[Autogenerated] All right, let's take a
look at some of the best practices we have
in our workflow and also how we can get
the best results in our renderings. First
of all, let's set up our scene a bit more
so elective 80 Perspective on dhe. I can
go into my drama new and increase the
angle of view, but more this way we get
the effect off a shorter lens on the
camera. This makes the scene look much
more dynamic. Now let's find a good angle.
All right, there we go. I save it on the
custom one slot for now, since this is the
first few that I want to save out, and if
I want to have a second position, I can
save dessert as well. This would be very
useful in cases. Where do you want to make
a presentation off my object or design to
the team or to whoever I'm working with
and want to make sure that the views are
consistent? Once they're set up, I can
rotate around the scene and don't have to
fear of losing my camera angle that I
chose, since I can always Quebec trees.
This is quite a lifesaver, since we want
to make sure that we don't lose any of our
work that we do when rendering out and
exporting passes since and consequence it
would cost us a lot of time. So now, in
case it happens and we accidentally rotate
the model during the export, we can always
go back to the spot. There's also the
possibility of saving this out as a file
separate to the project. So in case you're
closing down the brush and begin a new
work day, you can always refer back to
these. Now let's take a look at the two
most important aspects that we have in
rendering, which are the shadow and Emmy
and occlusion settings. And let's see how
we can get the best results. I go ahead
and render this out quickly, so we have
something to compare toe, and this is with
the default settings. The first setting
that I want to change to improve to
inequality is the amount of race that are
being calculated. So I go ahead and
increases a little bit, not too much for
now, and in the M E and a crucial as well.
This will give us a much softer gradation
and less art effects don't jump to a high
value too quickly here, since it will
increase the render times quite a lot in
the M E and occlusion settings. There is
also the resolution that I can change and
in this pixel dependent. So it Go ahead
and check my documents size first, and I'm
around 2.5 K. So I want to be around a
similar value here. The third setting that
we should change is the angle, and this
will give us a much softer cast shadow
appearance. The more the source or direct
is distant and vice versa. This will give
us a much more naturalistic and less
artificial look to our scene. But let's
see it on a simple sphere. Right now I get
a very harsh and sharp SHADO control all
around, which looks very unnatural. So let
me increase the angle a little bit. Yeah,
we get this off the edge this way. Okay.
This is much better on. We can increase it
some more. Let's put it to 10. Okay. And
now we get some abandoned or artifacts in
years, so we would have to increase the
race. Let's go to 50 Okay? It is a bit
better, but to now get to really have
fidelity and improvement upon this result,
we would have to increase the race quite a
lot. And in consequence, this would mean
we have a lot more render times so we can
fake a way around it a bit better by using
the Blur, Mont. The best practice here is
increasing the angle. So we get a more
naturalistic result and then using the
Blur to smooth out any artifact or banning
that we get. Now let's compare our to
render settings that used. I have prepared
everything in photo shop, so we have the
first and second options right next to
each other, and we instantly see the
difference and can now analyse what
settings have what impact on our scene.
Let's look at the shadow pass first. The
different Renner settings give us a lot
off ugly edges throughout and a lot off
art effects that make a lot of noise. And
with the improved render settings, we get
a lot more smoothness all around and also
a lot more readability this way, when we
take a look at the M E in the crucial
pass. We see that with the default
settings, we only get very generalized and
averaged effect off our recruited areas.
And with the increased screen resolution
and also race, we get much more detail,
and it captures every cavity that's in
there. So this will pop our forms a lot
more. So when it comes to rendering out
the passes, Thes two settings are always
the most important aspects to double check
the shadow and M ind occlusion, and on a
technical level, we have to make sure that
these are set up correctly, so we get the best results.