Architectural Interiors in EEVEE Tutorial series

(chippwalters) #1

Hey guys,

Definitely EEVEE: Definitive Interiors SHIPS!

Hey everyone, BIG NEWS!

My new course, Definitely EEVEE: Definitive Interiors is now available– and for a limited time it’s even on sale for you early adopters!

Check out the preview video

This course has been battled tested with over 18 beta testers from all parts, including EEVEE masters and Lighting Experts from Digital Domain. Hear from a few of them.

"A complete and compact look at the Eevee render engine. Learn new techniques and tricks to help you bring your interior rendering in Eevee to the next level."

— Eric Klein

(Eric’s a noted expert on EEVEE here blenderartists.org and was so very helpful in working out some of the tough edge cases for this course. Thanks Eric!)

“Chipp created a comprehensive, well-researched, informative tutorial series that extended my knowledge, even though I’m a seasoned Blender user.”

— Metin Seven, 3D designer (metinseven.nl)

The 4 main goals of this course:

  1. To provide the first in-depth course about EEVEE lighting.

  2. Teach users how to render an interior scene in Blender 2.8 EEVEE in as simple and straightforward way as possible. This includes importing files, adding materials, setting up lighting and creating final renders and animations.

  3. To help current 2.79 users who want a fast track into 2.8 and EEVEE rendering.

  4. To provide a bulletproof solution for people migrating from another application to be able to do the above with minimum time spent learning Blender 2.8.

Happy Blendering!

PRE ROLL

You may know me as the co-creator of KIT OPS, or my free fSpy tutorial, or the free EEVEE glass shader I’ve created (all at https://gumroad.com/chippwalters ).

These last few months, I’ve also been very busy. In particular, I’ve been working on workflows and pipelines to be able to quickly render and animate your interiors in Blender 2.8 using EEVEE.

Consider this comparison:
On the left is the original reference picture. On the right is Blender 2.8’s unbiased renderer, CYCLES. (ignore the glass material as I was using a metal). CYCLES is a path tracing renderer. It renders faster with GPU cards but it’s still minutes (if not hours) per render. Still, it gives fabulous results (and it’s free). IIRC, this rendering took around 15 minutes and I have a pretty fast system with 2 GPU cards (1080 and 960Ti).

Now, let’s look at Blender 2.8’s other renderer: EEVEE. EEVEE is like a game engine, only optimized for modeling and animation and NOT realtime play. Here’s the same comparison with EEVEE.

You can see, they are very similar-- and the EEVEE one took less than 4 seconds to render! In fact I can render at 4K resolution a single frame in under 10 seconds. This means creating animations is just ridiculously fast (check out some animations at the end of this video: https://youtu.be/AtjLhPtzL9M?t=54 )

So, why am I here? Well, I’ve created a course which goes into great detail how to use Blender 2.8 to render and animate your interiors. I specifically want to enable users to be able to quickly realize their designs in Blender, add materials and light the scene and render.

One of the really cool things, is you don’t have to do ANY UV MAPPING! I’ve put together some shaders and materials, with clear instructions on how to do it all.

Here’s what I’m calling it:

The tutorial style is video, with no video lasting more than 10 minutes. It’s incredibly dense in that I’ve tried to remove any rambling, umms, errrs, and instead focused on getting TO THE POINT very quickly. It will also include a number of materials and objects you can use/reuse.

4 Likes
Making high-quality image textures
(Emir Sinan Gürlek) #2

Hey @chippwalters , sent you an e-mail. Good luck with the new series!

1 Like
(Metin Seven) #3

@chippwalters kindly allowed me to have a peek, and it’s a very informative tutorial series with lots of useful info about Eevee scene setup, materials, texturing and rendering. Recommended!

1 Like
(calmadigital) #4

I have also sent an e-mail.

#5

Hi @chippwalters, sent you an e-mail. Thanks!

(chippwalters) #6

Finishing up the series. Much thanks to @eklein and all the super beta testers! Learned a lot debugging light leaks and tweaking irradiance probes, light settings, and much more. Over 20 lessons and still counting.

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me_2e11U

1 Like
(Jude Zami) #7

Helo chipp,
I just sent u an email. Great work on youtube

(chippwalters) #8

Hey everyone, BIG NEWS!

My new course, Definitely EEVEE: Definitive Interiors is now available– and for a limited time it’s even on sale for you early adopters!

Check out the preview video

This course has been battled tested with over 18 beta testers from all parts, including EEVEE masters and Lighting Experts from Digital Domain. Hear from a few of them.

"A complete and compact look at the Eevee render engine. Learn new techniques and tricks to help you bring your interior rendering in Eevee to the next level."

— Eric Klein

(Eric’s a noted expert on EEVEE here blenderartists.org and was so very helpful in working out some of the tough edge cases for this course. Thanks Eric!)

“Chipp created a comprehensive, well-researched, informative tutorial series that extended my knowledge, even though I’m a seasoned Blender user.”

— Metin Seven, 3D designer (metinseven.nl)

The 4 main goals of this course:

  1. To provide the first in-depth course about EEVEE lighting.

  2. Teach users how to render an interior scene in Blender 2.8 EEVEE in as simple and straightforward way as possible. This includes importing files, adding materials, setting up lighting and creating final renders and animations.

  3. To help current 2.79 users who want a fast track into 2.8 and EEVEE rendering.

  4. To provide a bulletproof solution for people migrating from another application to be able to do the above with minimum time spent learning Blender 2.8.

Happy Blendering!

Chipp

3 Likes
(calmadigital) #9

Great news, @chippwalters

It was a pleasure to be one of your beta tester. I learned a lot.

#10


And a booklet (kind alike “tips & tricks overview.pdf”) for print or to otherwise always have at hand (on mobile) would be nothing less, but a cherry on top. For modern days of confusion, as we tend to forget fast & easy.
I also feel a trailer is a bit over-zealous, almost going against your claims, but could just be me.

Otherwise, nicely done.

Stay well & keep up the spirit!

(chippwalters) #11

Yes, I plan to add that and a detailed fSpy modeling tutorial after I got some medical things sorted out.

Thanks again for your help!

1 Like
(csimeon) #12

Great Tutorials! I am very, very satisfied, that I bought this.
I am a rather experienced Blender user, coming to 2.8 from 2.79 for the first time and I think the interface is something I could get used to easily, on my own with little help with doumentation, etc. The lighting and material concepts though, have extensive changes (with Eevee) and I needed help, in the form of structured tutoring.
It cannot imagine it in a better way than Definitely Eevee (and I say this having bought another tutorial series by an established addon/aftermarket distributor - no names out of respect for his work - but this is much better)

1 Like
(csimeon) #13

@chippwalters Please help me out:

  1. How in the demo files, scenes give good render results both inCycles and Eevee (specifically I rendered the scene in your Kitchen file using both engines), whereas every other tutorial and documentation I have encountered, says you need to change lighting conditions?
    (Mostly I’ve seen others make separate scenes for each render engine that share the objects but have different lights)
  2. In the sydRoom file, the status bar reads "Lights not baked’, why? what can I do?
    I tried baking the Indirect Lighting, from the Render properties, but that didn’t change anything.
    I just noticed LightsNotBaked is an object name… why?
1 Like
(chippwalters) #14

Thank you @csimeon for the kind words. They are appreicated :slight_smile:

(chippwalters) #15

@csimeon

  1. How in the demo files, scenes give good render results both inCycles and Eevee (specifically I rendered the scene in your Kitchen file using both engines), whereas every other tutorial and documentation I have encountered, says you need to change lighting conditions?
    (Mostly I’ve seen others make separate scenes for each render engine that share the objects but have different lights)

As @eklein has mentioned in previous threads, it’s always a good idea to start with a Cycles render, so you have a reference render for your work in EEVEE. That’s pretty much how I decided to work for the basic scene lighting. Of course in EEVEE there are other things which also need to be done, like irradiance probes and cube maps, etc… Still, a good start is getting EEVEE to get it right first.

  1. In the sydRoom file, the status bar reads "Lights not baked’, why? what can I do?
    I tried baking the Indirect Lighting, from the Render properties, but that didn’t change anything.
    I just noticed LightsNotBaked is an object name… why?

I have a collection named “Lights not baked” in order to turn off those lights when I do my Indirect Lighting for a given scene. Not only does it speed up the baking process, but it also helps with some shadow and false lighting artifacts. Try turning ON those lights and baking the scene and you’ll see what I mean.

Also, many times I will bake the Indirect Lighting, and then afterwards turn on the “Lights not baked” collection in order to bake the reflection cube maps. This is also a valid workflow. HTH.

1 Like
(Eric Klein) #16

csimeon,

Having a scene that works in Cycle and Eevee the lighting does have to be match. In Cycles use the strength value and in Eevee use the energy value. The way to handle HDRI lighting for interior is different in Cycles than Eevee for it to match see my link on tips on interior HDRI lighting in Eevee Tips for creating a realistic HDRI lighting.

The sydRoom is my favorite scene of the tutorial series. In this scene all the lights should be baked for more accurate indirect lighting. I made a new version of the sydRoom that fixed ceiling splotches, glass divider material, baking speed by 3x, and other small improvements. Baking the “Lights not baked” only added 3-4 seconds to my total baking time. See below my sydRoom scene to compare:

sydRoom not baking “Lights not baked” (33 sec baked time).

sydRoom baking “Lights not baked” (36 sec baked time).

The difference is subtle for this scene look in the back on the room and around the spot lights it is a little brighter because their more lights added to the indirect light baking.

Chipp workflow for not baking all the lights is valid. In Unreal Engine it has the same concept it does baking for static lights and does no baking for dynamics lights. For Eevee it can save considerable time and if the improvement in render quality is small it will be worth it, but the indirect lighting won’t be complete or accurate. Another reason not to baked certain lights is if these lights are going to change location or intensity in animation. They are also artistic reasons not to bake certain lights. Their should no be artifacts as long as light and shadow settings are adjusted properly see my link on light leaks Light Leaks.

1 Like
(csimeon) #17

@chippwalters and @eklein

Hmmm I think I understood but then I found out I didn’t… at all, when I tried out changes to the scene.
Chip: I added some lights to your scene, a sun, and after I free the cache, I bake again and render and… nothing changes! Nothing!
I add a magenta sun with intensity 1000 nothing. I change some of your lights, both under Baked and Not Baked collections, again nothing.
I have watched your videos and thought I understood. I’m missing something really obvious, please help.

Edit: I just realized there is actually two settings for every light! one for Cycles, another for Eevee, sorry.

Definitely EEVEE Materials System
#18

Once I started watching, I could not stop and went over all chapters of the tutorial :slight_smile:
It keeps a fast pace in each part making it very compressed compendium of tips and tricks. Always right to the point, no idle talking. It will be easy to get back to any chapter while working on a scene and find the information you need at that moment.
It seems like it covers all settings which should be done to make correct setup for Eevee rendering. Undoubtedly it’s going to save a lot of time on searching information through forums or other media channels.
As an intermediate Blender user (started learning about materials and lighting lately) I find it really great piece of Eevee specific and - to certain extent - general information.

1 Like
(chippwalters) #19

Thanks for your review :slight_smile: !