsule lamp with stretch and flatten controls; with stretch 0 is resembles a sphere, otherwise a capsule with rounded ends with length n, and flatten 0 makes the ends spherical and flatten 1 makes it into a disk light or cylindrical lamp (capsule with flat ends).
Mesh lights, reflections, HDRIs... Could be valuable additions to your catalog of tutorials. I'm sure you could tell us some things I don't already know.
At 7:10 there's a big missed opportunity to mention the Blackbody node which you should use as the color source for the emission shader for realistic color temperatures.
That's interesting about the way blender measures the power of light sources. It's like the way we measure the power of the Sun in watts per square meter for the purpose of determining solar panel optimal efficiency. And we have special meters for measuring this. For reference at equatorial regions the sun's power at ground level is typically 1,000 watts per square meter.
In addition there are IES files which emulate the distribution of light from various types of light fixtures. I believe there is an international standard for these light fixtures and these can make very realistic looking lighting for architectural work. And one more thing you can make any object a light emitter by using an emission Shader or by using the default Shader and just turning up the emission value. You can make a long thin cylinder and turn up the emission Shader and you have something that looks like a fluorescent tube.
Great tutorial! I recently switched from Cinema 4D to Blender and so far I'm very happy with it. One thing I haven't been able to manage is how to include/exclude lights from hitting objects. If you want for instance 8 different spotlights to hit only one specific object - not other objects (they are hit by other lights) next to it in the scene. A tutorial about how to solve that would be appreciated. Best regards from Denmark 🙂
What you're describing is called light linking. Unfortunately, Blender does not natively have anything like this, despite being a feature request for many, many years. Apparently, it's extraordinarily complicated to implement. Lightgroups for compositing recently arrived, though, and the same developer is running a module on light linking, so there is hope.
Great video. One that you haven't mentioned which for others who want further realism is the IES light, which you add with nodes and which is specific to all lighting companies and free to download many of those ".ies" files to use in Blender. but for whomever wants to understand them and why use them there are some tutorials on youtube, you might want to checkout.
"Now the sun light is not getting used as much as it was getting used" Me laughing because I have it in every project for the literal *slightest* amount of light to support the HDRI P.S I use Eevee, don't got a GPU, and our sky texture options are.... well they're not as dynamic as the cycles one. Not bad though
can you make a follow up video to this by making a realistic day time and night time city render? maybe even show a day/night cycle as a bonus? the information in this video really helps🙏🏽 thank you
Love all your tutorials! Thanks a TON! I'd love to see more tutorials about lights and particles, volumes, and everything about super cool lighting. Also bought your "realtime materials" and they are FANTASTIC! but ))) I am having a problem with animated subjects, my principled texture shifts, please be kind to do a tutorial on how to bake principled textures ;) Thank you!
Please make a video on how to get high quality renders with low noise. What is the workflow that you follow? Do you use cryptomattes? Or do you use 3rd party denoisers? What's your denoising setup and your whole approach towards it?
Oh my god thank you for mentioning the real world Watts/Lux thing because as a Filmmaker I was thinking about using Blender to use for previz to See where I want the Lights to be and how much Power they must have...does Blender have real world scale measurent Like Meter scales?
I’m not sure if they have that real world scale. But if you do some research I’m sure a filmmaker has already made something like that for guys like you
Ducky, I follow you but my "problem" is accessihg the properties for various lights in blender ver 4. Egsample where do I change th strength og for lights or size ets. It is quitr different from ver 3:6
I heard once, that some lights are more heavy to process than others, is that right? is area light more lightweight for our processors than spot light (or viceversa) ?
add a box and use volumetric shaders. make sure the density is very very low (0.01, something like that) so you don't really see the volume much itself, but any light going through it will be visible.
hey does anyone know why the lights won't work? I'm working on a project rn and for some reason the lights in this specific project refuse to work, so when I render the image, everything is completely dark. I think I may have messed with the default settings at one point (but idk fs), because when I start a new project and play with the lights, it works fine in the new project. Does anyone have any idea what I should do (and no I can't restart because I've worked on this project for a really long time so it'd be hard for me to restart completely)?
Anyone else having problems with how blender deals with wattage? All my lightS have to be in 10,000 watt range to illuminate a small 150mm object. Blender 4.2.2 out of the box doesn't do scale well at all (solidify is all out of scale - can't set an accurate thickness).
because negative light source isn't really a thing. it's discouraged if you're going for realism and physics based rendering. you're free to use it for artistic purposes.
Ironic how Ducky has actually shifted to using Spotlights, meanwhile I hate spotlights with a burning passion because that's all you have in Source Filmmaker Update: I meant meanwhile, not meaning!
Bro you need to make video on why you don't use cinema 4D which one is better octane or cycles and there is octane for blender as well but that's doesn't work 😤🤣
Please don't say "clicker" when referring to a checkbox. There is a reason we use standard terminology, doing otherwise runs the risk of confusing new-comers. Imagine a newbie having a problem, taking to Twitter, Reddit, a forum or Discord and proclaiming "I tried all the clickers but nothing happened"... 100% of people would be like "WTAF are you talking about?" and then the next 30 posts will be about trying to decipher what a "clicker" is, the next 10 will be taking the p*ss out of using the word "clicker", and anyone else who had any remotely useful suggestions to the actual problem would have lost interest 20 posts ago.
Lol wouldn't rock up to Australia then. No word is the same, plus we use metric instead of fractions of a dog's ball divided by its head circumference.
Don't have time to watch the video right now, I just came here to asky why the beams on the sun symbol are not centered? This just triggered something very unpleasant in my brain
There is no such thing as wattage. In physics, optics and electrical engineering, there is Power Rating, in units of Watts. "Wattage" is a non-scientific colloqualism.
I think you could improve your tutorials. I have seen many from you about generic topics like this. Its like they're all geared for newbies for the clicks. Where is your advanced stuff ?
that's not an improvement. that's just different content. the topic is not generic, it is very specifically about default light types. believe it or not newbies do exist. no one owes you content.
dude this is why you are the best. first minute in: "point light is blah blah blah let me give you MY definition" simplifying it for us and making this program so much easier to understand
Please do the mesh lights and HDRI lights with reflections video! These videos are so helpful!
We don't have that many videos on Blender lighting, so more is always appreciated. Thanks!
Wow highly recommend doing such tutorials and giving details to new comers in blender, don't wory nathan bro there are many newbies to blender so no matter to consider experts commenting '*oh you have to do that *no that is so simple etc., | Love you ! 👍🏻
The automatic Sky at the end was awesome and all I needed, thank you.
I want to thank you for all the Blender videos. For me they are the best teaching videos. You don’t rush through and you explain the how and why’s ❤
I’m glad you like them man!!
I noticed there's a "use nodes" option for lights in cycles but I've never used it, would be cool if you covered that.
I also find the sky texture really useful.👍
Check out this video I made about that ruclips.net/video/OQStcEoOVIg/видео.html
Reasons I not only use it, but use it for every single lamp (incl mesh emission), ever:
1. Blackbody coloring, since color picker don't allow picking in blackbody (or wavelength for that matter, for later spectral rendering) color space.
2. Allows use of IES textures, although as of late, I'm building my own "IES" visually for full control, using nodes. I never need "accurate", but sometimes "interesting".
3. I can run the lamp through a light group which I can easily access in world shader containing several, to easily adjust groups of lamps. This is *extremely* useful in order to isolate lights to see if they produce and unreasonable amount of noise (some downloaded light assets are horrible), forcing some optimizing work on them.
4. Custom attenuation based on light path/ray length calculations, usually in combination with light falloff/constant mode. Now with light linking, custom attenuation is not used for that kind of control anymore. But it's still an available option.
5. While possible, I rarely use lamp based gobos, but use actual geometry instead to cast shadows for max control.
A huge miss is the ability to control the lamp settings/qualities based on node calculations. I.e. using nodes to control "cast shadows" or "camera ray visibility" based on light path/ray length or normals would have been extremely useful.
I would also like to be able to control a lamps size using non-uniform scaling factors based on object properties; i.e. flatten a spot lamp because I'm only interested in the spots lamp emitting surface, or stretching a point lamp to mimic a tube lamp. If possible, either support for tube lamps (pretty sure Unity or Unreal have support for this analytical lamp), or making the point lamp into a capsule lamp with stretch and flatten controls; with stretch 0 is resembles a sphere, otherwise a capsule with rounded ends with length n, and flatten 0 makes the ends spherical and flatten 1 makes it into a disk light or cylindrical lamp (capsule with flat ends).
Mesh lights, reflections, HDRIs... Could be valuable additions to your catalog of tutorials. I'm sure you could tell us some things I don't already know.
As a photographer my knowledge of light's helped me a lot in 3d design
I'd say mesh lights and emissives is pretty important followup to this. There is a lot to learn there.
At 7:10 there's a big missed opportunity to mention the Blackbody node which you should use as the color source for the emission shader for realistic color temperatures.
Thanks for sharing all your knowledge.
That's interesting about the way blender measures the power of light sources. It's like the way we measure the power of the Sun in watts per square meter for the purpose of determining solar panel optimal efficiency. And we have special meters for measuring this. For reference at equatorial regions the sun's power at ground level is typically 1,000 watts per square meter.
Nice vid - clear, get it done.. not too long
I'd love to see more on how to setup and use mesh lights for sure. Thanks.
Coloured lights can really add that extra 'something' to an image. Check out the lighting in the Toy Story movies - absolutely gorgeous.
You can actualy use negitive values to take light out of your scene... can be a sort of cool effect sometimes :D
In addition there are IES files which emulate the distribution of light from various types of light fixtures. I believe there is an international standard for these light fixtures and these can make very realistic looking lighting for architectural work. And one more thing you can make any object a light emitter by using an emission Shader or by using the default Shader and just turning up the emission value. You can make a long thin cylinder and turn up the emission Shader and you have something that looks like a fluorescent tube.
I really enjoy watching your blender tips videos
plz keep continueing these vids
Daddy Ducky fill me up with these educational juices🤤
Super useful vid!!
Thank you
Great tutorial! I recently switched from Cinema 4D to Blender and so far I'm very happy with it. One thing I haven't been able to manage is how to include/exclude lights from hitting objects. If you want for instance 8 different spotlights to hit only one specific object - not other objects (they are hit by other lights) next to it in the scene. A tutorial about how to solve that would be appreciated. Best regards from Denmark 🙂
What you're describing is called light linking. Unfortunately, Blender does not natively have anything like this, despite being a feature request for many, many years. Apparently, it's extraordinarily complicated to implement. Lightgroups for compositing recently arrived, though, and the same developer is running a module on light linking, so there is hope.
Thanks for answering 😊
It just helped me a lot specially the real world calculations that I didn't know about them, Thank you so much I appreciate it.
for making solid lights disappear in reflections or refractions, toggle multiple importance!
this is good man.. thansk for making the vid and sharing knowledge ✌
Light reflections is really interesting topic
Your tutorial are very good
Thanks
Great work! Thank you for your time and expertise as always.
Great video. One that you haven't mentioned which for others who want further realism is the IES light, which you add with nodes and which is specific to all lighting companies and free to download many of those ".ies" files to use in Blender. but for whomever wants to understand them and why use them there are some tutorials on youtube, you might want to checkout.
Yes I totally forgot about those!
@@TheDucky3D All good :) it happens it's the least well known/used of all the lights :O)
Custom mesh lights and HDRIs would be amazing!
Yeeeah we want a vídeo for mesh and hdri lights❤
This are so helpful. thank you
Really nice explanation. Thank you!🎉
Reflections! Todo! Really nice explanation manner. Waiting for reflections ;)
"Now the sun light is not getting used as much as it was getting used"
Me laughing because I have it in every project for the literal *slightest* amount of light to support the HDRI
P.S
I use Eevee, don't got a GPU, and our sky texture options are.... well they're not as dynamic as the cycles one. Not bad though
yes plls Mesh lights, reflections, HDRIs... awesome videos
I really like this boy!!! ❤
can you make a follow up video to this by making a realistic day time and night time city render? maybe even show a day/night cycle as a bonus? the information in this video really helps🙏🏽 thank you
They need to make a “Strobe Light” in Blender also.
Love all your tutorials! Thanks a TON! I'd love to see more tutorials about lights and particles, volumes, and everything about super cool lighting. Also bought your "realtime materials" and they are FANTASTIC! but ))) I am having a problem with animated subjects, my principled texture shifts, please be kind to do a tutorial on how to bake principled textures ;) Thank you!
Thanks for sharing!
great recap
I wish Blender offered the ability to set the power of the lights in foot candles.
Please make a video on how to get high quality renders with low noise. What is the workflow that you follow? Do you use cryptomattes? Or do you use 3rd party denoisers? What's your denoising setup and your whole approach towards it?
I rarely ever denoise, I dont like the way it looks. I usually render higher sample counts or get my lighting better
Thanks for this. Really like your tutrorials.
Please do the mesh lights and HDRI lights with reflections video!
Oh my god thank you for mentioning the real world Watts/Lux thing because as a Filmmaker I was thinking about using Blender to use for previz to See where I want the Lights to be and how much Power they must have...does Blender have real world scale measurent Like Meter scales?
I’m not sure if they have that real world scale. But if you do some research I’m sure a filmmaker has already made something like that for guys like you
do you mean for distance and size? if so then yes, you can use meters.
Thanks Ducky this was useful. An idea for a future video - how to make and play with fog (principled volume boxes)?
Please make tutorial for product modeling texturing and lighting
Say, which is easier/faster for the computer to render with ray tracing, a scene lit by a point light, or one lit by a sun light of same point size?
Ducky, I follow you but my "problem" is accessihg the properties for various lights in blender ver 4. Egsample where do I change th strength og for lights or size ets. It is quitr different from ver 3:6
Reflections are fine in Cycles, it's just Eevee that has the issues....you just need to check a tick box to stop it casting...
Yes, I’m considering making a video about optimizing reflections in eevee
What should we do if we want the lights on the stage not to touch the plane?
I love how you refused to read the official Blender sentence at the beginning, but then you went into this long process on Watts. LOLOLOL
tysm
I heard once, that some lights are more heavy to process than others, is that right? is area light more lightweight for our processors than spot light (or viceversa) ?
Make a video how to make a text from a preview 🙏
🔥
How do you make the light itself be visible? Your cone and point lights seemed to show on screen.
add a box and use volumetric shaders. make sure the density is very very low (0.01, something like that) so you don't really see the volume much itself, but any light going through it will be visible.
Nice
Are emission shaders the same as an area light?
Not quite, cycles handles mesh lights differently. They create more noise but they have their purposes.
Please do make a video on those HDRI's
hey does anyone know why the lights won't work? I'm working on a project rn and for some reason the lights in this specific project refuse to work, so when I render the image, everything is completely dark. I think I may have messed with the default settings at one point (but idk fs), because when I start a new project and play with the lights, it works fine in the new project. Does anyone have any idea what I should do (and no I can't restart because I've worked on this project for a really long time so it'd be hard for me to restart completely)?
Which GPU do you use? Thanks
RTX 4090
@@TheDucky3D Thanks! M1 ultra no good?😇
Anyone else having problems with how blender deals with wattage? All my lightS have to be in 10,000 watt range to illuminate a small 150mm object. Blender 4.2.2 out of the box doesn't do scale well at all (solidify is all out of scale - can't set an accurate thickness).
Light is measured in what ?
Why are negative values discouraged?
because negative light source isn't really a thing. it's discouraged if you're going for realism and physics based rendering. you're free to use it for artistic purposes.
Ironic how Ducky has actually shifted to using Spotlights, meanwhile I hate spotlights with a burning passion because that's all you have in Source Filmmaker
Update: I meant meanwhile, not meaning!
Why do you wearing that funny heat?
It’s my favorite
somehow my light not working like no light came out.
Why don't you use cinema 4D
Because
Bro you need to make video on why you don't use cinema 4D which one is better octane or cycles and there is octane for blender as well but that's doesn't work 😤🤣
@@uvrse blender is free and all purpose.
Please don't say "clicker" when referring to a checkbox. There is a reason we use standard terminology, doing otherwise runs the risk of confusing new-comers. Imagine a newbie having a problem, taking to Twitter, Reddit, a forum or Discord and proclaiming "I tried all the clickers but nothing happened"... 100% of people would be like "WTAF are you talking about?" and then the next 30 posts will be about trying to decipher what a "clicker" is, the next 10 will be taking the p*ss out of using the word "clicker", and anyone else who had any remotely useful suggestions to the actual problem would have lost interest 20 posts ago.
Lol wouldn't rock up to Australia then. No word is the same, plus we use metric instead of fractions of a dog's ball divided by its head circumference.
@@ohimarc9983 Considering "no word is the same" in Australia I just managed to understand every word you said. Weird!
That is a valid point! Thanks.
Checkboxes are out, clickers are in.
i like clicker more because. what do you do with it?? you click it
in some occasions i crank up the wats to 5000000 (5 mil), wonder how it translates to real life object hahahahaha
Don't have time to watch the video right now, I just came here to asky why the beams on the sun symbol are not centered? This just triggered something very unpleasant in my brain
Who is smeef
Check him out he’s pretty good, his channel is Smeaf
un😊😊😊😊
There is no such thing as wattage. In physics, optics and electrical engineering, there is Power Rating, in units of Watts. "Wattage" is a non-scientific colloqualism.
I think you could improve your tutorials. I have seen many from you about generic topics like this. Its like they're all geared for newbies for the clicks. Where is your advanced stuff ?
that's not an improvement. that's just different content. the topic is not generic, it is very specifically about default light types. believe it or not newbies do exist. no one owes you content.