<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Articles &bull; Archives Creative Shrimp</title>
	<atom:link href="https://www.creativeshrimp.com/category/article/feed" rel="self" type="application/rss+xml" />
	<link>https://www.creativeshrimp.com/category/article</link>
	<description>Blender tutorials and courses for 3D artists</description>
	<lastBuildDate>Fri, 16 Oct 2026 12:22:54 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.3.1</generator>
	<item>
		<title>Cinematic Lighting for 3D Environments: The Monastery Dungeon</title>
		<link>https://www.creativeshrimp.com/cinematic-lighting-3d-environments-monastery-dungeon.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Fri, 16 Oct 2026 12:20:31 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[photogrammetry]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=18389</guid>

					<description><![CDATA[<p>Lighting an environment is different from lighting an object. The tricks like light falloff and back lighting receive a slightly (or very) different application. Yes, it is still mostly about making it look three dimensional and rounded &#8211; just the sphere has been flipped and you&#8217;re on the inside. There are no demogorgons there, just</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/cinematic-lighting-3d-environments-monastery-dungeon.html">Cinematic Lighting for 3D Environments: The Monastery Dungeon</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p><em>Lighting an environment is different from lighting an object. The tricks like light falloff and back lighting receive a slightly (or very) different application. Yes, it is still <strong>mostly</strong> about making it look three dimensional and rounded </em>&#8211;<em> <strong>just the sphere has been flipped and you&#8217;re on the inside.</strong></em></p>



<p><em>There are no demogorgons there, just pokemons (if EEVEE is one of them).</em></p>



<span id="more-18389"></span>



<figure class="wp-block-image size-full"><img decoding="async" fetchpriority="high" width="2000" height="1125" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/hero-monastery-dungeon.jpg" alt="The Bernardine Cloister dungeon ruins (Brest, Belarus). A photoscan from Photogrammetry Course" class="wp-image-18392" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/hero-monastery-dungeon.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/hero-monastery-dungeon-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/hero-monastery-dungeon-1536x864.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /><figcaption class="wp-element-caption">The Bernardine Cloister dungeon ruins (Brest, Belarus). A photoscan from <a href="https://www.creativeshrimp.com/photogrammetry-course">Photogrammetry Course</a>.</figcaption></figure>



<p>&#8212;</p>



<p>Lighting <strong>objects</strong> is often relatively simple: push the light from the directions not aligned with the camera &#8211; that&#8217;s how you avoid flatness. The light wraps around the sphere, making it look<strong> </strong>rounded.</p>



<p><em>(There&#8217;s nothing wrong with the flat, camera-aligned lights &#8211; <a href="https://x.com/briscoepark">breezeh</a> maxxed out this style lighting in his otherworldly walks &#8211; and who&#8217;ll say the works of <a href="https://www.criterion.com/films/29219-the-color-of-pomegranates">Parajanov</a> aren&#8217;t magnificent).</em></p>



<figure class="wp-block-image size-large"><img decoding="async" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/candidate_p1_05-15-1170x731.jpg" alt="A flat sphere vs a spherical sphere" class="wp-image-18424" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/candidate_p1_05-15-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/candidate_p1_05-15-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/candidate_p1_05-15-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">A flat sphere vs a spherical sphere</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Object/Character vs Environment</h2>



<p>Then, interiors are a different thing. </p>



<p>You can&#8217;t wrap the light around the room. It&#8217;s the room that wraps around the camera. It has openings in every direction, depth that recedes past the frame and it has lots of negative space. Let&#8217;s call it a sphere Inside Out.</p>



<p>Often, there is no single terminator to soften and no one silhouette to rim. Instead there are planes in every direction, and the job is<strong> not to round a form but to</strong> <strong>round a space</strong> (to emphasize its 3d nature).</p>



<figure class="wp-block-image size-large"><img decoding="async" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light_terminator_01-1170x731.jpg" alt="In an environment, often, there is no single terminator to soften" class="wp-image-18426" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light_terminator_01-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light_terminator_01-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light_terminator_01-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">In an environment, often, there is no single terminator to soften</figcaption></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="1308" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight_character_01.jpg" alt="ou can almost always backlight a character - or an object - very easily" class="wp-image-18425" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight_character_01.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight_character_01-768x392.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight_character_01-1536x785.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight_character_01-2048x1046.jpg 2048w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight_character_01-980x500.jpg 980w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption class="wp-element-caption">You can almost always <a href="/character-lighting-techniques.html">backlight a character</a> &#8211; or an object &#8211; very easily</figcaption></figure>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/inside_out_01-1170x731.jpg" alt="You can't wrap the light around the room. It's the room that wraps around the camera" class="wp-image-18442" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/inside_out_01-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/inside_out_01-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/inside_out_01-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">You can&#8217;t wrap the light around the room. It&#8217;s the room that wraps around the camera</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Inside Out</h2>



<p><em>It&#8217;s absolutely possible that the first time I really felt Inside Out was actually when photoscanning this corridor in Brest, Belarus &#8211; or some other place &#8211; because the photoscanning pattern for capturing an environment is <strong>much</strong> more unintuitive than the one for capturing an object. As you have to mentally unwrap it, for the lack of the better term.</em></p>



<p>It doesn&#8217;t help that often the places that you&#8217;d photoscan are lowkey engrossing: abandoned mental asylums in the woods and such.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876381521?h=becc5146e6&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Using an on-camera flash to flatten out the lighting - Photogrammetry"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p><em>Capturing regular objects is a breeze compared to that. Almost no mental energy spent.</em> <em>I find certain parallels in it.</em></p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876361178?h=08dc36dde5&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Modular Photoscanned Props - Abandoned Warehouse"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h2 class="wp-block-heading">Lighting The Monastery Dungeon Tutorial (Theory + Practice)</h2>



<p>This is the Monastery Dungeon chapter from <em>Cinematic Lighting in Blender</em>. You&#8217;ll learn how to light it in EEVEE, with the techniques tailored for its inside-out nature.</p>



<p>If you want to follow along, we shared <a href="https://www.patreon.com/CreativeShrimp/posts/environment-part-154218319">the photoscanned dungeon model on Patreon</a>. Don&#8217;t bother with subscribing to a paid tier if you don&#8217;t want to, though &#8211; just watching the video(s) alone should be enough to grasp the concepts.</p>



<p>Here are two themes we&#8217;ll cover:</p>



<ul>
<li>The four methods of lighting a Space (or an inside-out sphere)</li>



<li>And how to apply cinematography to it</li>
</ul>



<p>Two videos for you to watch.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="626" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/part_1_vs_part_2.jpg" alt="The four methods of lighting a Space (or an inside-out sphere)

And how to apply cinematography to it" class="wp-image-18423" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/part_1_vs_part_2.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/part_1_vs_part_2-768x250.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/part_1_vs_part_2-1536x501.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>



<p><strong>Part 1 &#8211; Interior Lighting: Theory (21 min).</strong> The formal stuff. Falloff, direction, composition, front-vs-back lighting and how to organize environment space with light so it doesn&#8217;t feel flat.</p>


<div class="youtube-responsive-container"><iframe loading="lazy" width="560" height="315" src="https://www.youtube.com/embed/awe33mCMSoQ?si=n00BOQkzHJZbYxah" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>



<p><strong>Part 2 &#8211; Interior Lighting: Cinematic Setup (49 min).</strong> The practice. A complete, motivated lighting scheme for the corridor, built layer by layer in Eevee.</p>


<div class="youtube-responsive-container"><iframe loading="lazy" width="560" height="315" src="https://www.youtube.com/embed/OCuABMuWKg0?si=xP2kvhu8xufQZMP9" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>



<p>&#8212;</p>



<h2 class="wp-block-heading">Eevee is not the compromise</h2>



<p>I chose Eevee for this chapter deliberately, and not only because it renders quickly.</p>



<p>In recent versions of Blender, Eevee can be genuinely realistic AND tweakable. It&#8217;s a crazy combo, and so useful for experimenting with custom light falloffs and fake global illumination.</p>



<p>Realistic in this context also means just a physical realism of the light transport simulation. Eevee&#8217;s GI (global illumination) is good enough nowadays to pass the photorealism test. But, hell, it was already good enough many years ago if you knew what you were doing on the &#8216;cinematic realism&#8217; front (See the SSGI demo from 2020). I have much earlier demos from the 3ds Max and Mental Ray era, which I won&#8217;t share now.</p>



<p><em>A disclaimer: this is not a deep technical dive into Eevee sliders. We have a <a href="https://superhivemarket.com/products/eevee-realistic-lighting-rendering/?=ref88">companion course</a> for that. Here, the engine is a means, not the subject.</em></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="655" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/eevee_vs_cycles_01.jpg" alt="Eevee vs Cycles" class="wp-image-18457" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/eevee_vs_cycles_01.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/eevee_vs_cycles_01-768x262.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/eevee_vs_cycles_01-1536x524.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /><figcaption class="wp-element-caption">Eevee vs Cycles</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">PART I. The four traits</h2>



<p>Across the tutorial &#8211; just like we do in our courses &#8211; I test lighting against four words.</p>



<ul>
<li><strong>Non-flat.</strong> It has gradients, softness and a sense of volume.</li>



<li><strong>With a composition idea.</strong> It gives the eye somewhere to go (the light leaks).</li>



<li><strong>Moody.</strong> It carries a thick atmosphere or a vibe.</li>



<li><strong>Realistic.</strong> It feels motivated &#8211; even when the setup is full of cheats.</li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="1125" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/four-cinematic-traits.jpg" alt="The four traits of cinematic environment lighting" class="wp-image-18421" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/four-cinematic-traits.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/four-cinematic-traits-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/four-cinematic-traits-1536x864.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /><figcaption class="wp-element-caption">The four traits of cinematic environment lighting</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">1. Light Falloff &#8211; Spherical and Directional</h2>



<p>Arguably, falloff matters so much more in an environment than it does in an object shot. </p>



<ul>
<li>A point light gives you a spherical pool of influence that kind of <strong>bakes the depth</strong> into everything it touches (we see what&#8217;s far and what&#8217;s close &#8211; to that light! &#8211; based on the receding influence).</li>



<li>An area light gives you a long, directional gradient.</li>



<li>In Eevee, custom light distance turns those falloffs into something you can tune by taste. It is the interior equivalent of moving the key light around a sphere.</li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2154" height="1166" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/spherical_and_directional_falloff_01.jpg" alt="light falloff - spherical and directional" class="wp-image-18462" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/spherical_and_directional_falloff_01.jpg 2154w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/spherical_and_directional_falloff_01-768x416.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/spherical_and_directional_falloff_01-1536x831.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/spherical_and_directional_falloff_01-2048x1109.jpg 2048w" sizes="(max-width: 2154px) 100vw, 2154px" /><figcaption class="wp-element-caption">Light falloff &#8211; spherical (left) and directional (right)</figcaption></figure>



<h3 class="wp-block-heading">The Quake school of lighting</h3>



<p>Some lighting styles, like the one found in Quake and early FPS games, rely <strong>almost entirely on light falloff</strong>. You can drop point lights into a corridor with no motivation whatsoever &#8211; lights out of nowhere, literally &#8211; and the space will still read as three-dimensional and moody. </p>



<p>It will not be cinematic in the motivated sense, and it is not trying to be. But as an exercise in form, and a hommage to an art style: try it out.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1752" height="898" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/shadowed_depths_01.jpg" alt="Shadowed Depths (1997) - I used to play it in the 2nd grade. Just kidding" class="wp-image-18464" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/shadowed_depths_01.jpg 1752w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/shadowed_depths_01-768x394.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/shadowed_depths_01-1536x787.jpg 1536w" sizes="(max-width: 1752px) 100vw, 1752px" /><figcaption class="wp-element-caption">Shadowed Depths (1997) &#8211; I used to play it in the 2nd grade. Just kidding.</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">2. Light as 2D masses</h2>



<p>Once the form reads, the next stop is thinking of the composition (aka 2d masses). A hard beam or a bright patch is a two-dimensional shape laid over the camera view. The eye is handed from one accent to the next &#8211; light leaks usually look <em>cool</em>.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-as-2d-masses-1170x731.jpg" alt="Light leaks as 2D compositional masses" class="wp-image-18420" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-as-2d-masses-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-as-2d-masses-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-as-2d-masses-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">Light leaks as 2D compositional masses</figcaption></figure>



<figure class="wp-block-image size-full is-resized"><img decoding="async" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light_leaks_01.jpg" alt="Light leaks - on top of the spherical and linear falloff" class="wp-image-18473" style="width:850px" width="850" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light_leaks_01.jpg 774w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light_leaks_01-768x551.jpg 768w" sizes="(max-width: 774px) 100vw, 774px" /><figcaption class="wp-element-caption">Light leaks &#8211; on top of the spherical and linear falloff</figcaption></figure>



<p>Squint until you see the 2d light masses, then ask whether the arrangement feels balanced and pleasant. It shouldn&#8217;t look realistic at this point &#8211; we&#8217;re still experimenting with the form and the composition. The realism will come later, both the physical and the cinematic dimensions.</p>



<p>&#8212;</p>



<h2 class="wp-block-heading">Front light, back light, and what each one is really showing</h2>



<p>Now, the light direction.</p>



<p>As we&#8217;ve mentioned, it&#8217;s much easier to talk about light direction in case of <strong>objects</strong>. Back light gives that wrappy effect that makes the object look rounded and brings out shadows. Front light flattens it out a bit &#8211; and brings out color.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="830" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/key_light_direction_01.jpg" alt="front vs back light (objects)" class="wp-image-18475" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/key_light_direction_01.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/key_light_direction_01-768x332.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/key_light_direction_01-1536x664.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /><figcaption class="wp-element-caption">A clear cut demo: front vs back light (objects)</figcaption></figure>



<p>For environments, these things still hold true, <strong>but their</strong> <strong>application isn&#8217;t as intuitive.</strong></p>



<p>There&#8217;s no object to wrap the light around, and often no clear separation between the foreground and the background, so it&#8217;s&#8230; confusing.</p>



<p>Still, there are the truths to hold on to:</p>



<ul>
<li>Back light throws shadows toward the camera. Every crack, every stone, every tiny crevice catches definition. It also creates specular reflections and drains color (specular highlights are neutral, so the more <strong>shape</strong> you reveal, the less <strong>color</strong> you keep).</li>



<li> Front light does the opposite. It flattens the form, but it hands you the diffuse color intact.</li>
</ul>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight-vs-frontlight-1170x731.jpg" alt="Backlight versus front light in the corridor" class="wp-image-18406" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight-vs-frontlight-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight-vs-frontlight-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/backlight-vs-frontlight-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">Backlight versus front light in the corridor</figcaption></figure>



<p>And the falloff is still kind of <strong>baked into everything</strong>.</p>



<p>I keep coming back to a useful way of thinking about this. Back light organizes a space a bit like a mist pass or a Z-depth pass &#8211; a hierarchy built from distance.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1453" height="516" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/mist_pass_01.jpg" alt="Backlight is a bit like a Z-depth pass" class="wp-image-18476" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/mist_pass_01.jpg 1453w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/mist_pass_01-768x273.jpg 768w" sizes="(max-width: 1453px) 100vw, 1453px" /><figcaption class="wp-element-caption">Backlight is a bit like a Z-depth pass</figcaption></figure>



<p>Front light reads more like a diffuse-color pass &#8211; you know, the shadeless one. Weirdly, it also has some distance baked in &#8211; depending on the light falloff.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1453" height="516" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/color_pass.jpg" alt="Front light is a bit like a diffuse-color pass" class="wp-image-18478" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/color_pass.jpg 1453w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/color_pass-768x273.jpg 768w" sizes="(max-width: 1453px) 100vw, 1453px" /><figcaption class="wp-element-caption">Front light is a bit like a diffuse-color pass</figcaption></figure>



<p>Neither is cinematic on its own. They’re two different instruments. That said, back light gives you more depth and geometric detail, if that’s what you’re after. I explored the object version of this idea in <a href="https://www.creativeshrimp.com/reverse-key-lighting-tutorial.html">One Simple Technique to Improve Your Lighting in Blender (Upstage Lighting)</a>. To be honest, I&#8217;m yet to fully apply it to environments.</p>



<p>&#8212;</p>



<h2 class="wp-block-heading">PART II. Cinematic realism = motivation</h2>



<p>Here is the turn that Part I is built toward.</p>



<p>You can stack every formal trick in this article &#8211; falloff, accents, back light &#8211; and still end up with an image that <strong>doesn&#8217;t feel real</strong>. It can feel moody, three-dimensional, game-like, surreal. Just not real (as in the cinematic definition of realism). Let&#8217;s not get tangled in definitions &#8211; <a href="https://www.youtube.com/watch?v=meeS7yuCaJs">here I describe the brand of cinematic realism that appeals to me</a> and is broad enough for our 3d work.</p>



<p>To make a lighting scheme feel real, every layer of light should be <strong>motivated</strong> by something already in the scene.</p>



<p>So, in Part II, I&#8217;ll focus on the Four Traits once again. </p>



<p>Only this time, making sure we hide them extremely well.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="983" height="1141" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/formal_vs_cinematic_01.jpg" alt="The formal lighting tricks exposed (top) versus hidden behind motivation (bottom)" class="wp-image-18487" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/formal_vs_cinematic_01.jpg 983w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/formal_vs_cinematic_01-768x891.jpg 768w" sizes="(max-width: 983px) 100vw, 983px" /><figcaption class="wp-element-caption">The formal lighting tricks exposed (top) versus hidden behind motivation (bottom)</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Motivation: The chain</h2>



<p>A cinematic lighting setup is not a collection of lamps. If anything, it is a chain or hierarchy of causes.</p>



<ol>
<li>The broken roof motivates the daylight (environment). </li>



<li>The daylight motivates a broad skylight (area lights).</li>



<li>The skylight and the sun motivate the bright patches and the hard beams (the sun lamp).</li>



<li>Those patches motivate subtle bounced light on the nearby walls (fake point light GI; and real screen-traced GI). </li>
</ol>



<p>That is the <strong>hierarchy of motivation</strong>, and it is the difference between a cheat that disappears and a cheat that feels lit (when cinematographers say something feels lit, it&#8217;s bad &#8211; like there&#8217;s apparently a lamp somewhere or your trick got exposed). </p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/fake-gi-motivated-bounce-1170x731.jpg" alt="A subtle fake bounce being invisible, because it's motivated by the sunny patch" class="wp-image-18410" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/fake-gi-motivated-bounce-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/fake-gi-motivated-bounce-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/fake-gi-motivated-bounce-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">A subtle fake bounce being invisible, because it&#8217;s motivated by the sunny patch</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Light layers: the chain</h2>



<p>Reduce the world light first, then decide which openings are actually part of the story. In a ruined building there are holes everywhere, so there&#8217;s a certain artistic freedom.</p>



<ol>
<li>Environment. First, set the environment light exposure &#8211; this is going to be our Level 1 <strong>motivation</strong>. Block the door frames that you don&#8217;t want to contribute.</li>



<li>Area lights for skylight &#8211; tune their strength, temperature and placement so it feels like it&#8217;s <strong>the environment light</strong> seeping in. These are our <strong>falloffs</strong>, secretly.<br /><br />Single versus multiple light directions is an interesting choice. I think it&#8217;s usually safer to go with one key light direction, but feel free to experiment.</li>



<li>Spotlights for the harder sun patches that carry <strong>the composition</strong> (it&#8217;s good that we went with the single key light direction!). This is our Level 2 motivation.</li>



<li>Fake secondary bounces using point lights. Look how our little cheat disappears, because of the Level 2 motivation.</li>
</ol>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1800" height="764" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/layer_01_environment_sky_light.jpg" alt="1. Environment and 2. Area lights" class="wp-image-18495" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/layer_01_environment_sky_light.jpg 1800w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/layer_01_environment_sky_light-768x326.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/layer_01_environment_sky_light-1536x652.jpg 1536w" sizes="(max-width: 1800px) 100vw, 1800px" /><figcaption class="wp-element-caption">1. Environment and 2. Area lights</figcaption></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1900" height="740" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/single_vs_multiple_key_light_directions.jpg" alt="Single versus multiple key light direction" class="wp-image-18496" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/single_vs_multiple_key_light_directions.jpg 1900w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/single_vs_multiple_key_light_directions-768x299.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/single_vs_multiple_key_light_directions-1536x598.jpg 1536w" sizes="(max-width: 1900px) 100vw, 1900px" /><figcaption class="wp-element-caption">Single versus multiple key light direction</figcaption></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1343" height="545" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/sun_and_fake_gi.jpg" alt="3. The spot lights (imitating the sun) 4. The point lights (fake GI bounces)" class="wp-image-18500" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/sun_and_fake_gi.jpg 1343w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/sun_and_fake_gi-768x312.jpg 768w" sizes="(max-width: 1343px) 100vw, 1343px" /><figcaption class="wp-element-caption">3. The spot lights (imitating the sun) 4. The point lights (fake GI bounces)</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Screen-traced GI</h2>



<p>Eevee&#8217;s screen-traced global illumination adds a secondary layer of bounce and ambient occlusion on top of the hand-built (fake) lights. It is fast, too, and surprisingly capable.</p>



<p>For anyone who missed the Indirect Intensity feature &#8211; there&#8217;s now a dedicated GI Intensity slider that gives you even more control over the strength of the indirect lighting. I imagine cinematographers would sell their own mothers for this kind of control. I wrote more about it in <a href="https://www.creativeshrimp.com/new-blender-5-1-eevee-feature-gi-intensity.html">New Blender 5.1 EEVEE Feature – GI Intensity</a>.</p>



<p>For the rest of the Eevee render settings, check out the videos.</p>



<p>Conceptually, what matters is that the GI is yet another <strong>falloff</strong>, and one that’s inherently <strong>motivated</strong> too, since it comes straight from the physical light transport algorithm itself.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/eevee-ray-tracing-result-1170x731.jpg" alt="Eevee's screen-traced GI over the hand-placed fake GI point lights" class="wp-image-18411" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/eevee-ray-tracing-result-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/eevee-ray-tracing-result-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/eevee-ray-tracing-result-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">Eevee&#8217;s screen-traced GI over the hand-placed fake GI point lights</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Light Probes</h2>



<p>A bit of EEVEE technical trivia: screen-space GI alone is unstable, so the next layer is a baked light probe volume. It’s a grid of irradiance samples spread across the corridor, storing the indirect light for the whole space.</p>



<p>In other words, where the screen-space indirect light can&#8217;t reach, the probes will carry.</p>



<p>And guess what? The probes intensity and the falloff biases can all be tweaked too.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-probe-volume-1170x731.jpg" alt="The light probe volume covering the corridor" class="wp-image-18413" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-probe-volume-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-probe-volume-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-probe-volume-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">The light probe volume covering the corridor</figcaption></figure>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-probes-before-after-1170x731.jpg" alt="With light probes enabled" class="wp-image-18414" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-probes-before-after-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-probes-before-after-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/light-probes-before-after-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">With light probes enabled</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Atmosphere</h2>



<p>Haze is usually filed under effects, but it’s also one of the easiest ways to encode depth into a space.</p>



<p>Think of it as something that enhances <strong>all other light falloffs</strong>.</p>



<p>Not to mention it makes the light shafts legible &#8211; which is to be expected in a dusty environment like that (call it realism or common sense).</p>



<p>Atmospheric haze is something unique to environments. You don&#8217;t use it in case of objects in quite the same way. It interfaces directly with space.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/volumetric-haze-1170x731.jpg" alt="A volume shader adding depth" class="wp-image-18416" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/volumetric-haze-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/volumetric-haze-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/volumetric-haze-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">A volume shader adding depth</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Conclusion</h2>



<p>In conclusion, here&#8217;s the flythrough animation from 2021 (I have the much ealier demos if needed, too). Cinematic realism in lighting environments is something that doesn&#8217;t require a perfect light transport simulation. It works in a higher register of realism &#8211; which has a technical aspect to it, sure &#8211; but mostly it is good old suspension of disbelief.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/659779497?h=e72a47a78b&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Photogrammetry - the generic workflow"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p><strong>TLDR: how do you light the environments/spaces?</strong></p>



<p>The sphere is still there, only flipped inside out.</p>



<p>With an object, you use light to describe <strong>a form</strong>. With an environment, you use it to describe <strong>a space</strong>.</p>



<p>Use falloffs &#8211; spherical and directional &#8211; compositional accents and the front/back light <strong>to describe the space</strong>.</p>



<p>If you want it to look <strong>cinematic</strong>, make sure each lighting element is grounded in something else in the scene (it&#8217;s useful to think of the causal chain, too).</p>



<p>If the whole scene doesn&#8217;t look <strong>lit</strong> &#8211; and all individual lights kind of disappear &#8211; you&#8217;re on the right track.</p>



<p>You&#8217;re allowed to cheat but don&#8217;t get caught.</p>



<p>Check it against the Four Traits: Non-flat, With a composition idea, Moody and Realistic.</p>



<p>Not everything has to feel cinematic (and the definitions of &#8216;cinematic&#8217; vary).</p>



<p>&#8212;</p>



<h2 class="wp-block-heading">Why this place</h2>



<p>The corridor is a photoscan of the Bernardine monastery in Brest &#8211; an 18th-century cloister later rebuilt as a military hospital, captured on one of the coldest days we have ever shot in, while we were documenting abandoned places. </p>



<p>A real scanned place like that arrives with its own texture, its own irregularity, its own history of damage and repair (and war, in this case). For a lighting study, that is just great. It feels like being there &#8211; playing with lights. I hope it inspired you as well!</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1500" height="892" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/bernardine_monastery_01b.jpg" alt="The Bernardine monastery in Brest" class="wp-image-18484" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/bernardine_monastery_01b.jpg 1500w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/bernardine_monastery_01b-768x457.jpg 768w" sizes="(max-width: 1500px) 100vw, 1500px" /><figcaption class="wp-element-caption">The Bernardine monastery in Brest</figcaption></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Links</h2>



<p><a href="https://superhivemarket.com/products/eevee-realistic-lighting-rendering/?=ref88">Eevee Realistic Lighting and Rendering</a> </p>



<p><a href="https://superhivemarket.com/bundles/creative-shrimp-complete-lighting-bundle">Creative Shrimp Complete Lighting Bundle</a> brings the lighting courses together into one workflow.</p>



<p>The Blender project files for this tutorial are on <a href="https://www.patreon.com/c/CreativeShrimp">Creative Shrimp&#8217;s Patreon</a></p>



<p>The scan itself comes from the <a href="https://www.creativeshrimp.com/photogrammetry-course">Photoreal 3D with Blender and RealityScan course</a></p>



<p><a href="https://www.youtube.com/watch?v=meeS7yuCaJs">Outdoor Lighting in 3D &#8211; Is there a magic formula?</a> (apropos the definition of &#8216;cinematic&#8217;)</p>



<p><a href="/character-lighting-techniques.html">How to Light 3D Portraits in Blender (Photographic Lighting Techniques)</a></p>



<p><a href="https://www.creativeshrimp.com/lighting-tutorials-my-way-to-write-a-book.html">The Lighting Book</a> that I have never finished &#8211; but I can&#8217;t shake the feeling I need to get it done</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/final-walkthrough-reverse-1170x731.jpg" alt="The corridor, from the other direction" class="wp-image-18418" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/final-walkthrough-reverse-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/final-walkthrough-reverse-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/final-walkthrough-reverse-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">The corridor, seen from the other side</figcaption></figure>




<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/cinematic-lighting-3d-environments-monastery-dungeon.html">Cinematic Lighting for 3D Environments: The Monastery Dungeon</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Cool Things in 3D (September 2026)</title>
		<link>https://www.creativeshrimp.com/cool-things-in-3d-10-2026.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Wed, 07 Oct 2026 08:58:32 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[newsletter]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=18354</guid>

					<description><![CDATA[<p>Here’s a look at some of the coolest things happening in 3D this month &#8211; from Gaussian splats in Blender 5.3 and panoramic cameras in EEVEE to dispersion in Cycles, the most realistic Blender short film, and the GPUs the Blender community is actually using. Subscribe to our newsletter 📬 if you want Cool Things</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/cool-things-in-3d-10-2026.html">Cool Things in 3D (September 2026)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Here’s a look at some of the coolest things happening in 3D this month &#8211; from Gaussian splats in Blender 5.3 and panoramic cameras in EEVEE to dispersion in Cycles, the most realistic Blender short film, and the GPUs the Blender community is actually using.</p>



<span id="more-18354"></span>



<p><em><a href="https://www.creativeshrimp.com/subscribe-shrimp">Subscribe to our newsletter</a> <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f4ec.png" alt="📬" class="wp-smiley" style="height: 1em; max-height: 1em;" /> if you want Cool Things in 3D to be delivered straight to your inbox (monthly or so).</em></p>



<div style="height:36px" aria-hidden="true" class="wp-block-spacer"></div>



<h2 class="wp-block-heading">Gaussian splats in Blender 5.3 Alpha</h2>



<p>Blender brings gaussian splats native support in the core, in 5.3. PLY and SPZ v4 files, working in both EEVEE and Cycles (and Workbench!). Now you can capture and display things like explosions, clouds, real-world photoscanned or 3d rendered environments with glossy reflections and transparency as splats. The performance isn&#8217;t perfect just yet it&#8217;s a huge step forward. </p>



<p>Check this <a href="https://x.com/key_vfx/status/2100815360765096291">explosion turntable by Jason Key</a>.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="1790" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/gaussian_splats_in_blender_5.3.jpg" alt="gaussian splat explosion" class="wp-image-18356" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/gaussian_splats_in_blender_5.3.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/gaussian_splats_in_blender_5.3-768x687.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/gaussian_splats_in_blender_5.3-1536x1375.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Panoramic camera view in EEVEE</h2>



<p>Oh my god, we have the panoramic camera in EEVEE now, in Blender 5.3 alpha. A huge feature.</p>



<p><a href="https://x.com/Nahuel_Belich/status/2095594729123545260">Nahuel Belich</a>: <em>&#8220;It still has some limitations like screen space but ITS HERE!&#8221;</em></p>



<p>By <a href="https://projects.blender.org/blender/blender/commit/fb61ad85d01c976ab78fa7671a94fb0093d20c2e">Le Gia Bao &#8211; Clément Foucault</a>.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="1110" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/panoramic_view_blender_eevee_01.jpg" alt="panoramic camera in EEVEE" class="wp-image-18357" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/panoramic_view_blender_eevee_01.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/panoramic_view_blender_eevee_01-768x426.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/panoramic_view_blender_eevee_01-1536x852.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">The most realistic Blender short film ever made?</h2>



<p>LONGING HOME, a CG short film, created in Blender looks incredible &#8211; it might just be the most big-budget-looking Blender production to date. What a time to be alive (and creating!).</p>



<p>Check the full movie in <a href="https://x.com/AlexSaytiev/status/2091192924545355997">this tweet by Alex Saytiev</a>.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="831" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/image_2026-10-06_22-58-01.jpg" alt="LONGING HOME cg short film made in Blender" class="wp-image-18358" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/image_2026-10-06_22-58-01.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/image_2026-10-06_22-58-01-768x319.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/image_2026-10-06_22-58-01-1536x638.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="831" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/longing_home_04.jpg" alt="LONGING HOME cg short film made in Blender" class="wp-image-18359" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/longing_home_04.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/longing_home_04-768x319.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/longing_home_04-1536x638.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Dispersion in Principled BSDF</h2>



<p>Well, the day has come. We have chromatic dispersion in Principled BSDF, natively, in 5.3. No need for the third-party add-ons anymore.</p>



<p><a href="https://x.com/IlyasseL_/status/2091241115458355706">Render by IlyasseL_</a>.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="922" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/dispersion_cycles_01.jpg" alt="dispersion Cycles, Principled BSDF, Blender" class="wp-image-18360" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/dispersion_cycles_01.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/dispersion_cycles_01-768x354.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/dispersion_cycles_01-1536x708.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">GPUs of the Blender Community</h2>



<p>Which GPUs are 3d artists using, based on the replies to my tweet. 148 artists and 208 mentions are coded here, out of about 315 replies. Big thanks to <a href="https://x.com/key_vfx">Jason Key</a> for arranging <a href="https://cap-fjord-prairie-island.grok.me/">the infographics</a>.</p>



<p>Guess which one is the most common? RTX 5090. Do what you want with this info.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="1748" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/gpus_blender_users_01.jpg" alt="GPUs of the Blender community" class="wp-image-18361" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/gpus_blender_users_01.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/gpus_blender_users_01-768x671.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/gpus_blender_users_01-1536x1342.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Froxel</h2>



<p>Today was the day when I first heard the term Froxel.</p>



<p>&#8220;A froxel is a frustum voxel, a 3D data cell used in computer graphics to manage lighting and volumetric effects like fog or smoke.&#8221;</p>



<p>&#8212;</p>



<h2 class="wp-block-heading">The Creative Shrimp Lab</h2>



<p>Currently, the <a href="https://www.creativeshrimp.com/">Creative Shrimp</a> space where things are happening is a lab. Experiments are being run, retorts are steaming, reagents are being blended &#8211; some explode, leaving burn marks on the walls, some produce a misty liquid with particles inside. Some develop a luminescence.</p>



<p>We don&#8217;t rush this process, yet we&#8217;re already getting some promising results. Once the solution settles, we&#8217;ll let out more info. Interesting things in the works.</p>



<p>p.s. The blender has been cleaned from the remainings of the last experiment, the tentacles thrown into the trash.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1317" height="2000" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/the_lab.jpg" alt="creative shrimp lab 3d " class="wp-image-18363" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/the_lab.jpg 1317w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/the_lab-768x1166.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/the_lab-1011x1536.jpg 1011w" sizes="(max-width: 1317px) 100vw, 1317px" /></figure>



<p>A lot of research happening as for pbr texturing, feature detection and <a href="https://vimeo.com/1233611461?fl=pl&amp;fe=sh">decals</a> for the &#8216;texturing&#8217; module of the new Blender course in production. The goal is to have a complete reference for anyone moving past the beginner stuff.</p>



<p>We might just call it <strong><em>Blender-Beyond-Beginner</em></strong> or something. What do you think? </p>



<p>Here&#8217;s <a href="https://discord.com/invite/nNReRkzWsh">our Discord</a>, if you can do better (you surely can) <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1431" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/decals_01.jpg" alt="decals creative shrimp, render, animation" class="wp-image-18365" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/decals_01.jpg 1431w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/decals_01-80x80.jpg 80w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/decals_01-768x773.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/decals_01-160x160.jpg 160w" sizes="(max-width: 1431px) 100vw, 1431px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Crazy Cloth Sim in Houdini</h2>



<p>Now that&#8217;s <a href="https://x.com/Ruye_/status/2104861905152094529">cloth sim</a> (watch it in motion)! By Ruye.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/cloth_tear_01-1170x731.jpg" alt="cloth sim Houdini vellum, torn cloth" class="wp-image-18366" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/cloth_tear_01-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/cloth_tear_01-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/cloth_tear_01-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Topology Cheat Sheet by Eman Vallejos</h2>



<p>I thought I&#8217;d <a href="https://x.com/emanvallejos/status/2103877599432945783">bookmark this tweet</a> by Eman.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="2000" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/topology_cheat_sheet.jpg" alt="topology cheat sheet" class="wp-image-18367" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/topology_cheat_sheet.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/topology_cheat_sheet-80x80.jpg 80w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/topology_cheat_sheet-768x768.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/topology_cheat_sheet-1536x1536.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/topology_cheat_sheet-160x160.jpg 160w" sizes="(max-width: 2000px) 100vw, 2000px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Koola does feel lighting</h2>



<p>Light falloff, zoning and vignette goodness. My inspiration folder is going to be made of <a href="https://x.com/Koola_UE5/status/2093083486907236385">Koola&#8217;s renders</a> soon. What an amazing artist, one of the best, I dare say, when it comes to lighting (it&#8217;s Unreal Engine, e.g. realtime, too).</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1333" height="2000" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/koola_03.jpg" alt="Koola render UE" class="wp-image-18378" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/koola_03.jpg 1333w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/koola_03-768x1152.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/koola_03-1024x1536.jpg 1024w" sizes="(max-width: 1333px) 100vw, 1333px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Hard-surface modeling process by Mert İskenderoglu</h2>



<p><a href="https://x.com/mert_iskndr/status/2101001124639547768">A really nice 1-min video</a>, explaining a particular hard-surface modeling process <em>really cleanly</em>.</p>



<p>Mert: <em>&#8220;New tutorial, in this one I tried to show how you can model or design tricky shapes without overcomplicating the process, the video is in the comments.&#8221;</em></p>



<p>And a full tutorial: <a href="https://www.youtube.com/watch?v=F1kn-5ulohw">https://www.youtube.com/watch?v=F1kn-5ulohw</a></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1206" height="2000" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/hard-surface-modeling-process.jpg" alt="hard-surface modeling process" class="wp-image-18368" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/hard-surface-modeling-process.jpg 1206w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/hard-surface-modeling-process-768x1274.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/hard-surface-modeling-process-926x1536.jpg 926w" sizes="(max-width: 1206px) 100vw, 1206px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Quick Tip</h2>



<p>How to feed the geonodes proximity data into a shader in Blender.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="1280" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/proximity_bake_geonodes_blender_01-2.jpg" alt="Blender proximity shader" class="wp-image-18370" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/proximity_bake_geonodes_blender_01-2.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/proximity_bake_geonodes_blender_01-2-80x80.jpg 80w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/proximity_bake_geonodes_blender_01-2-768x768.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/proximity_bake_geonodes_blender_01-2-160x160.jpg 160w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<p>&#8211;</p>



<h2 class="wp-block-heading">Dominic Hailstone old showreel (2004 &#8211; 2014)</h2>



<p><em>&#8220;All work is practical, puppets, actors, composited digitally. No CG. No ai.&#8221;</em> </p>



<p><a href="https://x.com/DominicHailsto1/status/2099191137554587694">Check the tweet</a>.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/dominic-hailstone-1170x731.jpg" alt="Dominic Hailstone" class="wp-image-18372" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/dominic-hailstone-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/dominic-hailstone-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/dominic-hailstone-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Agentic AI Building 3D Scenes in Blender via MCP</h2>



<p>Basically, Blender sees a surge of new users communicating with it via MCP, becoming a hub for assembling and rendering 3d content as such.</p>



<p><a href="https://x.com/louszbd/status/2093047548550525165">Lou</a>: <em>&#8220;We use GLM-5.3-Flash build a dream kitchen. A 3D world built in Blender. This is not a generated video.&#8221;</em></p>



<p><a href="https://x.com/louszbd/status/2093047548550525165">Check the tweet</a>.</p>



<p>I wonder to what extend did actual 3d artists nudged and polished this scene. </p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/astra_01-1170x731.jpg" alt="Blender MCP ai" class="wp-image-18373" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/astra_01-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/astra_01-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/astra_01-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p>Here&#8217;s <a href="https://www.youtube.com/watch?v=qsmDdOi07fI">a video of Andrew Price testing the viral AI products</a>, too.</p>



<p>&#8212;</p>



<h2 class="wp-block-heading">A basic HDRI dome projection node setup (beta) </h2>



<p>Feel free to download <a href="https://creativeshrimp.gumroad.com/l/hdri-dome-projection">the HDRI dome projection setup for free</a>, from our <a href="https://creativeshrimp.gumroad.com/">Gumroad</a>. It adds a floor to HDRI environments and works in Cycles and EEVEE.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/hdri_dome_projection_blender.webp" alt="HDRI floor, dome projection shader free" class="wp-image-18375" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/hdri_dome_projection_blender.webp 1920w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/hdri_dome_projection_blender-768x432.webp 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/hdri_dome_projection_blender-1536x864.webp 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Caustica &#8211; an Add-on for Simulating Photon-traced caustics in Cycles</h2>



<p>I haven&#8217;t tested <a href="https://superhivemarket.com/products/caustica/?=ref88">this new paid add-on</a> yet, but it looks like it delivers! If you have a specific need for this type of caustics, for a commercial or whatever, then here we go.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2000" height="1773" src="https://www.creativeshrimp.com/wp-content/uploads/2026/10/caustica_01_2.jpg" alt="Cycles caustics - Caustica add-on" class="wp-image-18376" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/10/caustica_01_2.jpg 2000w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/caustica_01_2-768x681.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/10/caustica_01_2-1536x1362.jpg 1536w" sizes="(max-width: 2000px) 100vw, 2000px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">The Pope on AI and the Human Spark</h2>



<p>I never thought I&#8217;d see and have to comment on something like that, but here we are. Leo Papa XIV draws the line (almost makes me consider a conversion to Catholicism or something).</p>



<p>I&#8217;ll just repost it here. </p>



<p><em>&#8220;In this era of artificial intelligence, it is becoming urgent to distinguish human art from what machines produce. There is an ontological difference, even before an aesthetic one, between art and what a machine can generate through statistical calculation based on millions of images created by others. Algorithms lack the spark of humanity. For this reason, the Church wishes to renew an alliance with artists and cultural institutions to safeguard our humanity.&#8221;</em></p>



<p>Amen.</p>



<p>P.S. It sounds even more badass <a href="https://x.com/Pontifex_ln/status/2105983637208682565">in Latin</a>.</p>



<p>&#8212;</p>



<p>If you want to receive these rundowns of Cool Things in 3D to your inbox, we can very well arrange it.  <a href="https://www.creativeshrimp.com/subscribe-shrimp">https://www.creativeshrimp.com/subscribe-shrimp</a> &#8211; subscribe to our newsletter.</p>



<p>Gleb</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/cool-things-in-3d-10-2026.html">Cool Things in 3D (September 2026)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Cool Things in 3D (August 2026)</title>
		<link>https://www.creativeshrimp.com/cool-things-in-3d-august-2026.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 03 Aug 2026 09:18:35 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[newsletter]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=18156</guid>

					<description><![CDATA[<p>Here&#8217;s a rundown of cool things in 3D, that caught my eye this month. Forgotten metal rendering knowledge, Blender 5.2 updates, free quad remeshing, physical atmospheres and Blender Studio&#8217;s new feature film OVERGROWN. Subscribe to our newsletter 📬 if you want Cool Things in 3D to be delivered straight to your inbox (monthly or so).</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/cool-things-in-3d-august-2026.html">Cool Things in 3D (August 2026)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Here&#8217;s a rundown of cool things in 3D, that caught my eye this month. Forgotten metal rendering knowledge, Blender 5.2 updates, free quad remeshing, physical atmospheres and Blender Studio&#8217;s new feature film OVERGROWN.</p>



<span id="more-18156"></span>







<p><em><a href="https://www.creativeshrimp.com/subscribe-shrimp">Subscribe to our newsletter</a> <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f4ec.png" alt="📬" class="wp-smiley" style="height: 1em; max-height: 1em;" /> if you want Cool Things in 3D to be delivered straight to your inbox (monthly or so).</em></p>



<div style="height:36px" aria-hidden="true" class="wp-block-spacer"></div>



<h3 class="wp-block-heading">Forgotten Metal Knowledge (Vray, Cycles, Arnold)</h3>



<p><a href="https://x.com/PrismalDesign">Lucas Piazzini</a> rediscovers a long-forgotten technique of using multiple reflection lobes &#8211; or multiple roughnesses plus anisotropic reflection &#8211; to render metal that is actually physically accurate. I&#8217;ve never seen this trick before, it&#8217;s a genuinely new piece of information for me. Just brilliant.</p>



<p><em>&#8220;In this tutorial we will be going back to 2008 to rediscover a major aspect of 3D and expand on improving seemingly common and mastered materials to new-found fidelities.&#8221;</em> <em>&#8211; Lucas</em></p>



<p>Watch the Tutorial:<br /><a href="https://youtube.com/watch?v=r3bkGPobpTw">https://youtube.com/watch?v=r3bkGPobpTw</a></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="623" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-1.jpg" alt="iron man metal shader" class="wp-image-18165" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-1.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-1-768x374.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-2.jpg" alt="physically correct metallic shader by Lucas. multiple roughness shaders, anisotropy, regular vs advanced shader" class="wp-image-18157" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-2.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-2-768x432.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="492" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-5.jpg" alt="physically correct metallic shader (multiple reflection lobes) vs real life reference" class="wp-image-18160" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-5.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/forgotten_metal_technique-5-768x295.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">EasyWaterscape for Unreal Engine &#8211; cinematic trailer</h3>



<p>If you mainly use Blender &#8211; have a look at this Unreal Engine water demo anyway. The trailer has an impeccable cinematography. </p>



<p><em>&#8220;After many months of work, I’m happy to (finally) announce the release of EasyWaterscape for #unrealengine! With realtime ocean/water simulation, dynamic foam &amp; shorelines, underwater transitions, buoyancy, and one-click presets&#8221; &#8211; <a href="https://x.com/WillFaucherVFX">William Faucher</a></em></p>



<p><a href="https://x.com/WillFaucherVFX/status/2074473280203813110">https://x.com/WillFaucherVFX/status/2074473280203813110</a> &#8211; the trailer</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="514" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/easy_waterscape_unreal_addon-1.jpg" alt="EasyWaterscape for Unreal Engine - cinematic trailer" class="wp-image-18158" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/easy_waterscape_unreal_addon-1.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/easy_waterscape_unreal_addon-1-768x308.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="503" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/easy_waterscape_unreal_addon-2.jpg" alt="EasyWaterscape for Unreal Engine - cinematic trailer" class="wp-image-18159" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/easy_waterscape_unreal_addon-2.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/easy_waterscape_unreal_addon-2-768x302.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Physical Atmospheres² </h3>



<p>I haven&#8217;t seen anything like that in Blender. <a href="https://superhivemarket.com/products/physical-atmosphere/?=ref88">A physical atmosphere sim</a> (that works in EEVEE and lets you do eclipses and stuff) and lets you <em>zoom out to space</em>, basically?</p>



<p>It&#8217;s developed by <a href="https://x.com/_martinsh">Mārtiņš Upītis</a>, a mastermind behind the water simulation and other effects in Flow, an oscar-winning Blender movie. Technically, the atmosphere and the clouds in this add-on are rendered neither in Cycles nor in EEVEE &#8211; but rather in a dedicated raymarching engine, then brought to Blender. </p>



<p>On testing it, I ended up creating a nuclear explosion. What can I say? It&#8217;s creative process. </p>



<p>p.s. Mārtiņš told me the plugin is in active development: bugs are being ironed out, performance improved etc. So if you notice anything weird &#8211; report it to the devs.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="857" height="478" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/photo_2026-08-01_20-29-45.jpg" alt="Physical Atmospheres²  cloudscape rendered in Blender" class="wp-image-18162" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/photo_2026-08-01_20-29-45.jpg 857w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/photo_2026-08-01_20-29-45-768x428.jpg 768w" sizes="(max-width: 857px) 100vw, 857px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/physical_atmospheres_render_gleb_alexandrov_final_cc_01_1-scaled.jpg" alt="Physical Atmospheres²  Gleb Alexandrov render, nuclear explosion via cloud simulation, color corrected" class="wp-image-18161" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/physical_atmospheres_render_gleb_alexandrov_final_cc_01_1-scaled.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/physical_atmospheres_render_gleb_alexandrov_final_cc_01_1-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/physical_atmospheres_render_gleb_alexandrov_final_cc_01_1-1536x864.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/physical_atmospheres_render_gleb_alexandrov_final_cc_01_1-2048x1152.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Dynamic Grabber Add-on</h3>



<p><a href="https://superhivemarket.com/products/dynamic-grabber/?ref=88">This add-on</a> allows you to grab (hence, Grabber!) and naturally move objects in your Blender scene, in realtime. What a time to be alive!</p>



<p><em>&#8220;Instead of manually placing every object one by one, you can select objects, press Ctrl + Shift + G, move them naturally inside your scene, and let them collide, react to gravity, and settle into place.&#8221; &#8211; Ilyasse L</em></p>



<p>Watch the trailer: <a href="https://www.youtube.com/watch?v=WFbXuMHAue0">https://www.youtube.com/watch?v=WFbXuMHAue0</a></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/dynamic_grabber_blender_addon-1.jpg" alt="Dynamic Grabber Add-on" class="wp-image-18163" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/dynamic_grabber_blender_addon-1.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/dynamic_grabber_blender_addon-1-768x432.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Hotspot Texturing</h3>



<p>To 3d artists: do you use hotspot texturing in your workflow aka &#8220;a method to quickly apply textures to geometry by matching faces to predefined rectangles&#8221;?</p>



<p>This #b3d texturing style / technique is goated <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f92f.png" alt="🤯" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>



<p>Links:</p>



<p><a href="https://x.com/faizkyokaz/status/1950020159722172581">https://x.com/faizkyokaz/status/1950020159722172581</a></p>



<p><a href="https://x.com/passivestar_/status/1841631774499049889">https://x.com/passivestar_/status/1841631774499049889</a></p>



<p><a href="https://x.com/passivestar_/status/1714970104188875252">https://x.com/passivestar_/status/1714970104188875252</a></p>



<p><a href="https://developer.valvesoftware.com/wiki/Hotspot_texturing">https://developer.valvesoftware.com/wiki/Hotspot_texturing</a></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1865" height="1188" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-1.jpg" alt="Hotspot Texturing in Blender" class="wp-image-18166" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-1.jpg 1865w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-1-768x489.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-1-1536x978.jpg 1536w" sizes="(max-width: 1865px) 100vw, 1865px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1408" height="1357" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-2.jpg" alt="Hotspot Texturing in Blender" class="wp-image-18167" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-2.jpg 1408w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-2-768x740.jpg 768w" sizes="(max-width: 1408px) 100vw, 1408px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1464" height="1037" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-3.jpg" alt="Hotspot Texturing in Blender" class="wp-image-18168" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-3.jpg 1464w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/image-3-768x544.jpg 768w" sizes="(max-width: 1464px) 100vw, 1464px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">New scene project brush (Blender 5.2)</h3>



<p>This new scene project brush looks <em>really</em> useful. Something I&#8217;d use to extract pieces of geometry and solidify them.</p>



<p><em><a href="https://x.com/FarrukhAbdur">Farrukh Abdur</a>: &#8220;Using here the new scene project sculpting brush added in Blender 5.2 It works similar like a shrinkwrap modifier with more refinements.&#8221;</em></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="1354" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/farrukh_abdur_02-scaled.jpg" alt="New scene project brush (Blender 5.2" class="wp-image-18169" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/farrukh_abdur_02-scaled.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/farrukh_abdur_02-768x406.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/farrukh_abdur_02-1536x812.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/farrukh_abdur_02-2048x1083.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Making of 6088AD by Cornelius Dammrich (2016)</h3>



<p>Simply must-watch if you&#8217;re into 3D professionally or as a hobbyist: Making of 6088AD by <a href="https://www.youtube.com/@CorneliusDammrich">Cornelius Dammrich</a>.</p>



<p><a href="https://www.youtube.com/watch?v=om2C1zkqSkA">https://www.youtube.com/watch?v=om2C1zkqSkA</a></p>



<p>From time to time, I rewatch this video as a timeline cleanser. Such a weird feeling: everything was created by hand, from scratch. No generative AI in sight.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/6088ad_final_web-highres-1920x1080-1.jpg" alt="Making of 6088AD by Cornelius Dammrich (2016). render." class="wp-image-18170" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/6088ad_final_web-highres-1920x1080-1.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/6088ad_final_web-highres-1920x1080-1-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/6088ad_final_web-highres-1920x1080-1-1536x864.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>



<p>Even a grey material shot looks like an art form.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1049" height="589" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/wireframe.jpg" alt="Making of 6088AD by Cornelius Dammrich (2016). wireframe." class="wp-image-18171" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/wireframe.jpg 1049w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/wireframe-768x431.jpg 768w" sizes="(max-width: 1049px) 100vw, 1049px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Jungle environment and highly detailled breakdown by Lucas Piazzini</h3>



<p>Not only <a href="https://x.com/PrismalDesign/status/1831680817388470453">the environment is ultra detailed and just bonkers</a>, but Lucas also shared <a href="https://artstation.com/artwork/K3rNbB">a 40-page breakdown</a> on Artstation. 3DS Max/Houdini/Vray/Nuke.</p>



<p><em>&#8220;I had a ton of fun making this, exploring so many workflows and sharing so many tips!&#8221; &#8211; Lucas</em></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="818" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-5.jpg" alt="Jungle environment and highly detailled breakdown by Lucas Piazzini" class="wp-image-18172" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-5.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-5-768x327.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-5-1536x654.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="818" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-7.jpg" alt="jungle render - a 40-page breakdown on Artstation" class="wp-image-18173" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-7.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-7-768x327.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-7-1536x654.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-3.jpg" alt="jungle render - clay render" class="wp-image-18174" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-3.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-3-768x324.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-3-1536x648.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/Jungle-By-Lucas-Piazzini-3-2048x864.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Industria 2 &#8211; texturing research</h3>



<p>Still an extremely impressive texturing style / technique. Simple surfaces, clean texturing style, hand-painted masks, roughness and normal maps (and the indirect lighting) doing all the heavy lifting.</p>



<p><em>&#8220;For <a href="https://x.com/INDUSTRIA_game/status/1839361404899643770">Industria 2</a> we try to keep geometry simple and let textures and lighting do the heavy lifting&#8221;.</em></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="881" height="508" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/industria_texturing_02.jpg" alt="Industria 2 texturing research" class="wp-image-18177" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/industria_texturing_02.jpg 881w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/industria_texturing_02-768x443.jpg 768w" sizes="(max-width: 881px) 100vw, 881px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Material Layering via particle scattered on surfaces</h3>



<p>Great for closeups/ macro renders.</p>



<p>Lucas Piazzini <a href="https://x.com/PrismalDesign/status/2076211128473092496">in this tweet</a>:<br /><em>&#8220;Theory is cool, how about actually seeing it?&#8221;</em></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1916" height="1077" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/macro_particles_Prismal_Design.jpg" alt="Material Layering via particle scattered on surfaces. advanced rendering techniques" class="wp-image-18178" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/macro_particles_Prismal_Design.jpg 1916w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/macro_particles_Prismal_Design-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/macro_particles_Prismal_Design-1536x863.jpg 1536w" sizes="(max-width: 1916px) 100vw, 1916px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading"><img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f3c6.png" alt="🏆" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Best of Term &#8211; Lighting &amp; Rendering (Winter 2026)</h3>



<p>Gnomon BFA student Miles Quigley created <a href="https://x.com/Gnomon_School/status/2075750174098645440">this 1970s lab scene</a> where a scientist discovers alien life in our Lighting and Rendering 1 course. Congrats Miles!</p>



<p>p.s. Great lighting. Very deliberate.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/image_2026-07-13_17-48-30-1170x731.jpg" alt="Best of Term - Lighting &amp; Rendering (Winter 2026). Gnomon BFA student Miles Quigley" class="wp-image-18179" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/image_2026-07-13_17-48-30-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/image_2026-07-13_17-48-30-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/image_2026-07-13_17-48-30-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Probably the best illustration to the inertia animation principle I&#8217;ve seen</h3>



<p><em>&#8220;Just move the cube&#8221;</em> &#8211; <a href="https://x.com/ymt3d/status/1901332048771793023">3D人-3dnchu- CG情報ブログ</a></p>



<p>Click this tweet above. You have to see it in motion.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="643" height="504" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/just_move_the_cube.jpg" alt="illustration to the inertia animation principle" class="wp-image-18181"/></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">New Quad Auto Remesher for Blender (free)</h3>



<p>Have you tested this quad remeshing tool, folks?</p>



<p><a href="https://x.com/ymt3d">3D人-3dnchu- CG情報ブログ</a>: &#8220;An open-source tool that can remesh with high-quality quad polygons at ultra-high speed! Released under the MIT license with the official version now available!&#8221;</p>



<p><a href="https://3dnchu.com/archives/autoremesher-1-0/">https://3dnchu.com/archives/autoremesher-1-0/</a> &#8211; by Jeremy HU</p>



<p><a href="https://x.com/jeremyhu2016">https://x.com/jeremyhu2016</a></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="491" height="553" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/autoRemesher_Bridger.jpg" alt="New Quad Auto Remesher for Blender" class="wp-image-18184"/></figure>



<p>Also, <a href="https://x.com/adri_flex">Adrien Rouquié</a> coded a bridge for it.</p>



<p><em>&#8220;#AutoRemesher 1.0 came out and I couldn&#8217;t resist vibe-coding <a href="https://x.com/adri_flex/status/2074405246562918501">a tiny Blender bridge for it</a>. Nothing fancy, but it lets me send the selected mesh to AutoRemesher and bring the result back into Blender.&#8221; &#8211; Adrien Rouquié</em></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">Vector Displacement in Blender</h3>



<p>I asked on Twitter/X: Vector displacement mapping in Blender &#8211; aside from the VDM brushes &#8211; isn&#8217;t it a thing yet?</p>



<p>(The image from the Maxon Zbrush online documentation)</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="927" height="612" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_maxon_manual.jpg" alt="Vector Displacement - The image from the Maxon Zbrush online documentation" class="wp-image-18185" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_maxon_manual.jpg 927w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_maxon_manual-768x507.jpg 768w" sizes="(max-width: 927px) 100vw, 927px" /></figure>



<p><em>&#8220;Vector displacement has been in blender for a few years in both shader and geometry nodes editors. A lot of the nodevember creations use vector displacements with adaptive subdiv to get the results.&#8221;</em> &#8211; check this tweet by <a href="https://x.com/MossCubed">RC12 @MossCubed</a>:</p>



<p><a href="https://x.com/MossCubed/status/2074174242510495907">https://x.com/MossCubed/status/2074174242510495907</a></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="591" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_01.jpg" alt="Vector Displacement in Blender - shader node setup" class="wp-image-18186" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_01.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_01-768x355.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="586" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_geonodes_01.jpg" alt="Vector Displacement in Blender - geometry node setup" class="wp-image-18187" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_geonodes_01.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/vector_displacement_geonodes_01-768x352.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Ghosting Effect</h3>



<p>The ghosting effect as it&#8217;s presented here by <a href="https://x.com/Bipowpow">Bao-Thinh Dinh</a> is really tasteful.</p>



<p><a href="https://x.com/Bipowpow/status/2074507976422105103">https://x.com/Bipowpow/status/2074507976422105103</a></p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="708" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/ghosting_effect_blender_compositor_01-708x731.jpg" alt="ghosting effect - Blender compositor" class="wp-image-18188"/></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Growing Synthetic Muscles</h3>



<p><a href="https://x.com/Cartesian_C">Cartesian Caramel</a> is a known #b3d madman. He&#8217;s growing synthetic muscles now, in Geometry Nodes.</p>



<p><a href="https://x.com/Cartesian_C/status/2074165057173205232">https://x.com/Cartesian_C/status/2074165057173205232</a> &#8211; check it in motion</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1278" height="1280" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/growing_synthetic_muscles_01.jpg" alt="Growing Synthetic Muscles in Blender " class="wp-image-18189" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/growing_synthetic_muscles_01.jpg 1278w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/growing_synthetic_muscles_01-80x80.jpg 80w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/growing_synthetic_muscles_01-768x769.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/growing_synthetic_muscles_01-160x160.jpg 160w" sizes="(max-width: 1278px) 100vw, 1278px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">New cloth dynamics in Blender 5.2 (Geometry Nodes)</h3>



<p>New cloth dynamics in Geometry Nodes look awesome and open up a whole new workflow in Blender.</p>



<p><a href="https://x.com/cgman/status/2055558769124491271">https://x.com/cgman/status/2055558769124491271</a> &#8211; see it in motion (the fern is fully interactive).</p>



<p><em>&#8220;Just tried the new Cloth Dynamics solver in Blender 5.2 Alpha #geometrynodes with interactive fern foliage! (Still missing self-collision for now)&#8221;</em> &#8211; <a href="https://x.com/_cgman_">Kevin Lim Wanasili</a></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="735" height="911" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/cloth_dynamics_blender_5.2_kevin_lim_wanasili.jpg" alt="New cloth dynamics in Blender 5.2 (Geometry Nodes)" class="wp-image-18190"/></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Fan Ho</h3>



<p><a href="https://fanho-forgetmenot.com/">Fan Ho&#8217;s photography</a> is impeccable if you want to study some upstage / reverse key lighting among other things. The man was the best. Just check his work with reverse key in mind.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="993" height="1200" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Fah-Ho.jpg" alt="Fan Ho's photography" class="wp-image-18191" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Fah-Ho.jpg 993w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/Fah-Ho-768x928.jpg 768w" sizes="(max-width: 993px) 100vw, 993px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="680" height="620" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/Fan-Ho.jpg" alt="Fan Ho's photography" class="wp-image-18192"/></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Announcing OVERGROWN: Blender Studios’ feature film project!</h3>



<p>Blender Studio is about to kick off something HUGE. Overgrown &#8211; Blender first feature film! It&#8217;ll be absolutely tremendous for the open-source community. I know we can make it happen. We&#8217;ve done it before, let&#8217;s do it again!</p>



<p><a href="https://www.youtube.com/watch?v=-hwMHF1rXvU">https://www.youtube.com/watch?v=-hwMHF1rXvU</a> &#8211; take part &#8211; and share the message further.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1548" height="1068" src="https://www.creativeshrimp.com/wp-content/uploads/2026/08/overgrown-blender-first-feature-film.jpg" alt="OVERGROWN: Blender Studios’ feature film project" class="wp-image-18193" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/08/overgrown-blender-first-feature-film.jpg 1548w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/overgrown-blender-first-feature-film-768x530.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/08/overgrown-blender-first-feature-film-1536x1060.jpg 1536w" sizes="(max-width: 1548px) 100vw, 1548px" /></figure>



<p>&#8212;</p>



<p>If you want to receive these rundowns of Cool Things in 3D to your inbox, we can very well arrange it.  <a href="https://www.creativeshrimp.com/subscribe-shrimp">https://www.creativeshrimp.com/subscribe-shrimp</a> &#8211; subscribe to our newsletter.</p>



<p>Gleb</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/cool-things-in-3d-august-2026.html">Cool Things in 3D (August 2026)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>How to Light 3D Portraits in Blender (Photographic Lighting Techniques)</title>
		<link>https://www.creativeshrimp.com/character-lighting-techniques.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Wed, 11 Mar 2026 18:07:35 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=17969</guid>

					<description><![CDATA[<p>In this tutorial (video and article) we’ll look at a mix of practical Blender techniques and timeless lighting principles used in cinematic character lighting &#8211; things like light direction, falloff, focal length and how to use HDRIs effectively. Reading time: 15 minutesVideo length: 24 minutes Introduction This lighting tutorial is split into two sections: Huge</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/character-lighting-techniques.html">How to Light 3D Portraits in Blender (Photographic Lighting Techniques)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>In this tutorial (video and article) we’ll look at a mix of practical Blender techniques and timeless lighting principles used in cinematic character lighting &#8211; things like light direction, falloff, focal length and how to use HDRIs effectively.</p>



<p><em>Reading time: 15 minutes<br />Video length: 24 minutes</em></p>



<span id="more-17969"></span>



<h2 class="wp-block-heading">Introduction</h2>



<p>This lighting tutorial is split into two sections:</p>



<ol>
<li>The YouTube video &#8211; a free chapter of the EEVEE course. A blend between EEVEE techniques and applied lighting foundations</li>



<li>A written article: general photographic lighting tips and tricks for 3D portraits</li>
</ol>



<p><em>Huge thanks to <a href="https://www.artstation.com/yaw_cg">Yaw Onyina</a> for the permission to use his astonishing Tribal Character 3D model (more precisely, .blend file) for this lighting tutorial.</em></p>



<p><em>Yaw is a medical doctor, 3D artist and data scientist crafting stunning portraits in Blender.</em></p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_tribal_character_blender_01-1170x731.jpg" alt="Character by Yaw Onyina - Tribal character" class="wp-image-17975" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_tribal_character_blender_01-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_tribal_character_blender_01-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_tribal_character_blender_01-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p><a href="https://bit.ly/character-lighting-project-files">Download Project Files</a></p>



<p>&#8212;</p>



<h2 class="wp-block-heading">Character Lighting in Blender | EEVEE (4 Difficulty Levels)</h2>


<div class="youtube-responsive-container"><iframe loading="lazy" width="560" height="315" src="https://www.youtube.com/embed/6hPZ0ckL5I0?si=1OA2KNGP7DWBAAt8" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>



<p>&#8212;</p>



<h2 class="wp-block-heading">Lighting Tips and Tricks for 3D Portraits</h2>



<h4 class="wp-block-heading">A theory extract</h4>



<p>No matter the render engine &#8211; EEVEE or Cycles &#8211; here are the character lighting tips that will help you create cinematic-looking portrait shots.</p>



<h3 class="wp-block-heading">Front light is flat</h3>



<p>As a rule of thumb, If the light sits between the camera and the face &#8211; directly in line with the camera &#8211; the face goes flat. No nose shadow, no cheekbone. Think passport photo, but in the worst possible way. Of course, frontal isn’t always bad &#8211; <a href="https://x.com/briscoepark">Breezeh</a> built an entire liminal world around the on-camera flash (even though not exactly for portraits).</p>



<p>Usually though, it’s worth moving the key light off-axis. Even a few degrees. Suddenly there’s shape.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1491" height="1349" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_character_lighting_front_light_vs_off-axis_01.jpg" alt="blender character lighting tutorial front light vs off axis" class="wp-image-17977" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_character_lighting_front_light_vs_off-axis_01.jpg 1491w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_character_lighting_front_light_vs_off-axis_01-768x695.jpg 768w" sizes="(max-width: 1491px) 100vw, 1491px" /></figure>



<p>Actually, the original light placement in that .blend by Yaw featured exactly that type of light direction. A bit fronty, yet slightly off-axis.</p>



<p>–</p>



<h3 class="wp-block-heading">Focal length changes the face</h3>



<p>It’s a camera decision, not a lighting one, yet focal length (and the distance to the subject) shapes the portrait just as much as where you put the light.</p>



<p>Short focal lengths (12-35mm) usually also means that you pushed the camera closer to the subject. And close cameras distort &#8211; the nose gets bigger, the forehead pushes forward and so on. When extreme, you get the potato face.</p>



<p>Long focal lengths (85mm and above) &#8211; aka the camera is far away &#8211; compress everything. It flattens the spatial relationship between the nose and the ears. It can make faces look more like faces. Arguably, it can look more appealing.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/focal_length_comparison_01_1-1170x731.jpg" alt="" class="wp-image-18039" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/focal_length_comparison_01_1-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/focal_length_comparison_01_1-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/focal_length_comparison_01_1-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p>In 3D it’s worth trying different focal lengths, because the same light at 24mm vs 120mm reads completely differently on the face. The shadows and reflections land in different places and so on.</p>



<p><em>Quick tip: the lens compression effect really clicks when you see it animated. Search for <a href="https://www.youtube.com/shorts/W9jaC9ckqpQ">“focal length compression comparison” on YouTube</a> &#8211; watching it move can be the aha moment.</em></p>



<figure class="wp-block-image size-full is-resized"><img decoding="async" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/focal_length_comparison_01.gif" alt="focal length comparison gif" class="wp-image-17970" style="width:800px" width="800"/></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Big light = soft shadow. Small light = hard shadow</h3>



<p>Large area light close to the subject: soft, gradual, flattering shadows. Small or distant light: harsh, crisp, contrasted shadows. For portraits, you almost always want soft. You can always pull back, but start soft.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1474" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_character_lighting_soft_vs_hard_light_01.jpg" alt="portrait character lighting hard vs soft light" class="wp-image-17979" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_character_lighting_soft_vs_hard_light_01.jpg 1474w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_character_lighting_soft_vs_hard_light_01-768x750.jpg 768w" sizes="(max-width: 1474px) 100vw, 1474px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Falloff</h3>



<p>When a light is really close to the subject, brightness drops dramatically from face to chest. When it&#8217;s far away, everything gets lit uniformly. Neither is wrong! But pushing the light(s) too far away can flatten it out. And we usually try to avoid flat.</p>



<p>A bit of falloff adds life to a render.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1458" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_portrait_light_falloff_comparison_01.jpg" alt="light falloff comparison - portrait cg photography" class="wp-image-17981" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_portrait_light_falloff_comparison_01.jpg 1458w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_portrait_light_falloff_comparison_01-80x80.jpg 80w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_portrait_light_falloff_comparison_01-768x759.jpg 768w" sizes="(max-width: 1458px) 100vw, 1458px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Skin subsurface scattering</h3>



<p>Skin isn&#8217;t opaque. Light enters the surface, bounces around under it, exits slightly tinted &#8211; warm, red. That&#8217;s what makes a face look like a face. Without SSS dialed in, no lighting setup in the world will save you. With SSS, even a single-light setup can look gorgeous.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1800" height="1013" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/subsurface_scattering_blender_character_eevee_01.jpg" alt="blender character subsurface scattering eevee" class="wp-image-17985" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/subsurface_scattering_blender_character_eevee_01.jpg 1800w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/subsurface_scattering_blender_character_eevee_01-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/subsurface_scattering_blender_character_eevee_01-1536x864.jpg 1536w" sizes="(max-width: 1800px) 100vw, 1800px" /></figure>



<p><em>Quick tip: In EEVEE, realtime subsurface scattering work wonders not only for skin, but also for… alien skin.</em></p>


<div class="youtube-responsive-container"><iframe loading="lazy" width="560" height="315" src="https://www.youtube.com/embed/P2HscUfyUPg?si=aKSV185UND8t2ETP&amp;start=310" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>



<p><em>Or simulating <a href="https://www.youtube.com/watch?v=9jTYkDbSSAk">translucency in plants</a>.</em></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1200" height="675" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_translucency_thumbnail_01_1b.jpg" alt="Eevee translucency hack tutorial " class="wp-image-17986" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_translucency_thumbnail_01_1b.jpg 1200w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_translucency_thumbnail_01_1b-768x432.jpg 768w" sizes="(max-width: 1200px) 100vw, 1200px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Try single-light setup</h3>



<p>Before lightmaxxing, try nailing a single area light. If anything, it’s a great exercise. Multiple lights can muddy the waters and even fight each other.</p>



<p>Just one light, placed slightly above and to the side, can produce a portrait that blows people away. The shadows &#8211; especially <em>the soft</em> shadows &#8211; are doing the sculpting.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw-onyina-digital-portrait-1170x731.jpg" alt="Yaw Onyina cg character portrait made in Blender" class="wp-image-17988" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw-onyina-digital-portrait-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw-onyina-digital-portrait-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw-onyina-digital-portrait-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p><em><a href="https://www.artstation.com/artwork/XJl2WL">Despair &#8211; Portrait by Yaw Onyina</a></em></p>



<p><em>Quick tip: The subtle secondary light bounces created by Raytracing, and SSS add nuance to the single-light schemes. So it’s never truly one-light.</em></p>



<p><em>Quick tip #2: not all lights are the same: a gridded studio lights with half-frost diffusion are way different from&#8230; some other types of lights. In 3D too. The &#8216;Single-light&#8217; setups are about light qualities.</em></p>



<p>There are add-ons for Blender which imitate real-world photographic lamps with different modifiers: grids, various softboxes and so on. <a href="https://www.youtube.com/watch?v=L-dVsmOlzhU">Light Wrangler</a> for instance.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="807" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_wrangler_blender_addon_softboxes_grids_01.jpg" alt="light wrangler blender add-on for softboxes, grids and other photographic light types" class="wp-image-17989" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_wrangler_blender_addon_softboxes_grids_01.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_wrangler_blender_addon_softboxes_grids_01-768x242.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_wrangler_blender_addon_softboxes_grids_01-1536x484.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_wrangler_blender_addon_softboxes_grids_01-2048x646.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Choose HDRi with a strong key</h3>



<p>When using 360° HDRi environments for lighting your characters, find a strong key light within the HDRI. It can be anything. A big and bright opening in this Hangar HDRi, for instance.</p>



<p>E.g. Choosing this HDRi, I don’t care about airplanes. I care about big bright areas.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1500" height="669" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_hangar_polyhaven_01b.jpg" alt="hdri with a strong key light" class="wp-image-17992" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_hangar_polyhaven_01b.jpg 1500w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_hangar_polyhaven_01b-768x343.jpg 768w" sizes="(max-width: 1500px) 100vw, 1500px" /></figure>



<p>That’s your key light. Treat it exactly like positioning a studio light. Spin the panorama until the light sculpts the face from an interesting angle &#8211; off-axis, with shape to it. And don&#8217;t limit yourself to Z rotation only. Tilting on X or Y can throw up light directions that feel genuinely cinematic.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1889" height="1268" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_lighting_eevee_character_01b.jpg" alt="hdri lighting in eevee blender, cinematic lighting tutorial" class="wp-image-17994" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_lighting_eevee_character_01b.jpg 1889w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_lighting_eevee_character_01b-768x516.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_lighting_eevee_character_01b-1536x1031.jpg 1536w" sizes="(max-width: 1889px) 100vw, 1889px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Decouple background and light exposure</h3>



<p>Physical accuracy and &#8216;looking cinematic&#8217; are not the same thing. A physically correct HDRI result often gives you a blown-out backdrop or an underlit face. So decouple them (using the Light Path node) &#8211; control the background brightness separately from the light hitting your character.</p>



<p>Slightly muted backdrop, well-lit subject. That&#8217;s often the sweet spot. Just don&#8217;t push it so far that the shot starts to look <em>lit</em> (as cinematographers say).</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_decoupled_exposure_trick_01-1170x731.jpg" alt="hdri exposure decouple (background vs light exposure)" class="wp-image-17995" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_decoupled_exposure_trick_01-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_decoupled_exposure_trick_01-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/hdri_decoupled_exposure_trick_01-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p>It’s a common practice, in cinematography, to expose for the background &#8211; to make sure it isn’t blown out, and then push more light onto the talent.</p>



<p><em>Quick tip: <a href="https://www.youtube.com/@wanderingdp">Patrick O’Sullivan channel &#8211; Wandering DP</a> has many great lighting breakdowns. “Exposing for the sky” is a recurring topic there. </em></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">The double HDRI trick</h3>



<p>Use one HDRI for the backdrop &#8211; the story, the location, the mood. Use a completely different one to actually light the character. They don&#8217;t need to perfectly match visually (however, it’s good if they&#8217;re in the same ballpark as for their colors). What matters is that the lighting HDRI has good light quality and direction (read: the well-defined key light). A hangar door. An overcast sky. Whatever casts the right shape on the face.</p>



<p>Pick the backdrop for atmosphere. Pick the lighting HDRI for how it sculpts.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1883" height="1720" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/background_vs_lighting_hdri_trick_01_1a.jpg" alt="background hdri vs lighting hdri separation in 3D" class="wp-image-17996" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/background_vs_lighting_hdri_trick_01_1a.jpg 1883w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/background_vs_lighting_hdri_trick_01_1a-768x702.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/background_vs_lighting_hdri_trick_01_1a-1536x1403.jpg 1536w" sizes="(max-width: 1883px) 100vw, 1883px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Match your lights to the environment</h3>



<p>When you go Full Cinematic Setup and layer studio lights (all these Blender lights) on top of an HDRI, color match them. Cool environment? Cool lights. Greenish scene? Your fill can be quite green and it&#8217;ll sit naturally &#8211; the HDRI will motivate it. Sample colours from the HDRI. Use them as your palette.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1943" height="1160" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_color_01_1.jpg" alt="light color matching (background &amp; movie lights in 3d)" class="wp-image-17998" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_color_01_1.jpg 1943w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_color_01_1-768x459.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/light_color_01_1-1536x917.jpg 1536w" sizes="(max-width: 1943px) 100vw, 1943px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Eye light / Catch light</h3>



<p>Add an eye light. Eyes without a catch light can look glassy. A small area light, placed far enough to register as a glint is enough.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1442" height="1127" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/catch_light_01.jpg" alt="eye light (catch light) vs no eye light" class="wp-image-17999" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/catch_light_01.jpg 1442w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/catch_light_01-768x600.jpg 768w" sizes="(max-width: 1442px) 100vw, 1442px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Add a kicker</h3>



<p>A kicker &#8211; or backlight, or rim light &#8211; is a strong light placed behind and to the side of the character. It traces the edge of the head, the shoulder, the jaw. It helps to separate the character from the background. With it, the subject pops.</p>



<p>It’s not that you always need backlight. But it can be super effective. The trick is motivation. The kicker needs to feel like it could exist in the scene &#8211; a window behind the character or just a bright spot on the backdrop.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="1308" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/portrait_lighting-_technique_backlight_and_wrap_bounce_01-scaled.jpg" alt="portrait technique: back light and bounce that wraps the light around the face to add a key light" class="wp-image-18001" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/portrait_lighting-_technique_backlight_and_wrap_bounce_01-scaled.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/portrait_lighting-_technique_backlight_and_wrap_bounce_01-768x393.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/portrait_lighting-_technique_backlight_and_wrap_bounce_01-1536x785.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/portrait_lighting-_technique_backlight_and_wrap_bounce_01-2048x1047.jpg 2048w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/portrait_lighting-_technique_backlight_and_wrap_bounce_01-980x500.jpg 980w" sizes="(max-width: 2560px) 100vw, 2560px" /></figure>



<p>You can even <strong>start</strong> <strong>with the backlight</strong> &#8211; making it a <a href="https://www.creativeshrimp.com/reverse-key-lighting-tutorial.html">Reverse Key Light setup</a>. And then wrap the light around the back of the head, onto the face, using a bounce card or an area light.</p>



<p>The trick is motivation. The kicker needs to feel like it could exist in the scene &#8211; a window behind the character, or just a light blob in the background plate.</p>



<p><em>Quick tip: It works beautifully in real-world cinematography, outside CG, when you have just one lamp, but still want to have both the kicker and the key light.</em></p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/studio_koska_kicker_vs_bounce_wrap_key_01.jpg" alt="kicker and the bounce that wraps it around the face to give a key light" class="wp-image-18005" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/studio_koska_kicker_vs_bounce_wrap_key_01.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/studio_koska_kicker_vs_bounce_wrap_key_01-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/studio_koska_kicker_vs_bounce_wrap_key_01-1536x864.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/studio_koska_kicker_vs_bounce_wrap_key_01-2048x1152.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Haze</h3>



<p>A thin layer of volume scatter gives the scene depth in a way that&#8217;s immediately cinematic. My outie is a cinematographer and he’s very generous with using haze machines on set. Haze helps to pop the character out of the background.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1200" height="864" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/with_and_without_haze_cinematic_portrait_01.jpg" alt="comparison: portrait with and without cinematic haze" class="wp-image-18007" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/with_and_without_haze_cinematic_portrait_01.jpg 1200w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/with_and_without_haze_cinematic_portrait_01-768x553.jpg 768w" sizes="(max-width: 1200px) 100vw, 1200px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Shallow Depth of Field</h3>



<p>Adding depth of field can help make a portrait feel more photographic and dreamy.</p>



<p>A very shallow depth of field (low f-stop, say f/1.4–f/2 or in Blender, or even crazy low values like f/0.1) puts almost &#8211; everything except the tiny sliver of depth &#8211; out of focus. It can look truly cinematic.</p>



<p>Experiment with the bokeh ratio for vintage lens weirdness or an anamorphic squeeze.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1600" height="781" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_portrait_realistic_depth_of_field_01.jpg" alt="blender eevee portrait realistic depth of field" class="wp-image-18010" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_portrait_realistic_depth_of_field_01.jpg 1600w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_portrait_realistic_depth_of_field_01-768x375.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_portrait_realistic_depth_of_field_01-1536x750.jpg 1536w" sizes="(max-width: 1600px) 100vw, 1600px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Post-pro and Color Management</h3>



<p>Not a part of lighting per se, post-pro and color management settings are not to be neglected.</p>



<p>View Transform in the Color Management settings: AgX or Filmic are solid defaults. ACES 2.0 has more punch and contrast. Avoid anything that oversaturates highlights if you&#8217;re going for photorealism &#8211; Khronos PBR works well for product shots where you need to preserve brand colors, but tends to make skin look like it&#8217;s been Instagrammed.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1300" height="558" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_view_transforms_01.jpg" alt="comparison of view transforms of Blender: AgX base, AgX high contrast, ACES 2.0, Khronos PBR" class="wp-image-18012" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_view_transforms_01.jpg 1300w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/blender_view_transforms_01-768x330.jpg 768w" sizes="(max-width: 1300px) 100vw, 1300px" /></figure>



<p>Film grain / sensor noise: a small amount grounds the image. Like It&#8217;s the silver halide reacting to light thing. Chromatic aberration: Tiny amounts only &#8211; just enough to push that &#8216;analog photography feel&#8217; further.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1200" height="653" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/sensor_noise_chromatic_aberration_03.jpg" alt="sensor noise and chromatic aberration in 3d portrait" class="wp-image-18027" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/sensor_noise_chromatic_aberration_03.jpg 1200w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/sensor_noise_chromatic_aberration_03-768x418.jpg 768w" sizes="(max-width: 1200px) 100vw, 1200px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Start with one light. Get it right first.</h3>



<p>Everything above is additive. A single well-placed light with decent SSS settings &#8211; or a single HDRi rotated the right way &#8211; will beat a messy ten-light rig every time. Learning the fundamentals &#8211; direction, size, falloff, skin response is still what makes a portrait work.</p>



<p>Once that foundation is nailed, adding extra lights becomes a creative choice rather than trying to fix a flat-looking image.</p>



<p>Actually the light setups in Yaw Onyina’s character portraits are usually quite simple &#8211; yet they work beautifully. Not least because the models themselves are exceptionally well made &#8211; but tsss… that’s another story.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="1012" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_desheveled_sailor_01_2.jpg" alt="Desheveled Sailor by Yaw Onyina - 3d Generalist and Medical Doctor - Blender render" class="wp-image-18018" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_desheveled_sailor_01_2.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_desheveled_sailor_01_2-768x405.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_desheveled_sailor_01_2-1536x810.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1267" height="671" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_desheveled_sailor_01_1.jpg" alt="Desheveled Sailor by Yaw Onyina - grey material render" class="wp-image-18017" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_desheveled_sailor_01_1.jpg 1267w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/yaw_onyina_desheveled_sailor_01_1-768x407.jpg 768w" sizes="(max-width: 1267px) 100vw, 1267px" /></figure>



<p><a href="https://www.artstation.com/artwork/oJE2Nm">Desheveled Sailor</a> by Yaw Onyina &#8211; 3d Generalist and Medical Doctor</p>



<p>&#8212;</p>







<h2 class="wp-block-heading">Bonus EEVEE tips</h2>



<h3 class="wp-block-heading">Turn off denoising and Fast GI for portrait work</h3>



<p>Two Eevee render settings that quietly ruin HDRI portrait quality: denoising and Fast GI approximation. Denoising smooths things out, but it also smears fine detail &#8211; skin pores, hair strands, contact shadows. Switch it off and the image gets crispier in a good way.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1206" height="1388" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_character_rendering_fast_gi_vs_no_fast_gi_comparison_01.jpg" alt="Eevee fast GI on vs off" class="wp-image-18034" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_character_rendering_fast_gi_vs_no_fast_gi_comparison_01.jpg 1206w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_character_rendering_fast_gi_vs_no_fast_gi_comparison_01-768x884.jpg 768w" sizes="(max-width: 1206px) 100vw, 1206px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Environment Shadow Threshold</h3>



<p>Fine tuning the Shadow Threshold in the Environment settings can have an interesting effect. Higher threshold means softer, more ambient lighting. And lower threshold means harsher shadows.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1400" height="970" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/shadow_threshold_environment_eevee_01.jpg" alt="eevee sun threshold 10 (default) vs 45" class="wp-image-18029" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/shadow_threshold_environment_eevee_01.jpg 1400w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/shadow_threshold_environment_eevee_01-768x532.jpg 768w" sizes="(max-width: 1400px) 100vw, 1400px" /></figure>



<p>&#8212;</p>



<h3 class="wp-block-heading">Shadow jitter: the microshadows</h3>



<p>When you use a soft area light, turn on shadow jitter &#8211; both in the light settings and in the global render settings. Without it, you lose the tiny shadows under the nose, along the eyelids, beneath the chin and so on. Those microshadows are what make a face look… more photographic.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1200" height="675" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_shadow_jttering_comparison_01.jpg" alt="eevee shadow jitter on and off in character shots" class="wp-image-18032" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_shadow_jttering_comparison_01.jpg 1200w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_shadow_jttering_comparison_01-768x432.jpg 768w" sizes="(max-width: 1200px) 100vw, 1200px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1200" height="451" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_micro_shadows_01.jpg" alt="eevee shadow jitter comparison" class="wp-image-18030" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_micro_shadows_01.jpg 1200w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_micro_shadows_01-768x289.jpg 768w" sizes="(max-width: 1200px) 100vw, 1200px" /></figure>



<p>For sharp, small light sources like a sun lamp, jitter doesn’t matter as much &#8211; it’s the big soft lights where you really feel the difference.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1200" height="675" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_shadow_jttering_comparison_02.jpg" alt="Eevee jitter off vs jitter on - 3d portrait render comparison" class="wp-image-18031" srcset="https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_shadow_jttering_comparison_02.jpg 1200w, https://www.creativeshrimp.com/wp-content/uploads/2026/03/eevee_shadow_jttering_comparison_02-768x432.jpg 768w" sizes="(max-width: 1200px) 100vw, 1200px" /></figure>



<p>&#8212;</p>



<h2 class="wp-block-heading">Links and Resources</h2>



<p><strong>HDRIs and Textures</strong></p>



<p><a href="https://polyhaven.com/hdris">Polyhaven &#8211; HDRIs</a></p>



<p>Free CC0 HDRIs up to 16K. One of the best sources for lighting environments (used throughout the video &#8211; South Africa outdoor, workshop interior, hangar).</p>



<p><strong>Blender</strong></p>



<p><a href="https://www.blender.org/">Official Blender download</a></p>



<p><strong>EEVEE</strong></p>



<p><a href="https://creativeshrimp.gumroad.com/l/eevee-realistic-lighting-rendering">EEVEE Realistic Lighting and Rendering course</a></p>



<p>Post-processing and Color Grading</p>



<p><a href="https://www.creativeshrimp.com/minimal-post-pro-blender.html">Free minimal post-processing setup for Blender’s compositor</a></p>



<p><strong>Courses</strong></p>



<p><a href="https://www.creativeshrimp.com/courses">CreativeShrimp.com/courses</a> &#8211; Deep-dive Blender courses on Eevee, photoreal lighting, and rendering. That&#8217;s us <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>



<p>Cinematography</p>



<p><a href="https://www.youtube.com/@wanderingdp">Wandering DP</a> &#8211; cinematography lighting breakdowns</p>



<p><strong>Lighting Techniques</strong></p>



<p><a href="https://www.creativeshrimp.com/reverse-key-lighting-tutorial.html">Reverse Key Lighting</a> &#8211; Creative Shrimp tutorial</p>



<p><a href="https://www.youtube.com/shorts/lmOGIAsUS_c">Light Falloff</a> &#8211; Creative Shrimp short</p>



<p><strong>Photography Inspiration</strong></p>



<p><a href="https://x.com/briscoepark">Breezeh</a> &#8211; flash photography aesthetic (liminal walks)</p>



<p><a href="https://www.stevemccurry.com/portraits">Steve McCurry</a></p>



<p><a href="https://www.avedonfoundation.org/the-work">Richard Avedon</a></p>



<p><a href="https://joeyl.com/overview/category/quick-portfolio">Joey L.</a></p>



<p><a href="https://danwintersphoto.com/">Dan Winters</a></p>



<p><a href="https://www.westongallery.com/original-works-by/edward-weston">Edward Weston</a></p>



<p><strong>Hyperrealist Art Inspiration</strong></p>



<p><a href="https://www.alyssamonks.com/2015-2025/">Alyssa Monks</a></p>



<p><a href="https://www.helnwein.com/works/">Gottfried Helnwein</a></p>



<p><strong>Books</strong></p>



<p><a href="https://www.amazon.com/Direction-Quality-Light-Portrait-Photography/dp/1608955702">Direction and Quality of Light &#8211; Neil Van Niekerk</a></p>



<p><a href="https://www.amazon.com/Commercial-Photographers-Master-Lighting-Guide/dp/1608956334">Commercial Photographer&#8217;s Master Lighting Guide &#8211; Robert Morrissey</a></p>



<p><a href="https://www.amazon.com/Light-Science-Introduction-Photographic-Lighting/dp/0240802756">Light Science and Magic &#8211; an Introduction to Photographic Lighting &#8211; Fil Hunter</a></p>



<p><a href="https://www.amazon.com/Master-Lighting-Guide-Portrait-Photographers/dp/1584281251">Master Lighting Guide for Portrait Photographers &#8211; Cristopher Grey</a></p>



<p><strong>Credits</strong></p>



<p><a href="https://www.artstation.com/yaw_cg">Yaw Onyina</a> &#8211; the author of the Tribal Character model</p>



<p><a href="https://www.photontown.com/">Photontown Studio</a> &#8211; Omar Hewady and Ahmed Naguib&#8217;s studio. Facial animation specialists. They made the animation in this video and honestly, they nailed it.</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/character-lighting-techniques.html">How to Light 3D Portraits in Blender (Photographic Lighting Techniques)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Photoreal Environments and Photogrammetry: 5 Workflows For 3D Artists and Environment Artists</title>
		<link>https://www.creativeshrimp.com/photoreal-environments-and-photogrammetry.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 06 Nov 2023 15:33:34 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[photogrammetry]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=16488</guid>

					<description><![CDATA[<p>Photogrammetry opens up a whole new realm of creative potential for 3d artists and environment artists. In this article, written as a follow up to Gleb&#8217;s Blender Conference 2023 talk, we&#8217;ll explore how we can tap into this exciting technique for creating environments that looks authentic and real. Photoreal, if you wish. &#8212; As it</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/photoreal-environments-and-photogrammetry.html">Photoreal Environments and Photogrammetry: 5 Workflows For 3D Artists and Environment Artists</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Photogrammetry opens up a whole new realm of creative potential for 3d artists and environment artists. In this article, written as a follow up to<a href="https://www.youtube.com/watch?v=flb8RP8F8_E"> <strong>Gleb&#8217;s Blender Conference 2023 talk</strong></a>, we&#8217;ll explore how we can tap into this exciting technique for creating environments that looks authentic and real. Photoreal, if you wish.</p>



<p>&#8212;</p>


<div class="youtube-responsive-container"><iframe loading="lazy" width="560" height="315" src="https://www.youtube.com/embed/flb8RP8F8_E?si=I2abF3pnqHbjTxaY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe></div>



<p>As it turns out, we’ve been using photogrammetry quite a lot in our <a href="/">Creative Shrimp</a> projects. We&#8217;ve been using it to digitize <a href="https://www.artstation.com/artwork/nbvQE">historical artifacts</a>; for capturing details that would be a pain in the neck to model <a href="https://www.artstation.com/artwork/xZwx2">in any other way</a>. We’ve built some miniature movie sets, like this Millennium Falcon, then photo-scanned it for fun. </p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="1204" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/demo_reel_01.jpg" alt="" class="wp-image-16496" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/demo_reel_01.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/demo_reel_01-768x361.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/demo_reel_01-1536x722.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/demo_reel_01-2048x963.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /></figure>



<p>Most importantly though, we&#8217;ve been using photoscanning to create life-like 3d environments. Mostly <a href="https://www.artstation.com/artwork/9NygoW">abandoned hallways</a> and such, made of the shards of Brest (Belarus), Warsaw, Vilnius and other places we&#8217;ve been to.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876466901?h=6d81802c25&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Creative Shrimp - Photoscanned Environments"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">A GENERIC PHOTOSCANNING WORKFLOW</h3>



<p>There are a few really interesting things that we can do with photogrammetry as 3d artists and as environment artists&#8230;<br /><br />But first, here’s a quick refresher of what a typical photogrammetry workflow entails.</p>



<ul>
<li>capture a bunch of photos of an object or an interior space from different angles;<br />using the best capturing device you have; making sure there&#8217;s enough overlap between the photos and everything’s sharp and clear;</li>



<li>load these photos into your photogrammetry software of choice;<br />eg <a href="https://github.com/alicevision/Meshroom">Meshroom</a>, <a href="https://colmap.github.io/">Colmap</a>, <a href="https://www.agisoft.com/">Metashape</a>, <a href="https://www.capturingreality.com/">Reality Capture</a>, etc</li>



<li>let the software calculate similarities between the source photos and spit out a point cloud that can then be used to deliver a high density 3d surface;</li>



<li>optionally, with texture;</li>
</ul>



<p>That’s how it works. That’s the generic workflow anyway.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/875952235?h=e72a47a78b&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Photogrammetry - the generic workflow"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">CAPTURING EQUIPMENT</h3>



<p>What equipment do you need to start photo-scanning?</p>



<p>We often hear that you just need a device with a sensor and you can start doing photogrammetry. And that is true. But as a 3d artist, I find it somewhat frustrating how much photographic equipment has accumulated over time, in addition to my DSLR camera (I use a Sony A7iii with a Tamron 24-75mm f/2.8 lens or some of my primes because primes are generally sharper, but there was a time when we were using a Canon 80D with a Sigma 17-55 f/2.8 or pretty much any DSLR or mirrorless camera available).</p>



<p>Then you start thinking about getting a tripod. It is a must-have for keeping shots steady.</p>



<p>A ruler and a color checker come next.</p>



<p>And then: “Should we get a drone?”</p>



<p>It escalates quickly.</p>



<p>Let&#8217;s put it like this: a low or medium-range DSLR or mirrorless camera is probably all you need if you have just started.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/devices_thumbnail_01-1170x720.jpg" alt="" class="wp-image-16532"/></figure>



<p>But what camera is best for photoscanning? This video is as close as it gets to answering the question <a href="https://www.youtube.com/watch?v=ZN8-tzqBLTs">&#8220;What camera is best for photoscanning?&#8221;</a>. There, we talk about the 3 parameters of any capturing device that make all the difference in photoscanning quality. </p>



<p>And in this one we talk about what are <a href="https://www.youtube.com/watch?v=JLdxBtECGuc">the optimal camera settings</a> for capturing the highest quality photos for 3d reconstruction.</p>


<div class="youtube-responsive-container"><iframe loading="lazy" width="560" height="315" src="https://www.youtube.com/embed/ZN8-tzqBLTs?si=ubpNpfMfdoO4GfBR" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe></div>



<p>&#8212;</p>



<h3 class="wp-block-heading">PHOTOSCANNING SOFTWARE</h3>



<p>As for the software, there are many options to choose from.</p>



<p>What we’ve been using mostly is <a href="https://www.capturingreality.com/">Reality Capture</a> and <a href="https://www.agisoft.com/">Agisoft Metashape</a>. Fantastic tools, really fast and good quality. And commercial as well. Reality Capture has an interesting pricing option called PPI or Pay-per-Input (<a href="https://www.youtube.com/watch?v=z3aSA0qXsIg">here&#8217;s our video with some advice as for optimizing the cost</a>).</p>



<p><a href="https://github.com/alicevision/Meshroom">Meshroom</a> and <a href="https://colmap.github.io/">Colmap</a> are the open-source alternatives. Which are also quite capable, in fact fantastic considering the price, just not as obscenely fast as Reality Capture and Metashape just yet.</p>



<p>Somewhat counter-intuitively, the open-source tools are arguably *more* demanding about the quality of the photos (for now). In other words, you may need slightly more expensive equipment and a more powerful computer to get the reconstruction results that are on par with the aforementioned commercial software options.</p>



<p>Still, we should absolutely support open-source, because we know what happens to commercial enterprises.<br /><br />It&#8217;s also worth noting there are also mobile apps like <a href="https://lumalabs.ai/">Luma AI</a> and <a href="https://poly.cam/captures">Polycam</a>.</p>


<div class="youtube-responsive-container"><iframe loading="lazy" width="560" height="315" src="https://www.youtube.com/embed/j3lhPKF8qjU?si=fiDVMokjJgCO9mOy" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe></div>



<p>&#8212;</p>



<h2 class="wp-block-heading">5 PHOTOGRAMMETRY WORKFLOWS FOR ENVIRONMENT ARTISTS</h2>



<p>When it comes to environmental design and photogrammetry, there are different ways to use the toolset offered by 3d reconstruction software. Here are 5 workflows (not the exhaustive list!) that are distinct in their goals and the type of data that you gather.</p>



<p>Distinct enough so we can write about each of them separately.</p>



<p>1. THE WHOLE SEAMLESS ENVIRONMENTS</p>



<p>2. MODULAR ASSETS</p>



<p>3. CHARACTERS</p>



<p>4. PBR MATERIALS AND MAPS</p>



<p>5. LIGHTING</p>



<p>&#8212;</p>



<h3 class="wp-block-heading">WORKFLOW 1a: (CAPTURING) THE WHOLE SEAMLESS ENVIRONMENTS</h3>



<p>The first workflow on our list is capturing the whole seamless environments. This might seem silly, what would you do with such a model anyway? But it&#8217;s the one that has given us some amazing location snapshots.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="810" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/v6_01.jpg" alt="" class="wp-image-16509" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/v6_01.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/v6_01-768x324.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/v6_01-1536x648.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>



<p>When we arrived at the abandoned warehouse near Brest (Belarus), our goal was to digitize the Volga car that has been standing there for half a century, collecting dust and bird excrement.</p>



<p>And that’s what we did.</p>



<p>But then, before leaving the place, Nik proposed to bring a drone next time to capture an isometric view basically.</p>



<p>And when I saw it reconstructed in Reality Capture, I thought, damn! I can totally imagine this as a game level in some indie RPG that uses the isometric view.</p>



<p>Especially if you pepper it up with dramatic lighting.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/875960853?h=ec42ca8265&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Warehouse Breakdown - Photogrammetry"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>Double so if you throw in a playable character (this is a quick demo put together in <a href="https://godotengine.org/">Godot</a> by Aidy).</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/875963005?h=516f807fcf&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Godot Test - Photoscanned Environment"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>If you&#8217;re lucky enough to have some amazing historical locations nearby, like this 18th century Bernardine monastery in Brest, rebuilt into a military hospital, a gem in our collection of abandoned places, photographed some 15 years ago, you can totally get some nice environments captured almost in one piece. Given you have enough time to spend there.</p>



<p>Even though it’s not a super flexible workflow, capturing the entire space like that, walking with a wide angle lens and an on-camera flash through the dark and cold corridors, you can’t argue with the photorealistic output it produces. </p>



<p>It just looks… real. Which it is.</p>



<p>Even with a cinematic lighting treatment in Blender it still looks arguably better than many games. It’s hard to beat that kind of photorealism, which comes unfortunately at the cost of flexibility.</p>






<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876020888?h=0ac544dcd7&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Photoscan - Bernardine Monastery, Brest, Belarus"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p><strong>THE CONS</strong></p>



<p>Aside from that, a notable downside of such approach is that as every polygon and texel in such model is unique, the meshes and textures end up pretty heavy.</p>



<ul>
<li>The good locations are hard to find</li>



<li>The lack of versatility</li>



<li>Performance</li>
</ul>



<p>&#8212;</p>



<p>That being said, even the lower res environment scans found on <a href="https://sketchfab.com/">Sketchfab</a> like this <a href="https://sketchfab.com/3d-models/tholos-do-escoural-83b3d3fca738488289dd584c7962dfa4">funerary monument by Morbase | Museu Virtual</a> can work really well as a base for your next Blender animation.</p>



<p>Once you start throwing in lights, effects and particles.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876324198?h=6762030514&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Fire Pit - Breakdown"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">WORKFLOW 1b: (CAPTURING) THE WHOLE ENVIRONMENTS &#8211; RADIANCE FIELDS</h3>



<p>When it comes to creating the <em>complete snapshots</em> of environments, the neural radiance fields (or NERFs) seem to do an even better job.</p>



<p>Unlike the traditional techniques, these novel view-synthesis methods can actually capture a lot of extra data: the wispy details like vegetation, or hair, but amazingly also the dynamic material properties like reflection and refraction.</p>



<p>The stuff that was unthinkable using more traditional photogrammetry tools now comes to life thanks to Gaussian Splatting and other NERF algorithms. </p>



<p>The demo below was created in the <a href="https://github.com/jonstephens85/gaussian-splatting-Windows">Inria&#8217;s open source Gaussian Splatting Github app</a>. The beginner tutorial by The NeRF Guru, without which it would be impossible for me to make sense of it, <a href="https://www.youtube.com/watch?v=UXtuigy_wYc">is linked here</a>. </p>



<p>A caveat: it requires a powerful GPU (I have RTX 2080ti, but NVIDIA GPU with 24GB VRAM or more is recommended).</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/radiance_fields_thumbnail_01.jpg" alt="" class="wp-image-16930" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/radiance_fields_thumbnail_01.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/radiance_fields_thumbnail_01-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/radiance_fields_thumbnail_01-1536x864.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876325525?h=4d8b8a3603&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Neural Radiance Fields - Gaussian Splatting - Inria's open source app"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>Speaking about reflections, here’s a quick demo of the highly glossy scenery that we built and scanned just before going to <a href="https://conference.blender.org/2023/">Blender Conference 2023</a>. </p>



<p>Honestly it’s pretty mind-boggling to see it captured by the means of photogrammetry at all.</p>



<p>I wonder what happens when <a href="https://twitter.com/laanlabs/status/1704939447521845398">the animation part</a> of the puzzle falls into place. Will it be a photogrammetry bingo card completed?</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/glass_thumbnail_01a.jpg" alt="" class="wp-image-16933" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/glass_thumbnail_01a.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/glass_thumbnail_01a-768x432.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876358366?h=81dfd1614c&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="NERF, Gaussian Splatting - Reflections/Transparency demo"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>This tech is becoming mainstream really quickly, too. We can already try gaussian splatting in the <a href="https://lumalabs.ai/">Luma AI</a> and <a href="https://poly.cam/gaussian-splatting">Polycam</a> apps (for our smartphones). </p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876359186?h=b0cd8a1e3e&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Luma AI / Polycam demo of Gaussian Splattering"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p><strong>THE CONS</strong></p>



<ul>
<li>tricky to edit</li>



<li>non-versatile</li>
</ul>



<p>The problem with radiance fields is that it isn’t super clear how to edit this stuff just yet. The tools for editing gaussian splats and NERFs are still in their infancy, in other words.</p>



<p>But this tech is developing fast. We should watch this space.</p>



<p>P.S. Here you can see a demo testing the thin-structures capabilities of gaussian splatting in Luma AI.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876359879?h=112bc77c73&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Luma AI Gaussian Splatting demo"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">WORKFLOW 2. (EXTRACTING) MODULAR ASSETS</h3>



<p>A far more versatile workflow of course would be a modular one.</p>



<p>Meaning, finding a cool location and dissecting it for <em>props</em>. With the goal of creating the asset library that captures the essence of this environment. So we can make *any* kind of environment like the one we&#8217;ve just scanned.</p>



<p>Incidentally, that&#8217;s the industry standard. </p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_props_header_01.jpg" alt="" class="wp-image-16935" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_props_header_01.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_props_header_01-768x432.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<p>&#8212;</p>



<p>Going back to our warehouse environment, we could have scanned:</p>



<ul>
<li>The hero assets like this Volga<br /></li>



<li>The medium and small-scale props<br /></li>



<li>Surface textures<br /></li>



<li>Decals</li>
</ul>



<p>Whatever can be salvaged there. The goal is cohesiveness. Scanning such library around the same environment is like a locked-in art direction. Everything in this warehouse was equally dusty, forsaken and coming roughly from the same historical slice. Imagine fine-tuning such a look across dozens of models. Using this workflow, you get it for free.</p>



<p>Have a look at any of the <a href="https://www.artstation.com/scansfactory">Scans Factory</a> packs to see how realistic an environment composed of such modular props can look.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_workflow_warehouse_thumbnail_01.jpg" alt="" class="wp-image-16936" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_workflow_warehouse_thumbnail_01.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_workflow_warehouse_thumbnail_01-768x432.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876361178?h=08dc36dde5&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Modular Photoscanned Props - Abandoned Warehouse"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>Of course, then each asset would have had to be optimized; meaning, polycount reduced and the geometry details transferred from the high to the low res meshes (as normal maps for example);</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876362424?h=f1752486ee&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Optimization - Photoscanned Modular Assets"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>Sometimes this process is a breeze. </p>



<p>Say, when you can take a prop back home or back to studio and scan it on a turntable, and maybe flip it during the scanning process, so the software reconstructs a full 360 degrees watertight mesh.</p>



<p>Then it requires almost no post-processing, maybe aside from some polycount reduction (and that can be done automatically) and texture baking (and that can be automatized as well, to a certain extent).</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/skull_polycount_01_1c.jpg" alt="" class="wp-image-16938" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/skull_polycount_01_1c.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/skull_polycount_01_1c-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/skull_polycount_01_1c-1536x864.jpg 1536w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/skull_polycount_01_1c-2048x1152.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876362951?h=705b6fa3c5&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Turntable - Photogrammetry"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>But it isn’t always like that. In fact, it’s almost never like that!</p>



<p>&#8212;</p>



<p><strong>THE CONS</strong></p>



<ul>
<li>Planning</li>



<li>Post-pro and clean-up</li>
</ul>



<p>More often than not, raw scans are pretty messy and require <a href="https://www.youtube.com/watch?v=5NY9lOgnpLA">an enormous amount of post-pro</a> to make them useable.</p>



<p>Like, imagine cleaning-up something like that.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_hard_thumbnail_01b.jpg" alt="" class="wp-image-16939" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_hard_thumbnail_01b.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/modular_hard_thumbnail_01b-768x432.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876364794?h=caa5ca41e1&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="A 14-floor building"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>But anyway, nothing is more satisfying than scattering the photoscanned assets that have been prepared in advance. Gathered in the same location. Carefully optimized. The resulting environments can look just as cohesive as the full location scans.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/scattering_thumbnail_01.jpg" alt="" class="wp-image-16940" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/scattering_thumbnail_01.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/scattering_thumbnail_01-768x432.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/scattering_thumbnail_01-1536x864.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876365960?h=ecffdad1a6&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Scattering the Photoscanned Modular Assets"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">WORKFLOW 3. CHARACTERS</h3>



<p>Speaking about modular props, characters also fall into this category and can be made with the help of photogrammetry. Let’s say, the background NPCs for your environments like those seen in <a href="https://www.youtube.com/@IanHubert2">Ian Hubert’s videos</a>.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/characters_thumbnail_02-1170x720.jpg" alt="" class="wp-image-16943"/></figure>



<p>&#8212;</p>



<p>As a quick reminder, it goes like this. First you make a quick scan, add a few bones in <a href="https://www.blender.org/">Blender</a>, then animate these bones to rotate the torso and the head a little bit while recording the motion. And you get a nice background character doing the background character stuff.</p>



<p>The advantage of this workflow is that we don’t have to use a proper A or T-pose for scanning, we can just scan the characters in the poses they’re supposed to be, like sitting or riding a bicycle.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876369822?h=8d5f986737&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Quick Photoscanned NPCs"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>A more advanced variation of this workflow would be to apply the real motion capture data to such quick character scans using one of the markerless motion tracking apps like <a href="https://www.mixamo.com/">Mixamo</a> or <a href="https://www.rokoko.com/products/vision">Rokoko Vision</a>. You can even record your own motion and transfer it to the skeleton with these apps, like <a href="https://twitter.com/AidyBurrows3D">Aidy</a> is doing here.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876371159?h=4d2f4a5ba9&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Mixamo to Blender, Rokoko to Blender - Motion Capture Workflow"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>Still, it&#8217;s way simpler if the character doesn&#8217;t need to move.</p>



<p>People tend to fidget and make the scanning process more complicated than it needs to be. It’s my motionless body you see in this scan by the way.</p>



<p>&#8212;</p>



<p><strong>THE CONS</strong></p>



<ul>
<li>people are tricky to scan</li>
</ul>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/characters_thumbnail_03-1170x720.jpg" alt="" class="wp-image-16944"/></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876372648?h=f6bfb84096&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Character Scan - Still"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">WORKFLOW 4. PBR MATERIALS AND MAPS</h3>



<p>Yet another application for photogrammetry in environment creation is, of course, capturing the PBR materials.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="712" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/pbr_maps_header_01.jpg" alt="" class="wp-image-16945" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/pbr_maps_header_01.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/pbr_maps_header_01-768x427.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<p>The process is no different from capturing props (or characters for that matter!): first we take a bunch of photos of whatever surface we want to scan, hovering over the muddy ground like a fairy; then reconstruct a high-definition mesh in photogrammetry software.</p>



<p>But then, we bake the detail from that mesh onto a flat plane to derive such maps as:</p>



<ul>
<li>the diffuse color (or albedo)</li>



<li>ambient occlusion,</li>



<li>normals,</li>



<li>and most importantly the height data that contains the detail about the surface displacement</li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/pbr_maps_thumbnail_01.jpg" alt="" class="wp-image-16959" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/pbr_maps_thumbnail_01.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/pbr_maps_thumbnail_01-768x432.jpg 768w" sizes="(max-width: 1280px) 100vw, 1280px" /></figure>



<p>Then, these maps can be made seamless in <a href="https://www.gimp.org/">Gimp</a> by offsetting and painting across them all at once using the clone brush. This is a fairly new functionality that imitates the <a href="https://affinity.serif.com/en-gb/photo/">Affinity Photo</a> approach to multi-layer editing, and we&#8217;re proud to have influenced this feature developed for Gimp with the help of <a href="https://twitter.com/zemarmot">ZeMarmot</a>.</p>



<p>And voila! We’ve got the ingredients for a seamless PBR material.</p>



<p>The shaders like that work extremely well with displacement. No surprise, because in the end we feed it the real heightmap derived from the real surface. The result looks extremely realistic (and runs in realtime thanks to Eevee Next).</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876375467?h=3a84973075&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Capturing PBR Materials - Photoscanning"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>Additionally, we can use the extracted heightmaps for blending between different materials to create a much-needed variation. In <a href="https://www.blender.org/">Blender</a> via nodes or alternatively, in <a href="https://quixel.com/mixer">Quixel Mixer</a>.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876377270?h=453a90262d&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="PBR Materials blending in Blender"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p><strong>THE CONS</strong></p>



<ul>
<li>less flexible than procedural workflows (in Substance Designer and so on)</li>
</ul>



<p>Aside from that, variation isn’t the biggest pro of this technique. The photoscanned materials are quite limited by the source footage. By its resolution and other properties. And simply by the physical availability, unlike their procedural counterparts.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876378316?h=d2402e1c07&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Skull - Photogrammetry"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h3 class="wp-block-heading">WORKLOW 5. LIGHTING</h3>



<p>The last type of data that can be extracted from a real-world location, that we will have a look in this article, is lighting. Lighting can be extracted and thrown away or extracted and… cherished.</p>



<p>Let’s talk about removing it first.</p>



<figure class="wp-block-image size-large"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/overexposure_01-1170x731.jpg" alt="" class="wp-image-16947" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/overexposure_01-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/overexposure_01-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/overexposure_01-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></figure>



<p>&#8212;</p>



<p>Typically, the shadows, at least the indirect ones, are removed from textures as soon as possible with the help of <a href="https://www.agisoft.com/downloads/installer/">Agisoft Texture De-Lighter</a> or other de-lighting tools.</p>



<p>So we can set our own lighting in Blender.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876381181?h=747c50d1e6&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Agisoft Texture De-lighter"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>Alternatively, the lighting can be flattened during the capturing phase, by using an on-camera flash. This also gives the supernatural ability to shoot in the dark.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876381521?h=becc5146e6&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Using an on-camera flash to flatten out the lighting - Photogrammetry"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>Or we can go as far as removing both shadows and reflections using the flash AND the polarizing filters. In the process called cross-polarization.</p>



<p>We don’t have time to go into that. But cross-polarization happens when you put a polarizing filter on both the lens and the light.</p>



<p>Like <a href="https://www.youtube.com/watch?v=yhjKO1a99OQ">in this video by James Candy</a>.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876381915?h=10b28a1080&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Cross-polarization demo (by Classy Dog, James Candy)"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p><strong>THE CONS</strong></p>



<p>If you were capturing for a virtual movie set though, the lighting data would become precious. Definitely worth retaining!</p>



<p>To capture a full range of light, each shot can be taken multiple times using different exposure settings, then merged into a singular HDR image in the process called exposure bracketing. In <a href="https://www.darktable.org/">Darktable</a> for example.</p>



<p>And then, the photoscan can be made from such high dynamic range images. And as a result, such environment would emit a proper amount of light. So that the 3d objects put into such scene would receive a proper amount of light. And integrate seamlessly.</p>



<p>Imagine a better HDRI panorama that is fully three-dimensional &#8211; this is it.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1530" height="714" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/hdr_environment_01_1a.jpg" alt="" class="wp-image-16966" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/hdr_environment_01_1a.jpg 1530w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/hdr_environment_01_1a-768x358.jpg 768w" sizes="(max-width: 1530px) 100vw, 1530px" /></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876381643?h=094722f067&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="HDR Photoscan - 3d Environment"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p><strong>THE CONS</strong></p>



<ul>
<li>Processing for HDR takes time</li>



<li>Versatility!</li>
</ul>



<p>Unfortunately, preparing the HDR images can be time-consuming and the use-cases for such a workflow are truly specific.</p>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876383687?h=f0c66e2cd8&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="HDR Photoscanned Environment, Character Test | Photogrammetry"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<h2 class="wp-block-heading">CONCLUSION</h2>



<p>Alright! These are just some of the things we can do with photogrammetry, as 3d artists.</p>



<p>Despite producing a non-versatile output sometimes, the tech itself is actually pretty versatile nevertheless. There is something for everyone.</p>



<p>So no matter whether you’re a 3d artist, a director, a cinematographer or a level designer; or maybe you work as a scientist or archaeologist, photogrammetry gives us some powerful tools and workflows to bridge the gap between our physical world and the digital realms we create.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1920" height="966" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/photoscanning_and_blender_01.jpg" alt="" class="wp-image-16963" srcset="https://www.creativeshrimp.com/wp-content/uploads/2023/10/photoscanning_and_blender_01.jpg 1920w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/photoscanning_and_blender_01-768x386.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2023/10/photoscanning_and_blender_01-1536x773.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>


<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/876424968?h=b61be4872a&amp;badge=0&amp;autopause=0&amp;quality_selector=1&amp;progress_bar=1&amp;player_id=0&amp;app_id=58479" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" style="position:absolute;top:0;left:0;width:100%;height:100%;" title="Photoreal Environments with Photogrammetry | Demo rendered in Blender"></iframe></div>
<p><script src="https://player.vimeo.com/api/player.js"></script></p>



<p>&#8212;</p>



<p>Before we wrap it up, I&#8217;d like to say thanks to everyone who helped us on the ground to gather the content: Eugeny, Nik, Pawel, Kaciaryna, Ryncuk, Aidy, Lena &#8211; thank you so much indeed!</p>



<p>&#8212;</p>



<p>Feel free to check our <a href="https://www.creativeshrimp.com/photogrammetry-course">Photogrammetry Course</a>. Thank you!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/photoreal-environments-and-photogrammetry.html">Photoreal Environments and Photogrammetry: 5 Workflows For 3D Artists and Environment Artists</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Are Ngons Really That Evil in 3D Modeling?</title>
		<link>https://www.creativeshrimp.com/ngons-tutorial.html</link>
					<comments>https://www.creativeshrimp.com/ngons-tutorial.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Wed, 15 May 2019 12:15:34 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=15059</guid>

					<description><![CDATA[<p>Some people say that ngons should be avoided at all costs, while others say that this hatred and phobia of N-sided polygons needs to stop. In this tutorial we&#8217;ll take an in-depth look at the problems with ngons to raise our 3d modeling game. Blender 2.8 beta has been used for all demos. What is</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/ngons-tutorial.html">Are Ngons Really That Evil in 3D Modeling?</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Some people say that <strong>ngons</strong> should be avoided at all costs, while others say that this hatred and phobia of N-sided polygons needs to stop.</p>



<p>In this tutorial we&#8217;ll take an in-depth look at the problems with ngons to raise our 3d modeling game.</p>



<span id="more-15059"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/BjnCV2PIkKA" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><em><a href="https://builder.blender.org/download/">Blender 2.8 beta</a> has been used for all demos.</em></p>



<h3 class="wp-block-heading">What is an Ngon?</h3>



<p>An ngon is simply a face with more than 4 edges.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/02.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/02.jpg" alt="ngon" class="wp-image-15064" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/02.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/02-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Your typical n-sided polygon, or ngon.</figcaption></figure>



<p>There are modeling methods like <a href="https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/booleans.html">boolean operations</a> or software like computer-aided design (or CAD) that tend to output ngons in large numbers.</p>



<p>Ngons seem to have a bad reputation among 3d modelers. Well, that is a divisive topic and people feel strongly about the issue, some for it and some against it:</p>



<blockquote class="wp-block-quote">
<p><em><strong>“Quad only is a stupid myth that serves no one.”</strong></em></p>



<p><em><strong>“NGons should never be present in a final model.”</strong></em></p>



<p><em><strong>“It is better to avoid Ngons altogether since quads and tris will always subdivide properly.”</strong></em></p>



<p><em><strong>“&#8230;This hatred and phobia of Ngons needs to stop.”</strong></em></p>



<p><em><strong>“Ngons as intelligent modeling strategy? No.”</strong></em></p>
</blockquote>



<p>In my opinion there is a certain bias towards the no-ngons modeling strategy. Let’s take a look at what is considered to be the disadvantages of using ngons in 3d modeling, then try to defend the opposite point of view.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/05.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/05.jpg" alt="ngons issues" class="wp-image-15122" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/05.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/05-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Some of the problems with ngons.</figcaption></figure>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Ngons Problems</h2>



<h3 class="wp-block-heading">1. Rendering (shading) issues</h3>



<p>Ngons are associated with degraded surfaces that are supposed to be flat, but the shading or the curvature suggests that they aren’t. If all vertices of an ngon don’t lie in the same plane it can look really weird because it isn’t clear how to display such shape before it gets passed to render engine.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/06.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/06.jpg" alt="ngons in 3d modeling" class="wp-image-15069" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/06.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/06-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">A non-planar ngon.</figcaption></figure>



<p>Ngons can be the cause of shading issues that ruin otherwise great boolean operations for aspiring 3d modelers.</p>



<p>It’s not easy to get over the initial frustration of seeing an after-boolean mesh. Why does it look so strange? What’s wrong with it? It must be ngons.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/08.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/08.jpg" alt="ngons boolean" class="wp-image-15071" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/08.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/08-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Incorrect shading example.</figcaption></figure>



<p>In addition to that, shading issues associated with ngons tarnish the boolean ops based workflow and we become suspicious of the entire workflow for that matter.</p>



<h3 class="wp-block-heading">2. Limited use of subdivision surfaces</h3>



<p>Ngons are claimed to not only look glitchy, but also result in all sorts of mesh editing problems. They disrupt the edge flow of your model and make standard modeling operations like extrusion less effective because we can’t use subdivision surfaces.</p>



<p>Unlike quads or triangles, ngons subdivide poorly in many cases, so it’s a potential showstopper for workflows that need subdivision surfaces for whatever purposes, <a href="https://cgmasters.net/training-courses/master-car-creation-in-blender/">car creation</a> for example.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/09.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/09.jpg" alt="ngons subdivision surfaces" class="wp-image-15072" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/09.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/09-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">A mesh without a proper edge flow that has been subdivided.</figcaption></figure>



<h3 class="wp-block-heading">3. Awful looking wireframe</h3>



<p>Chaotic-looking topology is another reason why ngons are frowned upon.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/12.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/12.jpg" alt="ngons wireframe" class="wp-image-15074" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/12.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/12-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">An edge flow not following the contours of the mesh.</figcaption></figure>



<h3 class="wp-block-heading">4. Deformation</h3>



<p>Ngons often lead to animation (or more precisely, deformation) problems. Topology for animation relies on proper edge flow, and thus ngons are a big no-no if the mesh is supposed to be bent or deformed in any other way.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/15.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/15.jpg" alt="ngon blender deformation" class="wp-image-15075" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/15.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/15-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">A grid-like topology (left) and a mesh with ngons (right).</figcaption></figure>



<h3 class="wp-block-heading">5. Interoperability</h3>



<p>Ultimately, ngons behave in an unpredictable way when the mesh is imported/exported to game engines or to other modeling and sculpting applications (because some applications do not handle ngons well and there are always no guarantees about how exactly ngons will be interpreted, because there are no standards).</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/17.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/17.jpg" alt="ngons 3d modeling tutorial" class="wp-image-15076" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/17.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/17-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">A mesh with ngons exported from Blender then imported into <a href="https://stephaneginier.com/sculptgl/">SculptGL</a> and automatically triangulated.</figcaption></figure>



<p>But all things considered, <strong>are ngons really that evil</strong> as we might have thought about it?</p>



<p>Before moving on let’s get down to basics and talk about <a href="https://en.wikipedia.org/wiki/Polygon_triangulation">triangulation</a>.</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">3D Modeling Basics: Triangulation</h2>



<p>On rendering, every ngon is subdivided into triangles or triangulated.</p>



<p>And so are quads. Quads are also split into triangles.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/21.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/21.jpg" alt="triangulation quads" class="wp-image-15078" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/21.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/21-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Technically every quad is made of two triangles.</figcaption></figure>



<p>That’s how most render engines work, because triangles form the simplest closed area and thus are easy to <a href="https://en.wikipedia.org/wiki/Rendering_(computer_graphics)#Scanline_rendering_and_rasterisation">rasterize and raytrace</a>.</p>



<p>Under the hood, all shading and rendering calculations use triangles as basic units, even though it may seem that we, 3d modelers, work with quads or ngons.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/22.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/22.jpg" alt="triangulation computer graphics" class="wp-image-15079" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/22.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/22-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Depending on how the quads are triangulated causes quite different profiles (the quads are identical).</figcaption></figure>



<p>So, every ngon gets split into triangles, but how exactly? For example there are five possibilities to split a pentagon into triangles and it gets even more complicated in case of higher ordered ngons. So ngon is always an implicit surface and different types of triangulation produce different looking results, some better than others.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="952" height="515" src="https://www.creativeshrimp.com/wp-content/uploads/2023/09/ngon_01_1.jpg" alt="" class="wp-image-16448"/></figure>



<p>That’s a crucial thing to understand, because what we perceive as the inherent problem of ngons (bad shading) can partly be attributed to non optimal triangulation among other things.</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="942" height="481" src="https://www.creativeshrimp.com/wp-content/uploads/2023/09/ngon_01_2.jpg" alt="" class="wp-image-16450"/></figure>



<p>Now let’s go ahead and take a closer look at the disadvantages of using ngons.</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Disadantages of Using Ngons &#8211; Closer Look</h2>



<h3 class="wp-block-heading">1. Rendering (shading) issues: Triangulation</h3>



<p>So what do we actually mean when we say <em>“a non optimal triangulation”&nbsp;</em>and what is an optimal triangulation then?</p>



<p>There are different methods of triangulation. In Blender, we have <a href="https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/triangulate.html">the clip and beauty methods</a>. <strong>Beauty</strong> arranges the new triangles evenly, while <strong>clip</strong> splits the polygons with so called ear clipping algorithm, that generally performs a bit faster but produces a noticeably worse set of triangles.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/26.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/26.jpg" alt="blender ngon triangulation clip" class="wp-image-15081" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/26.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/26-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Triangulation method: Clip (Ear Clipping algorithm).</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/27.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/27.jpg" alt="blender triangulation beauty" class="wp-image-15082" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/27.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/27-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Triangulation method: Beauty.</figcaption></figure>



<p>So just by changing the triangulation method we can get a more optimal triangulation and as a result, much better shading.</p>



<h3 class="wp-block-heading">2. Rendering (shading) issues: non-planar surfaces</h3>



<p>If a surface should be perfectly flat by design, let’s just make sure it is flat (for example, by using <a href="https://blender.stackexchange.com/questions/7729/how-to-flatten-a-face-to-avoid-distortion-make-an-ngon-planar">the flatten command in the Loop Tools Addon amongst other methods</a>). By the way, perfectly flat surfaces with sharp hard-surface connections are an ideal case for using ngons, as they always shade in a proper way. Curved surfaces are a different story, we will talk about it shortly.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/28.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/28.jpg" alt="ngon problems " class="wp-image-15083" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/28.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/28-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Non-planar surfaces cause incorrect shading.</figcaption></figure>



<h3 class="wp-block-heading">3. Rendering (shading) issues: smoothing</h3>



<p>As for smooth shading errors in relation to ngons, controlling <a href="https://docs.blender.org/manual/en/latest/modeling/meshes/editing/normals.html?highlight=smoothing">smooth shading</a> by marking edges sharp often does the trick. Marking edges sharp means telling 3d modeling application to stop trying to smooth out the connection between two surfaces based on their normals.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/32.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/32.jpg" alt="blender mark edges sharp" class="wp-image-15084" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/32.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/32-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Marking edges sharp in Blender.</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/33.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/33.jpg" alt="blender auto smooth" class="wp-image-15085" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/33.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/33-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Auto Smooth in Blender.</figcaption></figure>



<p>Taking control of smoothing, e.g. marking edges sharp manually or paying attention to auto smooth angle turns out to be liberating in terms of what modeling styles can be used. Together with <a href="https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/bevel.html">the bevel modifier</a> it opens up <a href="https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/booleans.html">boolean operations</a> because now we can sharpen some edges and still get a gradual transition from one surface to the other (with the help of the bevel modifier). This workaround unleashes enormous creative potential.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/36.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/36.jpg" alt="ngons boolean modeling" class="wp-image-15086" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/36.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/36-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Ngons are not that big of a deal if all the right boxes can be ticked: beveled edges, no smoothing artifacts and so on.</figcaption></figure>



<h3 class="wp-block-heading">4. Shading issues: bad topology</h3>



<p>The source of rendering glitches can be sloppy <a href="https://topologyguides.com/">topology</a> in general (like, not having enough polygons to support some mesh editing operations or having an uneven distribution of polygons).</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/37.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/37.jpg" alt="ngon problems 3d modeling" class="wp-image-15087" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/37.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/37-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">The reason for incorrect shading is not having enough geometry to work with in first place.</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/38.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/38.jpg" alt="ngon tutorial 3d modeling" class="wp-image-15088" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/38.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/38-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">With a few more knife cuts or subdivisions the resulting shading would be much more acceptable as there will be less triangles that are super long and thin (after triangulation).</figcaption></figure>



<p>Another defining characteristic of all kinds of bad topology issues is poles. To explain that, let’s revisit topology basics once again.</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">3D Modeling Basics: N-Poles</h2>



<p>A pole is when 3 or more edges converge at a single vertex.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41d.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41d.jpg" alt="3d modeling basics poles" class="wp-image-15089" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41d.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/41d-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Circled in red are the 3 poles, and circled in blue we have the 5 pole.</figcaption></figure>



<p>Sometimes 3 and 5 poles are called N or E poles respectively, though we prefer using the number in the name as it’s easier to remember since the number of edges coming to a point defines the pole. 3 edges come to a point for the 3 pole, 5 edges for the 5 pole, 6 edges for a 6 pole etc.</p>



<p><em>So why do we have those poles in a quad filled mesh? Because without those poles we can’t effectively have the topology flow to match the 3d shape of whatever it is that we’re trying to create. So we just try our best to place those poles in sensible places.</em></p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41c.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41c.jpg" alt="3d modeling poles" class="wp-image-15093" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41c.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/41c-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Poles are used to change a faceloop direction.</figcaption></figure>



<p>So why are poles noteworthy?</p>



<ul>
<li>This is where our edge loop selection or creation gets terminated</li>



<li>No matter how much we subdivide the mesh our poles won’t change</li>



<li>These areas can shade not as smoothly and predictably as a uniformly grid like mesh with no poles</li>
</ul>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/46.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/46.jpg" alt="poles 3d modeling tutorial" class="wp-image-15095" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/46.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/46-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Geometry pinching.</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/44.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/44.jpg" alt="poles 3d modeling tutorial" class="wp-image-15094" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/44.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/44-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Poles never change their properties, even after subdivision.</figcaption></figure>



<p>If like in Scooby Doo we were to unmask the real villain we would finally locate and unmask the ngon and find a 3 pole or 5 pole or more underneath complaining they would have ruined the shading on our mesh and would have gotten away with it too (if it wasn’t for those meddling kids).</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41e.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41e.jpg" alt="3d modeling poles" class="wp-image-15090" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41e.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/41e-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Ngons!</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41f.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41f.jpg" alt="3d modeling poles" class="wp-image-15091" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/41f.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/41f-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">&#8230;Oh actually there are poles here that cause pinching.</figcaption></figure>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h3 class="wp-block-heading">5. Displacement</h3>



<p>The other case in which we may want to work with <a href="https://en.wikipedia.org/wiki/Quadrilateral">quadrilaterals</a> and avoid poles is displacement.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/47.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/47.jpg" alt="displacement ngons" class="wp-image-15096" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/47.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/47-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">N-poles (or vertices with more than 3 edges coming out of it) lead to pinching and other problems with geometry, especially after subdivision.</figcaption></figure>



<p>So why do ngons and triangles get so much criticism? It’s because that’s where we are guaranteeing the creation of a pole and therefore issues of shading under certain deformation <strong>and</strong> where the selection of an edge loop or creation of an edge loop will terminate.</p>



<h3 class="wp-block-heading">6. Limited use of subdivision surfaces.</h3>



<p>Because <a href="https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/subsurf.html?highlight=subdivision%20surface">subdivision algorithms</a> like <a href="https://www.khanacademy.org/partner-content/pixar/modeling-character/modeling-subdivision/v/charactermodeling2">Catmull-Clark</a> used in Blender, 3ds max, Zbrush and other 3d modeling apps requires strict rules for mesh topology (that means having good edge flow and using mostly quads and having no poles), ngons don’t work well with subdivision. I would say, mainly because of long thin triangles and also poles which lead to pinching and other modeling issues from hell.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/51.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/51.jpg" alt="3d modeling tutorial theory" class="wp-image-15098" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/51.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/51-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">A mesh with lots of long thin triangles and poles.</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/50.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/50.jpg" alt="3d modeling subdivision" class="wp-image-15099" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/50.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/50-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">The same mesh after subdivision.</figcaption></figure>



<p>That’s a shame, because subdivision surfaces are great for approximating curved meshes, so not being able to use from start to end it makes it a lot harder to model smooth flowing surfaces.</p>



<p>In practice, that means that after we start carving boolean shapes and all that stuff, the only way to reestablish good edge flow would be retopology. I think it’s a decent tradeoff for using boolean ops which are <a href="https://www.youtube.com/watch?v=MsB5m1Z9G_4">amazing for mechanical design</a> though.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/52.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/52.jpg" alt="blender boolean operations ngons" class="wp-image-15100" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/52.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/52-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Ngons are important elements of the non-destructive (or boolean) workflow.</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/54.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/54.jpg" alt="retopology ngons blender" class="wp-image-15101" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/54.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/54-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Retopology is always a possibility.</figcaption></figure>



<p>On the other hand, some shapes are easier modeled without subdivision and without all-quads for that matter.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/55.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/55.jpg" alt="topology 3d" class="wp-image-15102" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/55.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/55-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Sometimes, meshes with ngons make better friends with the bevel modifier than the quadrilateral meshes.</figcaption></figure>



<h3 class="wp-block-heading">7. Beveled edges</h3>



<p>The curved or beveled edges that we lose by waiving the subsurf modifier can be created with the bevel modifier instead. It works perfectly fine with ngons and helps us to achieve these sexy bevels with proper smooth shading.</p>



<p>In that sense ngons are much more appropriate for <a href="https://blendermarket.com/products/hard-surface-modeling-in-blender">hard-surface modeling</a> rather than automotive, organic or, god forbid, character modeling. Conversely, quadrilateral geometry could be better suited for organic, automotive and character modeling.</p>



<h3 class="wp-block-heading">8. Awful looking wireframe</h3>



<p>That’s… arguable. In fact, in many cases ngons make for much more elegant wireframe (especially if we don’t show a triangulated version). By collapsing the edges that don’t follow the contours of the surface we make it more, not less, readable in my opinion.</p>



<p>In addition to that, one notable advantage of using ngons is having less polygons overall. As a rule of thumb, boolean meshes and other kinds of meshes with ngons require less polygons to describe the surface area than the meshes, originated from subdivision surfaces.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/57.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/57.jpg" alt="ngons wireframe" class="wp-image-15104" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/57.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/57-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Ngons and elegant topology are not mutually exclusive.</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/61.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/61.jpg" alt="ngons" class="wp-image-15110" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/61.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/61-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Models with ngons often need less polygons to describe the surface.</figcaption></figure>



<h3 class="wp-block-heading">9. Deformation</h3>



<p>Deformation is a pretty serious problem of ngons.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/64.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/64.jpg" alt="ngons deformation problem" class="wp-image-15105" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/64.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/64-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">If you know that the model is going to be deformed, clean topology is a must-have.</figcaption></figure>



<p>Although, with enough geometry and more or less uniform polygonal density meshes with ngons can bend reasonably well, but not perfect by any means. So if you know that the mesh isn’t going to be deformed, then it’s ok. If it is going to be deformed, proceed with caution.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/63.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/63.jpg" alt="" class="wp-image-15106" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/63.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/63-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Additional loopcuts help to contain the ngons and lead to more even triangulation.</figcaption></figure>



<p>Again, following good modeling practices like having enough polygons is always helpful, no matter whether it’s 4-sided polygons or n-sided polygons.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/66.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/66.jpg" alt="ngons deformation 3d " class="wp-image-15107" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/66.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/66-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Meshes with ngons can deform reasonably well.</figcaption></figure>



<h3 class="wp-block-heading">10. Interoperability</h3>



<p>Unfortunately there are no guarantees that ngons will import/export as expected because often times 3d applications make arbitrary decisions on how ngons should be triangulated. Once ready to export, it’s worth double-checking what triangulation algorithm you&#8217;d like to use.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/70.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/70.jpg" alt="zbrush triangulation ngons" class="wp-image-15109" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/70.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/70-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">The triangulated mesh in <a href="http://pixologic.com/">ZBrush</a>.</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/69.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/69.jpg" alt="" class="wp-image-15108" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/69.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/69-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">The triangulated mesh in <a href="https://sketchfab.com/feed">Sketchfab</a>.</figcaption></figure>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Conclusion</h2>



<p>The key takeaway is that ngons are neither universally good or bad, it depends on what modeling goal you want to achieve.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/73.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/73.jpg" alt="ngons tutorial 3d modeling" class="wp-image-15120" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/73.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/73-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Pros and cons of n-sided polygons.</figcaption></figure>



<p>In conclusion, there are numerous disadvantages of using ngons, but some of their disadvantages are continuation of their merits and can be ignored in favor of 3d modeling possibilities you get in exchange. And they do have pros such as:</p>



<ul>
<li>Less polygons overall</li>



<li>Elegant wireframe (arguably)</li>



<li>Boolean operations unlocked</li>



<li>Bevel modifier</li>



<li>Quick concepting</li>
</ul>



<p>I would say, the real arguments against ngons are bad deformation and interoperability, these are just bad things.</p>



<p>Also I’ve heard that ngons make it really tough to get good uv maps. And probably, physics engine operations on ngons could be problematic.</p>



<p>In my opinion, the other issues discussed in this video can be mitigated or even framed positively.</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h3 class="wp-block-heading">A Few Practical Takeaways:</h3>



<p><strong>Curved and going to be deformed = quads. Flat and not going to be deformed = ngons.</strong></p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/75.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/75.jpg" alt="quads vs ngons" class="wp-image-15112" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/75.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/75-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Quads vs ngons.</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/74.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/74.jpg" alt="3d modeling" class="wp-image-15113" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/74.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/74-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Quadrilateral polygons followed by ngons.</figcaption></figure>



<p><strong>Pay attention to smooth shading settings, what surfaces should be marked as sharp, what’s the auto smooth angle and so on.</strong></p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/76.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/76.jpg" alt="smooth shading normals" class="wp-image-15114" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/76.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/76-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Incorrect shading</figcaption></figure>



<p><strong>If it’s going to be exported to game engine or to application that doesn’t handle ngons well, triangulate it first to reduce the chances of incorrect triangulation.</strong></p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/77.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/77.jpg" alt="mesh triangulation" class="wp-image-15115" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/77.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/77-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">There are two ways of triangulating a quad.</figcaption></figure>



<p><strong>Watch out for poles!</strong></p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/78.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/78.jpg" alt="poles 3d" class="wp-image-15116" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/78.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/78-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Watch out for N-poles!</figcaption></figure>



<p><strong>Ngons or quads, having enough polygons to allow deformation (and an even distribution of polygons for that matter) is always a good practice.</strong></p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/79.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/79.jpg" alt="topology tutorial blender" class="wp-image-15117" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/79.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/79-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Even distribution of polygons is a good modeling practice.</figcaption></figure>



<p><strong>Lastly, when working with ngons, retopology may be required.&nbsp;</strong></p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/80.jpg"><img decoding="async" loading="lazy" width="2560" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/80.jpg" alt="retopology in blender" class="wp-image-15118" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/80.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/80-768x432.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Retopology saves the day.</figcaption></figure>



<p><em>On a side note, there are numerous ways of masking the shading artifacts with the help of the <a href="https://www.youtube.com/watch?v=nMrstrCkNuY">data transfer modifier</a>, <a href="https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/shrinkwrap.html">shrinkwrap modifier</a> and so on.</em></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading"><strong>Links:</strong></h2>



<p><a href="https://www.blender.org/">Blender</a></p>



<p><a href="https://blendermarket.com/products/hard-surface-modeling-in-blender">Hard-surface Modeling in Blender (Blender Market)</a></p>



<p><a href="https://gumroad.com/l/HardSurfaceModeling/">Hard-surface Modeling in Blender (Gumroad)</a></p>



<p><a href="https://cgmasters.net/training-courses/master-car-creation-in-blender/">Master Car Creation in Blender</a></p>



<p><a href="https://www.youtube.com/user/masterxeon1001">masterxeon1001 on Youtube</a></p>



<p><a href="https://www.artstation.com/vbulgarov">Vitaly Bulgarov &#8211; Artstation</a></p>



<p><a href="https://www.khanacademy.org/partner-content/pixar/modeling-character/modeling-subdivision/v/charactermodeling2">Khan Academy Pixar SubD Explained</a></p>



<p><a href="https://twitter.com/aidyburrows3d">Aidy Burrows on Twitter</a></p>



<p><a href="https://twitter.com/gleb_alexandrov">Gleb Alexandrov on Twitter</a></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Over to You</h2>



<p>Embracing polygons with more than four edges will open up a wonderful world of boolean operations for you, especially if you’re interested in hard-surface modeling. If not for production, then at least for concepting. Let us know in the comments below, do you use ngons in your modeling?</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/ngons-tutorial.html">Are Ngons Really That Evil in 3D Modeling?</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.creativeshrimp.com/ngons-tutorial.html/feed</wfw:commentRss>
			<slash:comments>5</slash:comments>
		
		
			</item>
		<item>
		<title>5 Must Know Tips With Bump/Normal Maps (Blender 2.8)</title>
		<link>https://www.creativeshrimp.com/normal-map-blender-tutorial.html</link>
					<comments>https://www.creativeshrimp.com/normal-map-blender-tutorial.html#comments</comments>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Wed, 01 May 2019 13:12:44 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=14976</guid>

					<description><![CDATA[<p>If you happen to be new to the baking process in Blender see the end of the article (problem 5!) for tips on generating a simple normal/bump map from both a shader and another object. Hi, Aidy Burrows here, bump map creation can itself be a bumpy ride and as for normal maps? Who can</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/normal-map-blender-tutorial.html">5 Must Know Tips With Bump/Normal Maps (Blender 2.8)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p><em>If you happen to be new to the baking process in <a href="https://www.blender.org/">Blender</a> see the end of the article (problem 5!) for tips on generating a simple normal/bump map from both a shader and another object.</em></p>



<span id="more-14976"></span>



<p>Hi, <a href="https://twitter.com/AidyBurrows3D">Aidy Burrows</a> here, bump map creation can itself be a bumpy ride and as for normal maps? Who can say what normal really is anyway?!</p>



<p>Well, actually in this context probably a mathematician could easily tell us BUT! The point is from an artist’s point of view there are some bumps to navigate so the process can be smoother (gotta love a 3D pun to get us started!)</p>



<p>BEWARE! Before we let our guard down after some slick puns let’s not forget why we’re here! The dangers of bump/normal maps are that we don’t directly see them like we would a color map, instead we see more how the light bouncing off the surface has changed because of them.</p>



<p>That means it isn’t always immediately obvious what the problem with the bump/normal map might be, where the problem stems from or how to fix it. So to immunise ourselves to all of this we’re going to hold these problems betwixt tweezers for inspection!</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<p><strong>CONTENTS</strong></p>



<p><a href="#Problem1">Problem 1 &#8211; Default image settings</a></p>



<p><a href="#Problem2">Problem 2 &#8211; Color Spaces in multiple menus</a></p>



<p><a href="#Problem3">Problem 3 &#8211; File types</a></p>



<p><a href="#Problem4">Problem 4 &#8211; Oversharp bump artifacts</a></p>



<p><a href="#Problem5a">Problem 5a &#8211; Baking from a shader</a></p>



<p><a href="#Problem5b">Problem 5b &#8211; Baking from an object</a></p>



<p><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div><br /><a id="Problem1"></a></p>



<h4 class="wp-block-heading"><b>PROBLEM 1: The default image settings i.e. 8 bit images aren’t optimal for normal/bump images.</b></h4>



<p>Here are our default new image settings below, notice the unchecked <strong>32 bit float</strong> checkbox meaning our new image will be 8 bit.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="497" height="326" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/01_NewImage.jpg" alt="8 bit new image" class="wp-image-14981"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>If we leave everything as is and bake with this default lower bit depth, we can get problems such as these…</p>



<figure class="wp-block-image"><img decoding="async" loading="lazy" width="1600" height="694" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/02_CubeCompare-e1556717447715.jpg" alt="cube comparison artifact check" class="wp-image-14982"/></figure>



<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>Notice the strange swirly mosaic tiled look to the middle cube. Those artifacts aren’t there without the normal map (on the left) or on the high resolution mesh that was used to bake the normals from (on the right).</p>



<p>Here’s another example using an 8 bit bump map on a simple plane…</p>



<figure class="wp-block-image"><img decoding="async" loading="lazy" width="1600" height="575" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/03_BumpBanding-e1556717659297.jpg" alt="low bit rate banding" class="wp-image-14983"/></figure>



<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>On the left is the texture we’re using as a bump map for the plane in the viewport on the right. Again we can see the ‘banding’ artifacts.</p>



<p>We are asking a lot of our textures here though seeing how the object is so clean, smooth, defined and shiny. If on the other hand your material is actually quite rough and/or grungy often we can hide these banding artifacts on the normal map&#8230;</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="450" height="422" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/04_Roughcube-e1556717739433.jpg" alt="hiding artifacts" class="wp-image-14984"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>Above is that same central cube from before but instead of a very low roughness setting of just 0.05 here we’re hiding a lot of the artifacts in the 8 bit image with a roughness value of 0.4</p>



<p>So in conclusion for proper versatility make sure we have that 32 bit float checkbox enabled for bump/normal maps!</p>



<p>Now we have the bit depth out of the way let’s move on to&#8230;</p>



<p><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div><br /><a id="Problem2"></a></p>



<h4 class="wp-block-heading"><b>PROBLEM 2: There are different ‘color spaces’ which can be set in different editors that we need to make sure we get right (again the default settings don’t help us here). </b></h4>



<p>Here in this next image you’ll see 2 editors on top of each other. On top we have the image node selected in the shader editor and below the normal map texture being used in the image editor. This is what the cube was using earlier to show the 8 bit texture problem.</p>



<figure class="wp-block-image"><img decoding="async" loading="lazy" width="1600" height="1527" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/06_color_Space_8_bit-e1556718914269.jpg" alt="srgb color space 8 bit" class="wp-image-14987"/></figure>



<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>Notice in each of those editors we have the properties panel open (toggled with the ‘N’ shortcut key) and highlighted is where we can set the ‘color-space’ of the image.</p>



<p>Let’s ask ourselves, will this be plugged into any color sockets on our shader? The answer is &#8211; NO! So we need to remember this is ‘non-color’ data.</p>



<p><strong>8 BIT</strong></p>



<p>For an 8 bit image, Blender will probably default the color space here to ‘sRGB’. Which means that the image is not being treated as just data, so we need to counteract that. Luckily that’s pretty easy to do because in the image editor we have a pulldown menu that we can set to ‘non-color’.</p>



<figure class="wp-block-image alignnone wp-image-14988"><img decoding="async" loading="lazy" width="1600" height="1481" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/07_color_non_color_cube_compare-e1556719084175.jpg" alt="color non color cube compare" class="wp-image-14988"/><figcaption class="wp-element-caption"><br />If we leave that image node set to ‘color’ instead of ‘non-color’ then things definitely don’t look right as shown on the lower of the 2 examples in the image above.</figcaption></figure>



<p>The thing to bare in mind there is that in order for this normal map to shade properly we need to explicitly tell Blender in the shader editor that this image should NOT be treated as a typical color image. That whatever values are stored in the red, green and blue channels have been altered (by the sRGB profile) to something we don’t want.</p>



<p>You might be wondering WHY are they altered? Well, very basically this is because it makes the texture more useable for the monitor and more pleasing and intuitive to the human eye.</p>



<p>As we know though this texture isn’t to be directly seen by the human eye, this is for altering normals, so we want to reverse the changes of that color space. That’s what the ‘non-color’ option on the image node is doing!</p>



<p><strong>PRO TIP!</strong></p>



<p>If we want to control this manually ourselves we can simply add a gamma node set to 0.454 (linear to sRGB) or 2.2 (sRGB to linear) instead of switching that non-color setting.</p>



<figure class="wp-block-image alignnone wp-image-14994"><img decoding="async" loading="lazy" width="1920" height="789" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/08_gamma-e1556719459143.jpg" alt="gamma correction" class="wp-image-14994"/><figcaption class="wp-element-caption">Note the image node is set to ‘color’ yet it still looks correct in the viewport.</figcaption></figure>



<p>One final note on this (which may change down the line if this is a bug!) if you switch the color space in the image editor from sRGB to ‘non-color’ there. Then you may find that switching the color/non-color toggle on the image node in the shader editor actually has no effect at all. (If this isn’t a bug perhaps greying out that option to indicate it isn’t relevant in that case could help clarify things)</p>



<p><strong>32 BIT</strong></p>



<p>Here it’s probably worth mentioning that there may be a couple of things that end up being changed by the developers or potentially (and understandably) there are some bugs in the current 2.80 beta ointment. Whatever the case, what follows here should be the most robust and consistent way of working with 32 bit images to get what we need.</p>



<p>For a 32 bit float image, blender will probably default the color space to ‘linear’ instead of ‘sRGB’.</p>



<p>It is fine to use linear color space but as I mentioned there are some bugs lurking, i’ve had it sometimes flip on me where instead of setting the image node to ‘color’ i’ve needed to set it to ‘non-color’. Spooky! So I think seeing how non-color space is intended for textures like normal/bump maps anyway let’s just stick with that!</p>



<p>Note: If we change the color space in one editor it’ll reflect that change in the other editor.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="720" height="450" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/09_32_bit_non_color-720x450.jpg" alt="32 bit non color" class="wp-image-14990" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/09_32_bit_non_color-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/09_32_bit_non_color-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/09_32_bit_non_color-340x213.jpg 340w" sizes="(max-width: 720px) 100vw, 720px" /></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>So use non-color space for 32 bit, but you may find (for now anyway) that the non-color/color toggle of the image node might then not do anything.</p>



<p>Here’s how a baked normal map will show up in 32 bit non-color space.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/10_32_bit_non_color_result-e1556719565779.jpg"><img decoding="async" loading="lazy" width="1920" height="491" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/10_32_bit_non_color_result-e1556719565779.jpg" alt="32 bit non color result" class="wp-image-14991"/></a><figcaption class="wp-element-caption">click to view in more detail</figcaption></figure>



<p>Remember as mentioned before if we want to control this manually ourselves we can simply add a gamma node set to 2.2 (sRGB to linear) or 0.454 (linear to sRGB) instead of switching the image node from ‘color’ to ‘non-color’. In fact, the color/non-color pulldown on the image node actually doesn’t currently do anything now that we’ve set the color space in the image editor to ‘non-color’. Again I suspect this bug may well be sorted any moment.</p>



<p>One interesting thing to note is that the 32 bit normal map looks a bit pale and lighter than we’re used to. It would be useful to be able to view it in the more typical darker shades like we had with the 8 bit image and I wouldn’t be surprised if that option returns soon too.</p>



<p>So in conclusion, this is fairly simple to remember as we’re setting the image itself to non-color and the image node that goes into the normal map in the shader editor to ‘non-color’. The only exception i’ve found is that when about to bake and generate the normal map itself, the image node that you have selected to tell Blender to bake to that image can be left at its default ‘color’ setting.</p>



<p>After we’ve created our working normal/bump maps, we’ll probably want to save them so that leads us to…</p>



<p><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div><br /><a id="Problem3"></a></p>



<h4 class="wp-block-heading"><b>PROBLEM 3: Which file format/settings are best to use to save the bump/normal maps externally?</b></h4>



<p>As we know, for an ideal texture we need the full bit depth. But what images can we save to and still expect to keep all that data in good shape?</p>



<p>After we’ve generated our normal map, from the image editor we’ll want to go <strong>Image &gt; Save a copy</strong>… (don&#8217;t use ‘save as’ because if you choose the wrong filetype there&#8217;s no going back!)</p>



<p>That will show us all our potential filetypes&#8230;</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="720" height="401" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/11_File_Types-720x401.jpg" alt="available file types in blender" class="wp-image-14997"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>Note we’re only using ‘RGB’ so we’ll be saving using that, ‘RGBA’ would be required if we also want to save out the alpha channel which we’re not doing in these examples.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="543" height="198" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/23_rgb.jpg" alt="save rgb only" class="wp-image-15014"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>In the below comparison, let&#8217;s take a look at using the same normal map that was baked for the cube above (the unsaved generated 32 bit version) compared to the results of saving that out as 8 bit and 16 bit PNGs….</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img decoding="async" loading="lazy" width="640" height="580" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/normal_map_blender.gif" alt="" class="wp-image-16482"/></figure></div>


<p><em>(note : if the gif image above seems to be skipped over, this may be a Firefox issue)</em></p>



<p>As we can see the 8 bit PNG image shows those artifacts we’ve spotted before, but the 16 bit PNG seems to be almost identical to the full 32 bit generated bake.</p>



<p>I did some further tests and noted some filesizes below. It seems pointless to upload the images and display them here as all 16 bit or above tests looked identical to the generated 32 bit bake too!</p>



<p>(all examples are for a 1024 x 1024 texture size)</p>



<p>8 bit png = 117 KB</p>



<p>16 bit png (default 15% compression) = 1,080 KB</p>



<p>16 bit png (0% compression) = 6,156 KB</p>



<p>16 bit png (100% compression) = 792 KB</p>



<p>32 bit (Full float) OpenEXR (no codec) = 12,305 KB (Largest!)</p>



<p><b>32 bit (Full float) OpenEXR (Zip lossless codec) = 4,350 KB (Smallest lossless option)</b></p>



<p><b>32 bit (Full float) OpenEXR (Pxr24 lossy codec) = 637 KB (Smallest lossy option! Not including 8 bit)</b></p>



<p>Note for OpenEXR there are even more codecs to try in the pulldown menu, so if space is a concern you may find different codecs squeeze that image file down even smaller and with no noticeable loss of what you need that image to do. Go hunt the best of both worlds!</p>



<p>For the PNG 16 bit file compression can be useful here. The same results but differing filesizes, low compression generates a faster file but at a larger size (nearly 10 times larger!), and vice versa for high compression, something useful to bare in mind if generating lots and lots of frames in an animation as that compressing time can add up!</p>



<p>If for some reason we need the texture in the highest possible fidelity we can possibly save out to, then this is where OpenEXR comes in for full 32 bit juicy potential. Again there is a cost to balance as the filesize is double the size of the uncompressed PNG.</p>



<p>For the codec option we can have ‘none’ for the raw info but that will be the largest filesize available. I’d recommend trying Pxr24 to see if you can get away with a much smaller filesize. I’ve tried this previously and had indistinguishable results from the raw version at a fraction of the size. In fact in this case that ends up being the smallest filesize of them all! (Not including the 8 bit image of course!)</p>



<p><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div><br /><a id="Problem4"></a></p>



<h4 class="wp-block-heading"><b>PROBLEM 4: An undesirable sparkly/jagged overly sharp animation </b></h4>



<p>Sometimes the bump node has a kind of look to the shading in Eevee that can be problematic in animations. So we may need to know in those occasions how to swap those bump/height textures out for a normal map instead.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Bump/Normal Eevee Comparison" width="1000" height="563" src="https://www.youtube.com/embed/xzxstgJEHlk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>On the left of the comparison there you should be able to make out that sparkly overly sharp look when compared to the right side, especially in the last few seconds. The best bet is to watch in full screen and make sure it’s set to playback at the highest resolution. Otherwise compression might be obscuring the truths!!!</p>



<p>So as shown a height map used for a bump node and that same height map converted to a normal map and then plugged in a normal map node will shade differently. That is something we may need to bare in mind, to the point where we may want to tweak the shader settings, the specularity of lamps and the bump strength to make them look more similar to each other.</p>



<p>So in conclusion, despite the extra care sometimes needed to alter settings and have the normal map give a closer overall result to what we were already getting with the bump node, it’s still worth it for the especially helpful way it can eliminate that overly sparkly/jagged/sharp look.<br /><a id="Problem5a"></a></p>



<h4 class="wp-block-heading"><b>PROBLEM 5: How to even bake a normal or a bump map anyway?</b></h4>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<p>There are 2 methods I’d like to go over for baking some simple normal or bump maps.</p>



<p><b>METHOD 1 &#8211; BAKING FROM THE SHADER</b></p>



<p>First let’s take a look at what is probably the simplest. Here I’ve got a simple 2D plane, on that plane is a whole network of procedural textures such as noise texture nodes working together to create the height map going into the bump node for this shader.</p>


<div class="wp-block-image wp-image-15003 size-large">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/14_big_node_network-1170x731.jpg" alt="big node network" class="wp-image-15003" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/14_big_node_network-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/14_big_node_network-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/14_big_node_network-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /><figcaption class="wp-element-caption">We don&#8217;t need to know the details of all those nodes just now, just know that we can bake all that stuff down to one image texture!</figcaption></figure></div>


<p>Instead of all those nodes (which create that texture on the right) I want to bake all that bump information down into just 1 single texture.</p>



<p><b>1. UV Unwrap</b></p>



<p>We may have some UV’s already which you can check in the UV image editor. However, assuming we don’t for some reason, or they need to be changed let’s head over to the 3d view. While in edit mode, press A to make sure everything is selected and then press ‘U’ for the unwrap menu (see below), for a simple plane several of these options will give us what we need.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="311" height="511" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/15_U_Unwrap_Menu.jpg" alt="u for unwrap" class="wp-image-15005"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>For 3D geometry the ‘Smart UV project’ option is a good one (again which also would work fine for the 2D plane), so if unsure give that a try.</p>



<figure class="wp-block-image"><img decoding="async" loading="lazy" width="1920" height="723" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/16_UV_Workspace-e1556734566784.jpg" alt="blender uv editing workspace" class="wp-image-15006"/></figure>



<p>Here notice i’m in the UV Editing workspace and in the uv editor on the left we can see the orange selected outline of the uv’s filling the entire grid space. A simple plane clearly won’t waste any texture space!</p>



<p><b>2. Create an image to bake to </b></p>



<p>There are several ways to create images in Blender, let’s do it this time from within the shader editor. I’ll switch the workspace (from UV editing) back again (as the previous workspace had the shader editor on the left) and then I’ll zoom in to get a better look at the nodes and go Shift A &gt; Texture adding in a new ‘Image Texture’ node.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="720" height="450" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/17_add_Image_Texture_node-720x450.jpg" alt="add image texture node" class="wp-image-15007" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/17_add_Image_Texture_node-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/17_add_Image_Texture_node-768x480.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/17_add_Image_Texture_node-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/17_add_Image_Texture_node-340x213.jpg 340w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/17_add_Image_Texture_node.jpg 1388w" sizes="(max-width: 720px) 100vw, 720px" /></figure></div>


<p>Click ‘New’ on the image node…</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="314" height="290" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/18_new_image.jpg" alt="blender create new image" class="wp-image-15008"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>and from there we can name it, set the resolution and choose ‘32 bit Float’.</p>



<p>Once the new image is created, open up the properties sidebar with ‘N’ and find the ‘properties’ section, here we can change the color space from ‘linear’ to ‘non-color’. Note we can confirm this is 32 bit by looking at the checkbox next to ‘Float Buffer’.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="720" height="450" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/19_non_color-720x450.jpg" alt="32 bit non color" class="wp-image-15009" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/19_non_color-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/19_non_color-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/19_non_color-340x213.jpg 340w" sizes="(max-width: 720px) 100vw, 720px" /></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>The image node doesn’t need to be hooked up to anything it simply just needs to be present in the shader editor so that we can select it and let Blender know this is the image we want to overwrite when we hit the bake button (in a moment!).</p>



<p><b>3. Bake </b></p>



<p>Ok, we’re ready to bake! Eevee doesn’t have options to bake as I write this so in our main properties window on the render settings tab we’ll make sure our render engine is set to ‘Cycles’.</p>



<p>Also on the render tab at the bottom we’ll find the bake settings themselves.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="501" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/20_render_tab-e1556734779845.jpg" alt="properties window render tab" class="wp-image-15011"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>Note also the samples in the sampling section are only set to ‘1’, that’ll be useful in a moment but not relevant while baking our normals.</p>



<p><strong>NORMAL</strong></p>



<p>If I want to bake the bump information of the shader into a normal map, I can keep the shader setup as it is. In the bake settings simply select ‘Normal’ as the bake type.</p>



<p>Then with a quick glance that the correct image node is still selected in the shader editor (the one i’ve called ‘bake to me’ 2 images ago) we hit the bake button.</p>



<p>That’s it!</p>



<p>All’s that’s left is to save the result somewhere. (See <a href="#Problem3">Problem 3!</a>)</p>



<p><strong>BUMP</strong></p>



<p>If instead we want to bake the bump information, then we create an emission shader and hook what is going into the bump node up to that emission shader and that would need to hook into the main material output.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="2825" height="1407" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/22_bump_bake_setup.jpg" alt="bump into emission" class="wp-image-15013"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>In the bake settings we can then select ‘Emit’ as our bake type and then as before we’re ready to hit the bake button!</p>



<p>Note: Something to keep in mind is that the rendering process for the Emit pass (and several other passes for that matter (but not the normal pass!)) will take the render samples into account. So since we only need one sample for the emit shader to give us everything we need, to save needlessly wasting baking time we can set that down to just 1 pass in our render sampling settings.<br /><a id="Problem5b"></a><br /><b>METHOD 2 &#8211; BAKING FROM ANOTHER OBJECT</b></p>



<p>The first 2 steps are the same as baking from the shader. So see above for more details.</p>



<p><b>1. UV Unwrap</b></p>



<p><b>2. Create an image to bake to</b></p>



<p><b>3. Bake</b></p>



<p>Here’s where things start to diverge a little, to bake from another object we’ll need to enable ‘selected to active’ in the baking panel and set the ray distance. In this example about 0.2 seems to work just fine. Though if after baking it doesn’t look quite right, try changing this ray distance setting to a higher value.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img decoding="async" loading="lazy" width="613" height="658" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/21_bake_settings.jpg" alt="bake settings" class="wp-image-15012"/></figure></div>


<div style="height:24px" aria-hidden="true" class="wp-block-spacer"></div>



<p>To actually perform the bake we need to select the object we want to bake from (typically some higher resolution mesh) and then shift select the object we’ll be baking to (so that it becomes the active object and therefore our target mesh).</p>



<p>Then as before make sure we have the correct image node selected in the shader editor and then hit that bake button!<br /><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div><br />It may feel like we’ve covered a lot, I think we should congratulate ourselves on putting in the time to read through all this. Sit back, relax and as a reward I suggest reminiscing about the good old times, like all the stuff we came across in this article. The main takeaways along this adventure were these :</p>



<ul>
<li>8 bit (i.e. the default option) needs to be changed if we’re to get normal/bump maps that are useable in the majority of cases (i.e. shiny and clean and not grungy and rough surfaces)</li>



<li>When generating your 32 bit float textures for your bump/normal maps, set them to non-color in the image or node editor</li>



<li>When set to non-color in the image editor color space, the color space setting of the image node in the shader editor can be ignored. This maybe a little buggy though so keep an eye on this.</li>



<li>If you want the most data of all saving into your image texture then use an openEXR format (Float Full) &#8211; Sometimes you can save a lot of space if you try a lossy codec such as Pxr24.</li>



<li>If relying heavily on bump nodes in Eevee and find there is a lot of undesirable sparkly/jaggedness to the animation then try swapping the bump map out for a normal map.</li>



<li>Reference for a couple of easy ways to bake out normal/bump maps.</li>
</ul>



<p>See you out there on the open road to endless 3D possibilities!</p>



<p><em><a href="https://twitter.com/AidyBurrows3D">Aidy on Twitter</a> &#8211; game development veteran and overenthusiastic tutorial maker using a whole lot of Blender and UE4.</em></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/normal-map-blender-tutorial.html">5 Must Know Tips With Bump/Normal Maps (Blender 2.8)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.creativeshrimp.com/normal-map-blender-tutorial.html/feed</wfw:commentRss>
			<slash:comments>8</slash:comments>
		
		
			</item>
		<item>
		<title>30+ Useful Tools for 3D Artists and Designers</title>
		<link>https://www.creativeshrimp.com/30-tools-for-3d-artists.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 29 Apr 2019 10:45:04 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=14918</guid>

					<description><![CDATA[<p>The tools we use shape our creativity, in some sense. Take a look at these&#160;30+&#160;useful links for 3d artists and designers that we’ve just added to the&#160;Resources Mega Collection&#160;on&#160;Creative Shrimp. Maybe some of these tools will be worth adding to your creative toolkit. NEW &#8211; PAINT APPS MyPaint &#8211; a nimble, distraction-free tool for digital</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/30-tools-for-3d-artists.html">30+ Useful Tools for 3D Artists and Designers</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>The tools we use shape our creativity, in some sense. Take a look at these&nbsp;<strong>30+</strong>&nbsp;useful links for 3d artists and designers that we’ve just added to the&nbsp;<a href="https://www.creativeshrimp.com/resources.html">Resources Mega Collection</a>&nbsp;on&nbsp;<a href="https://www.creativeshrimp.com/">Creative Shrimp</a>. Maybe some of these tools will be worth adding to your creative toolkit.</p>



<span id="more-14918"></span>


<p>[video_embed maxwidth=&#8221;800&#8243;]<iframe loading="lazy" src="https://www.youtube.com/embed/NPIOadJ8pjA" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe>[/video_embed]</p>



<p><strong>NEW &#8211; PAINT APPS</strong></p>



<p><span style="font-weight: 400;"><a href="http://mypaint.org/">MyPaint</a> &#8211; a nimble, distraction-free tool for digital painters. Supports innovative features like spectral paint and linear color mixing.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>NEW &#8211; INFORMATION TECHNOLOGY</strong></p>



<p><span style="font-weight: 400;"><a href="https://www.youtube.com/user/keeroyz">Two Minute Papers</a> &#8211; bite-sized science videos by Karoly Zsolnai every week.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>NEW &#8211; MEDIA PLAYERS</strong></p>



<p><span style="font-weight: 400;"><a href="https://www.videolan.org/vlc/index.html">VLC</a> &#8211; a free and open source cross-platform multimedia player that plays almost everything.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>NEW &#8211; LIFESTYLE</strong></p>



<p><span style="font-weight: 400;"><a href="https://theputtytribe.com/email-waitlist/">The Puttytribe</a> &#8211; a vibrant community of multipotentialites (people who have a dozen projects or jump from passion to passion).</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>NEW &#8211; DESIGN</strong></p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/zimri_mayfield_01.jpg"><img decoding="async" loading="lazy" width="2526" height="904" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/zimri_mayfield_01.jpg" alt="zimri mayfield" class="wp-image-14962" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/zimri_mayfield_01.jpg 2526w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/zimri_mayfield_01-768x275.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/zimri_mayfield_01-1400x500.jpg 1400w" sizes="(max-width: 2526px) 100vw, 2526px" /></a></figure>



<p><span style="font-weight: 400;"><a href="https://www.youtube.com/channel/UCbqd2YmFeHMwxlj4NcN5zPQ/videos">Zimri Mayfield</a> &#8211; graphic design inspiration, logo redesigns and charming personality of Zimri.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>PHOTOGRAPHY</strong></p>



<p><span style="font-weight: 400;"><a href="https://www.youtube.com/user/petermckinnon24">Peter McKinnon</a> &#8211; photography and cinematography tips by a vlogging coffee adept.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>3D SOFTWARE</strong></p>



<p><a href="https://quadspinner.com/Gaea#home">Gaea</a> &#8211; advanced toolset for procedural terrain design and world building. Has a free version.</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>BLENDER ADDONS</strong></p>



<p><span style="font-weight: 400;"><a href="https://remingtongraphics.net/tools/d-noise/">D-Noise</a> &#8211; a free ai-accelerated denoising add-on for Blender, based on Nvidia Opti-X technology. Only supports Nvidia GPUs.</span></p>



<p><span style="font-weight: 400;"><a href="https://blender.community/c/graphicall/">Theory Studios Blender build</a> &#8211; a branch of Blender that includes Intel Denoiser, Embree, Scramble Distance and Dithered Sobol features.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>PRODUCTIVITY</strong></p>



<p><span style="font-weight: 400;"><a href="https://www.google.com/docs/about/">Google Docs</a> &#8211; online editing, sharing, and collaborating on documents.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>COLLABORATION TOOLS</strong><span style="font-weight: 400;"><br /></span><span style="font-weight: 400;"><br /></span><span style="font-weight: 400;"><a href="https://www.perforce.com/">Perforce</a> &#8211; collaboration tools that are compatible with Unreal Engine among other things.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>PRINT SERVICES</strong></p>



<p><span style="font-weight: 400;"><a href="https://www.redbubble.com/">Redbubble</a> &#8211; printing and shipping services. T-shirts, device cases, posters, stickers, you name it.</span></p>



<p><span style="font-weight: 400;"><a href="https://www.zazzle.com/">Zazzle</a> &#8211; an online marketplace that allows designers to create customized products like clothing and accessories.</span></p>



<p><span style="font-weight: 400;"><a href="https://teespring.com/shop">Teespring</a> &#8211; a platform for custom merchandise with no upfront cost.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>GAMEDEV</strong></p>



<p><span style="font-weight: 400;"><a href="https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ">Mathew Wadstein</a> &#8211; Unreal Engine 4 and the Blueprint tutorials, lots of them.&nbsp;</span></p>



<p><span style="font-weight: 400;"><a href="https://www.youtube.com/channel/UCqPKRjVm36xmxu1OiegTWWg">Matthew Palaje</a> &#8211; helping out the game development community by sharing awesome indie devlogs. &nbsp;</span></p>



<p><span style="font-weight: 400;"><a href="https://www.youtube.com/user/McBacon1337/featured">Game maker’s toolkit</a> &#8211; Does Half-Life teach without tutorials? How games get balanced? And other game development theory gems by Mark Brown.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/color_hunt_01_1.jpg"><img decoding="async" loading="lazy" width="2560" height="1317" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/color_hunt_01_1.jpg" alt="color hunt" class="wp-image-14958" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/color_hunt_01_1.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/color_hunt_01_1-768x395.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a></figure>



<p><strong>COLOR</strong></p>



<p><span style="font-weight: 400;"><a href="https://colorhunt.co/">Color Hunt</a> &#8211; trendy color palettes for designers and artists.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>VIDEO EDITING</strong></p>



<p><span style="font-weight: 400;"><a href="https://shotcut.org/">Shotcut</a> &#8211; a free, open source, cross-platform video editor.</span></p>



<p><span style="font-weight: 400;"><a href="https://kdenlive.org/en/">Kdenlive</a> &#8211; free non-linear video editor aimed at GNU/Linux, but also works on BSD and MacOS.</span></p>



<p><span style="font-weight: 400;"><a href="http://cinelerra.org">Cinelerra GG Infinity</a> &#8211; a resource-saving 8k video editing software for Linux.</span></p>



<p><span style="font-weight: 400;"><a href="https://www.blackmagicdesign.com/products/davinciresolve/">Davinci Resolve</a> &#8211; cross-platform professional 8K editing, color correction, visual effects, audio editing and more. Has a free version.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>TEXTURES</strong></p>



<p><span style="font-weight: 400;"><a href="https://cc0textures.com/">CC0 Textures</a> &#8211; public domain PBR textures by StruffelProductions (Lennart Demes).</span></p>



<p><strong><a href="https://texture.ninja/">Texture Ninja</a></strong>&nbsp;<span style="font-weight: 400;">&#8211; public domain textures by Joost Vanhoutte.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>NEW: MATERIALS</strong></p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/05/materialize_01_1.jpg"><img decoding="async" loading="lazy" width="2560" height="1302" src="https://www.creativeshrimp.com/wp-content/uploads/2019/05/materialize_01_1.jpg" alt="" class="wp-image-14960" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/05/materialize_01_1.jpg 2560w, https://www.creativeshrimp.com/wp-content/uploads/2019/05/materialize_01_1-768x391.jpg 768w" sizes="(max-width: 2560px) 100vw, 2560px" /></a><figcaption class="wp-element-caption">Image source: Gamefromscratch Youtube channel</figcaption></figure>



<p><span style="font-weight: 400;"><a href="http://www.boundingboxsoftware.com/materialize/">Materialize</a> &#8211; a stand alone tool for creating materials for use in games from images.</span></p>



<p><span style="font-weight: 400;"><a href="http://pixaflux.com/">PixaFlux</a> &#8211; PBR texture composer, visual scripting of image operations.</span></p>



<p><span style="font-weight: 400;"><a href="https://armorpaint.org/">ArmorPaint</a> &#8211; a stand-alone software designed for physically-based texture painting.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>ASSET MANAGEMENT</strong></p>



<p><span style="font-weight: 400;"><a href="https://www.designconnected.com/connecter/">Connecter</a> &#8211; free visual asset manager for 3d artists.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>PHOTOGRAMMETRY</strong></p>



<p><span style="font-weight: 400;"><a href="https://fspy.io/">fSpy</a> &#8211; open source still image camera matching.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>BLENDER COMMUNITY</strong></p>



<p><span style="font-weight: 400;"><a href="https://blender.community/c/">Blender Community</a> &#8211; an independent community agregator.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<p><strong>AUDIO EDITING</strong></p>



<p><span style="font-weight: 400;"><a href="https://www.reaper.fm/index.php">Reaper</a> – digital audio workstation with a free trial.</span></p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<h2 class="wp-block-heading">OVER TO YOU</h2>



<p>Did we miss anything? Don&#8217;t hesitate to tell us if we forgot to mention some amazing resource, we&#8217;ll make sure to add it in the next round of updates.</p>



<p>Want to see even more useful links? Check the&nbsp;<a href="https://www.creativeshrimp.com/resources.html">Resources mega collection</a>.</p>



<p>And feel free to subscribe to the newsletter to get ahead in computer graphics.</p>




			<!-- START subscribe_newsletter_02 REVOLUTION SLIDER 6.6.16 --><p class="rs-p-wp-fix"></p>
			<rs-module-wrap id="rev_slider_88_1_wrapper" data-source="gallery" style="visibility:hidden;background:transparent;padding:0;margin:0px auto;margin-top:0;margin-bottom:0;">
				<rs-module id="rev_slider_88_1" style="" data-version="6.6.16">
					<rs-slides style="overflow: hidden; position: absolute;">
						<rs-slide style="position: absolute;" data-key="rs-122" data-title="Slide" data-anim="adpr:false;">
							<img src="//www.creativeshrimp.com/wp-content/plugins/revslider/public/assets/assets/dummy.png" alt="" title="30+ Useful Tools for 3D Artists and Designers" class="rev-slidebg tp-rs-img rs-lazyload" data-lazyload="//www.creativeshrimp.com/wp-content/uploads/2017/03/05_the_fog.jpg" data-no-retina/>
<!--
							--><rs-layer
								id="slider-88-slide-122-layer-12" 
								data-type="image"
								data-rsp_ch="on"
								data-xy="xo:455px,384px,261px,161px;yo:293px,297px,279px,307px;"
								data-text="l:22;a:inherit;"
								data-dim="w:['261px','261px','261px','261px'];h:['137px','137px','137px','137px'];"
								data-vbility="f,f,f,f"
								data-frame_0="tp:600;"
								data-frame_1="tp:600;st:0;"
								data-frame_999="o:0;tp:600;st:w;sR:8700.0006103516;"
								style="z-index:5;"><img src="//www.creativeshrimp.com/wp-content/plugins/revslider/public/assets/assets/dummy.png" alt="subscribe" class="tp-rs-img rs-lazyload" width="360" height="189" data-lazyload="//www.creativeshrimp.com/wp-content/uploads/2017/03/circle_handdrawn_02.png" data-no-retina/> 
							</rs-layer><!--

							--><rs-layer
								id="slider-88-slide-122-layer-6" 
								class="lato"
								data-type="text"
								data-color="rgba(255, 255, 255, 1)"
								data-rsp_ch="on"
								data-xy="x:c;xo:3px,1px,1px,7px;yo:125px,118px,118px,86px;"
								data-text="w:normal;s:36,36,36,24;l:40;fw:900;"
								data-dim="w:539px,539px,539px,370px;h:110px,110px,110px,109px;"
								data-padding="t:10;r:20;b:15;"
								data-frame_0="tp:600;"
								data-frame_1="tp:600;st:80;sR:80;"
								data-frame_999="o:0;tp:600;st:w;sR:8620.0006103516;"
								style="z-index:6;font-family:'Lato';text-transform:uppercase;">Let's get better at digital graphics and art! 
							</rs-layer><!--

							--><rs-layer
								id="slider-88-slide-122-layer-8" 
								class="Space-Subtitle-Dark-01"
								data-type="text"
								data-color="rgba(252, 252, 252, 1)||rgba(252, 252, 252, 1)||rgba(252, 252, 252, 1)||rgba(255, 255, 255, 1)"
								data-rsp_ch="on"
								data-xy="x:c;xo:0,0,0,-7px;yo:237px,237px,237px,200px;"
								data-text="w:nowrap,nowrap,nowrap,normal;s:22,22,22,18;l:34;fw:300;"
								data-dim="w:auto,auto,auto,348px;"
								data-frame_0="tp:600;"
								data-frame_1="tp:600;st:250;sR:250;"
								data-frame_999="o:0;tp:600;st:w;sR:8450.0006103516;"
								style="z-index:7;font-family:'Lato';">Join 3000+ members in the Creative Shrimp community. 
							</rs-layer><!--

							--><a
								id="slider-88-slide-122-layer-14" 
								class="rs-layer rev-btn"
								href="/subscribe" target="_self" rel="nofollow"
								data-type="button"
								data-color="rgba(255,255,255,1)"
								data-xy="xo:321px,321px,311px,153px;yo:310px,310px,309px,305px;"
								data-text="s:17;l:17;fw:500;a:inherit;"
								data-rsp_bd="off"
								data-padding="t:12;r:35;b:12;l:35;"
								data-border="bor:3px,3px,3px,3px;"
								data-frame_0="tp:600;"
								data-frame_1="tp:600;st:0;"
								data-frame_999="o:0;tp:600;st:w;sR:8700.0006103516;"
								data-frame_hover="c:#f9f9f9;bgc:#2fa86a;boc:#000;bor:3px,3px,3px,3px;bos:solid;oX:50;oY:50;sp:0;e:none;"
								style="z-index:8;background-color:#3cb778;font-family:'Roboto';cursor:pointer;outline:none;box-shadow:none;box-sizing:border-box;-moz-box-sizing:border-box;-webkit-box-sizing:border-box;">Subscribe to list 
							</a><!--
-->						</rs-slide>
					</rs-slides>
				</rs-module>
				<script>
					setREVStartSize({c: 'rev_slider_88_1',rl:[1240,1024,778,480],el:[],gw:[800,800,778,480],gh:[500,500,500,500],type:'standard',justify:'',layout:'fullwidth',mh:"500"});if (window.RS_MODULES!==undefined && window.RS_MODULES.modules!==undefined && window.RS_MODULES.modules["revslider881"]!==undefined) {window.RS_MODULES.modules["revslider881"].once = false;window.revapi88 = undefined;if (window.RS_MODULES.checkMinimal!==undefined) window.RS_MODULES.checkMinimal()}
				</script>
			</rs-module-wrap>
			<!-- END REVOLUTION SLIDER -->

<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/30-tools-for-3d-artists.html">30+ Useful Tools for 3D Artists and Designers</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>50+ Hand-picked Eevee Demos (Blender 2.8 Beta)</title>
		<link>https://www.creativeshrimp.com/50-eevee-demos-blender.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Tue, 23 Apr 2019 15:30:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=14875</guid>

					<description><![CDATA[<p>Eevee is on the rise, just like realtime rendering itself. As usual, here’s a new batch of 50+ hand-picked Blender Eevee demos, a must-watch for those who are into realtime graphics. Download a daily build of Blender 2.8. Blender Eevee Demos (April, 2019) Baroque Executive office (Blender eevee interior) by&#160;1D_Inc NOARA &#8211; Teaser by&#160;Pierrick PICAUT</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/50-eevee-demos-blender.html">50+ Hand-picked Eevee Demos (Blender 2.8 Beta)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Eevee is on the rise, just like realtime rendering itself. As usual, here’s a new batch of 50+ hand-picked Blender Eevee demos, a must-watch for those who are into realtime graphics.</p>



<span id="more-14875"></span>



<p><a href="https://builder.blender.org/download/">Download a daily build of Blender 2.8</a>.</p>



<h2 class="wp-block-heading">Blender Eevee Demos (April, 2019)</h2>



<p><strong>Baroque Executive office (Blender eevee interior) by&nbsp;1D_Inc</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/Xdwvl9JFr2M" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>NOARA &#8211; Teaser by&nbsp;Pierrick PICAUT</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/304530838?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>Porsche 917 Blender 2.8 EEVEE Demo by&nbsp;HEAVYPOLY</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/dlrmS-AJC6E" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Procedural PBR in Blender &#8211; Showcase by&nbsp;Simon Thommes</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/6sqZghF48ig" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>Tiger &#8211; Blender 2.8 Eevee development test by Daniel Bystedt</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/uGw1gQe4PDw" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender EEVEE motion reel 2019 by&nbsp;Metapoint</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/VSYIlJ2SP5Q" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>F1 Racer Eevee Demo by&nbsp;katarn66</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/Q09wNDtAtVE" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Heroes of Bronze &#8220;Before the Storm&#8221; Teaser by&nbsp;Martin Klekner</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/J82ARAv-tzk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><span style="font-weight: 400;"><strong>Blender Eevee Demo 2019 by&nbsp;Lorenzo Zitta</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/dmjJPpqPd0Q" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Test EEVEE render blender 2.8 timelapse (My concept planetary buggy) by&nbsp;Alex Pi</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/VyRPKFlfw1c" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Eevee blender 2.80 demo VR dream by&nbsp;Damien Monteillard</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/qbpS_5GZJVg" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Cosmic Drift &#8211; Blender 2.8 EEVEE Demo by&nbsp;Curtis Holt</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/yTcq5gX5dfE" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Komikaze Demo (Blender 2.8 EEVEE) by&nbsp;Rahul Parihar</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/Se0SSiaGwSc" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Blender 2.8 | Demo testing Eevee by&nbsp;Jason Cumbers</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/Scr5fRPbL84" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>cargo360 &#8211; Blender 2.8 Eevee demo by&nbsp;Minge Yeung</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/EsZpnyHLWVk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>LEGO® EEVEE Demo by&nbsp;Renderbricks</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/FBHcYnUM-C4" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Blender EEVEE &#8211; Taryn Hangar by&nbsp;HEAVYPOLY</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/n1caSzGZO_4" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Laserscan Demo French Fries Blender 3D Eevee by&nbsp;Dee van Hoven</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/hJmYCniS1no" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>T-cell : Houdini and Blender Eevee by&nbsp;NaotoFukui</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/307811995?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><span style="font-weight: 400;"><strong>Concept demo | Eevee in Blender 2.8 by&nbsp;William Davis</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/ZDHoNpOyDVo" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>concept demo 2 &#8211; Eevee viewport | Blender 2.8 by&nbsp;William Davis</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/KL3CcGTlvHg" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender 2.8 EEVEE alembic test by&nbsp;Patrick Noland</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/309184442?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>bloodcells by&nbsp;Oliver Zangenberg</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/310438033?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><span style="font-weight: 400;"><strong>Blender 2.80 eevee demo Orange tip Butterfly by&nbsp;Damien Monteillard</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/7I96HcFNbjU" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Real Time Character Rendering in Blender 2.8 (EEVEE) by&nbsp;Juras</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/W67i7KFw39w" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>&#8220;First snow&#8221; Blender 2.80 Archiviz DEMO by&nbsp;PLANE</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/-frTEzOt_Gk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>cueva demo 1 hecho con eevee blender by&nbsp;Leonardo Angulo</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/iSozgvekH3k" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Landing | Cinematic footage with Blender 2.8 Eevee by&nbsp;victorvdr9</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/1U31MsRdxGE" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Oblivion Environment art (Parte 1) by&nbsp;Jose Javier Carceles Marmol</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/TKmyZ_qmysk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Oblivion Environment Art Animation Reel (part 2) by&nbsp;Jose Javier Carceles Marmol</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/0MYFf5vedHM" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>SF71H Ferrari F1 car presentation with Blender 2.80 Eevee real-time render engine by&nbsp;Azzurro-Design</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/GcHrcMvGjZM" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Blender 2.80 (EEVEE) First Person Camera by&nbsp;3D Vision</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/xKBP5cdHBMk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Sci-Fi Helmet &#8211; Blender 2.8 Eevee by&nbsp;DanGry</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/e6Sgb_BF1xg" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Strawberry cake cutting system by boolean &#8211; Blender 2.8 Eevee procedural texture by&nbsp;Sakura Rtd</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/jXtU0FUfmqc" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Reaction Diffusion #1 &#8211; Blender 2.8 EEVEE Render by&nbsp;Mario Hawat</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/dTTsi6CRzU4" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Under The Dome &#8211; Blender 2.8 EEVEE particle path simulation with compositor by&nbsp;Mario Hawat</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/e6ZbqucuIts" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Crystal Madness &#8211; Blender 2.8 EEVEE with Tissue addon by&nbsp;Mario Hawat</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/L_NSMT-DdUk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Blender 2.8 Eevee Gem test by&nbsp;Dmitry Beley</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/xpjHeYGQI38" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Blender 2.8, eeVee test, dancing crowd, VJ Loop by&nbsp;Ramzesmeister</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/kGdjo8i1SXs" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Skin ZShader for Blender/EEVEE preview 2 by&nbsp;Zen Shaders</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/Y-_XyFnrWQQ" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Red Ship (Oculus Quill &#8211; Blender Eevee 2.80) by&nbsp;Sebastián Sanabria</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/o2RuB7MyGSc" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Dancing tumor &#8211; Blender 2.8 by&nbsp;Twinmiaou</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/22Ud2D_DiLs" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>Google Indie Showcase &#8211; Animating in Blender by&nbsp;Louis du Mont</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/V2PXVu8pC6k" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Sphere Bot Animation — Matcap / Cycles / Eevee by&nbsp;Louis du Mont</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/285488697?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender Eevee test by&nbsp;Hirokazu Yokohara</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/324964538?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>2AM vibes &#8211; Blender Eevee environment by&nbsp;Nathan Timothy Anderson</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/315036456?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender 2.8 R/C Buggy rigging display with Eevee viewport renderer by&nbsp;Sobschack</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/303234561?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>The house &#8211; teaser by&nbsp;Jan Urschel</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/298070187?title=0&amp;byline=0&amp;portrait=0" width="640" height="250" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Angel (Oculus Medium / Blender Eevee) by&nbsp;Sebastian Sanabria</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/272387650?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Breach in Sector HBY 22 Detected by&nbsp;Philipp Höhnel</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/323355986?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>SONY TPS-L2 by&nbsp;Max Mustermann</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/320190442?title=0&amp;byline=0&amp;portrait=0" width="640" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Drone concept design by&nbsp;Front</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/281241232?title=0&amp;byline=0&amp;portrait=0" width="640" height="277" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>IV &#8211; teaser trailer by&nbsp;Tomasz Artur Bolek</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://player.vimeo.com/video/313220079?title=0&amp;byline=0&amp;portrait=0" width="640" height="272" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><span style="font-weight: 400;"><strong>721 Dark St. by&nbsp;Joni Mercado</strong><br /></span></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/tZ7z31KQiKI" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<h3 class="wp-block-heading">Over to You</h3>



<p>Do you have any cool Eevee demos to share? Drop <a href="https://twitter.com/gleb_alexandrov">me</a> or <a href="https://twitter.com/AidyBurrows3D">Aidy</a> a line on Twitter or in the comments down below!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/50-eevee-demos-blender.html">50+ Hand-picked Eevee Demos (Blender 2.8 Beta)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>35+ Top-notch Eevee Demos (Blender 2.8 Alpha Builds)</title>
		<link>https://www.creativeshrimp.com/eevee-demos-2018.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 12 Nov 2018 11:00:30 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=14753</guid>

					<description><![CDATA[<p>Eevee raises so many eyebrows by its quick maturation, inside and outside the Blender community. Here&#8217;s a new batch of 35+ Eevee demos,&#160;a treat for those who are fascinated by realtime graphics. P.S. If you want to jump into that boat too, download&#160;a daily build of Blender 2.8. And check out the previous Eevee demos</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/eevee-demos-2018.html">35+ Top-notch Eevee Demos (Blender 2.8 Alpha Builds)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Eevee raises so many eyebrows by its quick maturation, inside and outside the <a href="https://www.blender.org/">Blender</a> community. Here&#8217;s a new batch of 35+ Eevee demos,&nbsp;a treat for those who are fascinated by realtime graphics.</p>



<span id="more-14753"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/gy4E9nc5m0E" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p>P.S. If you want to jump into that boat too, download&nbsp;<a href="https://builder.blender.org/download/">a daily build of Blender 2.8</a>.</p>



<p>And check out <a href="/30-blender-eevee-demos.html">the previous Eevee demos collection</a>.</p>



<h3 class="wp-block-heading"><strong>Blender Eevee Demos (November, 2018)</strong></h3>



<p><strong>Blender 2.8 EEVEE &#8211; ALIEN(1979) scene by ArtNix</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/bvnI3oh2A-s" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>Countryside Real Time by Vadim Ignatiev</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/VErjFy_3zQM" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>SPACE SUIT REALTIME EEVEE by Albin MERLE</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/FFXtk1WHYzY" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>SSS in Blender Eevee by Monaime Zaim</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/dZSdpcWRaMY" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Smoke test on eevee (blender 2.8) by Leandro Dreamer</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/a4ZIyHsIy1w" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender EEVEE short workflow and render by Neveselov</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/9uZqetbPTy4" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>Test EEVEE blender 2.8 volumetric light by MFS.Junior 3D</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/upMBIwvJh1M" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Twisting Corridor | Blender 2.8 Eevee Realtime Viewport by Aidy Burrows</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/pneet9i8QQM" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>Elevator Dive &nbsp;| Blender 2.8 Eevee Realtime Viewport by Aidy Burrows</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/osz8ZGUAa9g" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>Mandelbulb Fractals rendered test in 4k using Eevee by infango (original scene by&nbsp;Jonas Dichelle)<br /></strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/ZBHi6yFPztc" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender 2.80 EEVEE Real Time Rendering [2.80.4 Alpha2 &#8211; Experimental build] Screen Space Reflections by WurmiSaft</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/zktGWD77P0Y" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Ink Drop (Smoke Simulation) with Eevee &#8211; Blender 2.8 by YafuLinux</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/AYLWBdQ7gQ0" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender 2.8 Eevee &#8211; Alien facemocap by Emiliano Colantoni</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/a74dURssMKc" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender 2.8 EEVEE Hair &#8211; This is getting ridiculous by Da Paulus</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/mDKbRExzjJo" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender 2.8 Realistic Lighting Setup | How to use Irradiance Volumes in EEVEE by HEAVYPOLY</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/K9jKUG7BXP8" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong><a href="https://blenderartists.org/t/procedural-cloudscape-generation-in-cycles-now-eevee/694700/12">Procedural Cloud System</a> for Eevee by <a href="https://twitter.com/simonthommes">Simon Thommes</a></strong></p>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr">Just released the new version of my procedural cloud system for eevee.<br />Go ahead and try it out. It&#39;s free<a href="https://t.co/DweY0Iwmxk">https://t.co/DweY0Iwmxk</a><a href="https://twitter.com/hashtag/b3d?src=hash&amp;ref_src=twsrc%5Etfw">#b3d</a> <a href="https://twitter.com/hashtag/eevee?src=hash&amp;ref_src=twsrc%5Etfw">#eevee</a> <a href="https://t.co/UXRDJ7PdBX">pic.twitter.com/UXRDJ7PdBX</a></p>&mdash; Simon Thommes (@simonthommes) <a href="https://twitter.com/simonthommes/status/1059430761139486720?ref_src=twsrc%5Etfw">November 5, 2018</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
</div></figure>



<p><strong>Eevee smoke benchmark by <a href="https://twitter.com/TheLapisSea">LapisSea</a></strong></p>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr">Wanted to benchmark <a href="https://twitter.com/hashtag/eevee?src=hash&amp;ref_src=twsrc%5Etfw">#eevee</a> and was very pleasantly surprised! 500 frames (60fps) with average render time of 3.7 seconds at 1080p<a href="https://twitter.com/hashtag/blender?src=hash&amp;ref_src=twsrc%5Etfw">#blender</a> <a href="https://twitter.com/hashtag/b3d?src=hash&amp;ref_src=twsrc%5Etfw">#b3d</a> <a href="https://t.co/2hJU6DAXA0">pic.twitter.com/2hJU6DAXA0</a></p>&mdash; L̟̹̩̾̐apisSea <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f536.png" alt="🔶" class="wp-smiley" style="height: 1em; max-height: 1em;" /> (@TheLapisSea) <a href="https://twitter.com/TheLapisSea/status/1060363157481365505?ref_src=twsrc%5Etfw">November 8, 2018</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
</div></figure>



<p><strong>Goodnight Claire &#8211; Blender 2.8 development test by Daniel Bystedt</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/raaAf4M1BEo" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Zbrush 2018 Mech &#8211; realtime render by Daniel Bystedt</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/rb94P1t0xQ8" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Creating Foliage in Blender. Grease Pencil + Eevee by Jama Jurabaev</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/AUWQCYB2M0M" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>Space Suit in Blender by Jama Jurabaev</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/RF1BFi53tFk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" data-mce-fragment="1"></iframe></div>



<p><strong>SPECTRAL &#8211; BLENDER 2.8 EEVEE by Emiliano Colantoni</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/BiWmB8mwP70" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Mandelbulb Fractals rendered in Eevee by Jonas Dichelle</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/YtDG1_76_2k" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>ToyCar Eevee demo by BlenderBelich</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/qbD_os_U_oA" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender 2.8 EEVEE Volumetric &#8211; Disco Disco by&nbsp;Da Paulus<br /></strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/mRKUou0zLoA" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender Eevee &#8211; The showcase of Hermans by Leonardo Braz</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/AuWWDyLINx0" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender 2.8 EEVEE Autofocus Fun by Zacharias Reinhardt</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/uPT1zZGC7fw" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Commodore Amiga CDTV rendered in Blender Eevee by Piotr Zgodziński</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/yTya6w3ECrw" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Cafe Racer Hoverbike 3D Printable Kit EEVEE Demo by HEAVYPOLY</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/TajpBPOIP-o" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender Eevee Viewport Test(GTX 1080 TI) by Uygar GÜRKAN</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/lNOW2IKrGuk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Blender Eevee Render Engine Test by&nbsp;Ilia Sibiryakov</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/RGgZUPhvebk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Eevee Viewport test with Sphere Bot // Blender 3D Realtime Render by Louis du Mont</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/yBnLkOc6snY" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>EEVEE Test by Олег Фрумсон</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/elJmI1dXtJE" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Catwoman Blender Eevee by katarn66</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/BuOfVBSVRTA" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Demoreel 2018 Damien Monteillard 3D Modeler &#8211; 3dminfographie &#8211; Blender Cycles Eevee</strong></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/eP_Fd5cTRRk" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p><strong>Metaballs by Fin O&#8217;Riordan</strong></p>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr">Putting an old workflow through the 2.8/<a href="https://twitter.com/hashtag/eevee?src=hash&amp;ref_src=twsrc%5Etfw">#eevee</a> pipeline&#8230; navigated a couple of quirky bugs but nothing major&#8230; bring on the beta! <a href="https://twitter.com/hashtag/b3d?src=hash&amp;ref_src=twsrc%5Etfw">#b3d</a> <a href="https://t.co/m9YzODMmxT">pic.twitter.com/m9YzODMmxT</a></p>&mdash; 𝙵𝚒𝚗. (@FinEskimo) <a href="https://twitter.com/FinEskimo/status/1059820286495854592?ref_src=twsrc%5Etfw">November 6, 2018</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
</div></figure>



<p><strong>Motion Graphics by Alex @meta.point</strong></p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
https://www.instagram.com/p/Bng3Gbhgdtl/
</div></figure>



<h3 class="wp-block-heading"><strong>Your Turn!</strong></h3>



<p>Eevee is getting new features almost daily. How about&nbsp;grabbing&nbsp;<a href="https://builder.blender.org/download/">the&nbsp;daily build of Blender 2.8</a>?</p>



<p>If you know any other remarkable Eevee demos that we have missed, I would appreciate if you leave a comment and tell us about it.</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/eevee-demos-2018.html">35+ Top-notch Eevee Demos (Blender 2.8 Alpha Builds)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
	</channel>
</rss>

<!--
Performance optimized by W3 Total Cache. Learn more: https://www.boldgrid.com/w3-total-cache/

Page Caching using disk: enhanced 
Database Caching 48/95 queries in 0.036 seconds using disk

Served from: www.creativeshrimp.com @ 2026-10-23 17:24:58 by W3 Total Cache
-->