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	<title>rendering &bull; Archives Creative Shrimp</title>
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	<description>Blender tutorials and courses for 3D artists</description>
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		<title>The Eevee Ray Tracing Hack That Shouldn&#8217;t Exist</title>
		<link>https://www.creativeshrimp.com/eevee-ray-tracing-hack.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Thu, 18 Dec 2025 14:31:30 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[rendering]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=17872</guid>

					<description><![CDATA[<p>Unlock full control over EEVEE&#8217;s indirect lighting! In this tutorial, we reveal a simple yet powerful workaround to extract and control the intensity of ray traced bounced light in Blender&#8217;s EEVEE render engine &#8211; a control that doesn&#8217;t exist in the official settings. This technique involves rendering your scene with and without ray tracing, then</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/eevee-ray-tracing-hack.html">The Eevee Ray Tracing Hack That Shouldn&#8217;t Exist</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Unlock <em>full</em> control over EEVEE&#8217;s indirect lighting! In this tutorial, we reveal a simple yet powerful workaround to extract and control the intensity of ray traced bounced light in Blender&#8217;s EEVEE render engine &#8211; a control that doesn&#8217;t exist in the official settings.</p>



<span id="more-17872"></span>


<div class="youtube-responsive-container"><iframe width="560" height="315" src="https://www.youtube.com/embed/GSVV75sBMMY?si=KU3bnOWItoZXm49D" 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>This technique involves rendering your scene with and without ray tracing, then using the &#8220;Difference&#8221; blend mode to isolate the indirect lighting pass. Once extracted, you can mix it back with full control, allowing you to push EEVEE&#8217;s visuals (namely, irradiance or global illumination) beyond its default limits.</p>



<p>&#8212;</p>



<figure class="wp-block-image size-large"><img decoding="async" fetchpriority="high" width="1170" height="693" src="https://www.creativeshrimp.com/wp-content/uploads/2025/12/lino_patreon_01-1170x693.jpg" alt="" class="wp-image-17876"/></figure>



<p><img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f517.png" alt="🔗" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Download the amazing Pizza Delivery scene by Lino Thomas (for Cycles):</p>



<p><a href="https://www.patreon.com/c/LinoThomas/">https://www.patreon.com/c/LinoThomas/</a></p>



<p><a href="https://www.artstation.com/linolafett">Lino Thomas on ArtStation</a></p>



<p>&#8212;</p>



<p>Full EEVEE Lighting and Rendering course:</p>



<p><a href="https://superhivemarket.com/products/eevee-realistic-lighting-rendering/?=ref88">Superhive</a></p>



<p><a href="https://creativeshrimp.gumroad.com/l/eevee-realistic-lighting-rendering">Gumroad</a></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/eevee-ray-tracing-hack.html">The Eevee Ray Tracing Hack That Shouldn&#8217;t Exist</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>TERRIFYING Alien Animation &#8211; EEVEE Lighting &#038; Rendering Breakdown</title>
		<link>https://www.creativeshrimp.com/alien-animation-collab-lighting-eevee.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Tue, 11 Nov 2025 12:52:31 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[collab]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[rendering]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=17832</guid>

					<description><![CDATA[<p>WHEN ARTISTS COME TOGETHER. This is the Lighting &#38; Rendering breakdown of a collaborative Alien Creature Project of three Artists: Marlon, Niko &#38; me. Marlon sculpted this alien creature in ZBrush and textured in Mari. Niko rigged and animated it in Blender. Then I took over and gave it a lighting and rendering treatment. p.s.</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/alien-animation-collab-lighting-eevee.html">TERRIFYING Alien Animation &#8211; EEVEE Lighting &#038; Rendering Breakdown</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>WHEN ARTISTS COME TOGETHER. This is the <strong>Lighting &amp; Rendering</strong> breakdown of a collaborative Alien Creature Project of three Artists: Marlon, Niko &amp; me.</p>



<span id="more-17832"></span>


<div class="youtube-responsive-container"><iframe width="560" height="315" src="https://www.youtube.com/embed/P2HscUfyUPg?si=XqS_gZK3nU-8YoDn" 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>Marlon sculpted this alien creature in ZBrush and textured in Mari.</p>



<p>Niko rigged and animated it in Blender.</p>



<p>Then I took over and gave it a lighting and rendering treatment.</p>



<p>p.s. Oh, all rendered in EEVEE btw! <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /><img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f990.png" alt="🦐" class="wp-smiley" style="height: 1em; max-height: 1em;" /><br /><a href="https://www.creativeshrimp.com/free-sample-eevee-lighting">Wishlist our new EEVEE course (coming soon)</a>.</p>



<p>If you like this, please follow all three artists <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" />:</p>



<p><img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f4f1.png" alt="📱" class="wp-smiley" style="height: 1em; max-height: 1em;" /> ＯＵＲ ＳＯＣＩＡＬＳ <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f4f1.png" alt="📱" class="wp-smiley" style="height: 1em; max-height: 1em;" /><br />Marlon Nunez:<br /><a href="https://www.youtube.com/@mrnunez3D">YouTube</a><br /><a href="https://www.instagram.com/mrnunez">Instagram</a></p>



<p>Niko (DemNikoArt):<br /><a href="https://www.instagram.com/demnikoart">Instagram</a><br /><a href="https://www.youtube.com/DemNikoArt">YouTube</a></p>



<p>Gleb Alexandrov:<br /><a href="https://www.youtube.com/c/GlebAlexandrov">YouTube</a><br /><a href="https://www.instagram.com/gleb.alexandrov">Instagram</a></p>



<p>&#8212;</p>



<p>Special thanks to <a href="https://superlumin.al/">SuperLuminal</a> render farm</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="1571" height="1440" src="https://www.creativeshrimp.com/wp-content/uploads/2025/11/monster_collab_blender_eevee_01_10-1.jpg" alt="" class="wp-image-17835" srcset="https://www.creativeshrimp.com/wp-content/uploads/2025/11/monster_collab_blender_eevee_01_10-1.jpg 1571w, https://www.creativeshrimp.com/wp-content/uploads/2025/11/monster_collab_blender_eevee_01_10-1-768x704.jpg 768w, https://www.creativeshrimp.com/wp-content/uploads/2025/11/monster_collab_blender_eevee_01_10-1-1536x1408.jpg 1536w" sizes="(max-width: 1571px) 100vw, 1571px" /></figure>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/alien-animation-collab-lighting-eevee.html">TERRIFYING Alien Animation &#8211; EEVEE Lighting &#038; Rendering Breakdown</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<item>
		<title>5 Ways to Use Render Passes in Blender</title>
		<link>https://www.creativeshrimp.com/5-ways-to-use-render-passes.html</link>
					<comments>https://www.creativeshrimp.com/5-ways-to-use-render-passes.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 01 Sep 2014 06:22:43 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[rendering]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8548</guid>

					<description><![CDATA[<p>Using Render passes can save us hours of work. How many times you&#8217;ve rendered the animation over and over again just to get the motion blur right? Or set up the Depth of Field and turn on the render samples to some crazy 10000 to get rid of the noise? Learn how to utilize some</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/5-ways-to-use-render-passes.html">5 Ways to Use Render Passes in Blender</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Using<strong> Render passes</strong> can save us hours of work.</p>
<p>How many times you&#8217;ve rendered the animation over and over again just to get the motion blur right? Or set up the Depth of Field and turn on the render samples to some crazy 10000 to get rid of the noise?</p>
<p>Learn how to utilize some of Render passes to your advantage (especially like number 5 &#8211; because it&#8217;s sort of hidden).</p>
<p><span id="more-8548"></span></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-12 col-md-12 col-sm-12" style="min-height:0;  margin-top:10px; margin-bottom:10px; "></div></div></p>
<h2>1. Speed Vector Pass and Motion Blur</h2>
<p><img decoding="async" loading="lazy" class="alignnone size-full wp-image-8561" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/velocity_3.gif" alt="velocity_3" width="550" height="309" /></p>
<p>Sometimes it&#8217;s called the <strong>Velocity</strong> pass. This pass represents the speed of moving objects and their direction. And you guessed it &#8211; here we have a motion blur solution for post-production.</p>
<p><img decoding="async" loading="lazy" class="alignnone wp-image-8553" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender_velocity_01.jpg" alt="" width="550" height="243" /></p>
<p>[icon icon=&#8221;info-circle&#8221; size=&#8221;2x&#8221;] In Blender compositor there is the <strong>Vector Blur</strong> node. And it does exactly what we expect.</p>
<h2>2. Z Depth and Depth of Field</h2>
<p><img decoding="async" loading="lazy" class="alignnone size-full wp-image-8549" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/zdepth_gif_01.gif" alt="zdepth_gif_01" width="550" height="309" /></p>
<p><a href="http://www.blendswap.com/blends/view/2259"><span class="big24 the-page-title">Cathedral model</span> by Zuendholz on Blendswap</a> (Used under CC BY)</p>
<p>Faking Depth of Field in post production is a very common technique. Realtime feedback and the ability to tweak the Depth of Field effect after rendering is just too tempting, you know.</p>
<p>As <strong>Z Depth</strong> pass contains the info about the scene depth &#8211; or a 3rd dimension &#8211; we can use this info to define the focus point for DOF effect. In Photoshop, Blender compositor, After Effects, Gimp and the other soft.</p>
<p><img decoding="async" loading="lazy" class="alignnone wp-image-8551" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/zdepth_01.jpg" alt="" width="550" height="309" /></p>
<p>[icon icon=&#8221;info-circle&#8221; size=&#8221;2x&#8221;] In Blender, we also have the <strong>Mist</strong> pass. Essentially, it&#8217;s the same thing as Z Depth, just anti-aliased.</p>
<p>[icon icon=&#8221;chevron-circle-right&#8221; size=&#8221;2x&#8221;] Also, we can animate the effect.</p>
<h2>3. Z Depth and Fog</h2>
<p><img decoding="async" loading="lazy" class="alignnone size-full wp-image-8562" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/fog_01.gif" alt="fog_01" width="550" height="309" /></p>
<p>It seems pretty natural that for simulating fog we can somehow utilize the depth information. Indeed, Z Depth (or Mist) pass can serve as a mask for this effect.</p>
<p>[icon icon=&#8221;info-circle&#8221; size=&#8221;2x&#8221;] We can control the falloff of the fog using <strong>levels</strong> or <strong>curves</strong> adjustment. Or the <strong>color ramp</strong> node in Blender.</p>
<h2>4. Ambient Occlusion</h2>
<p><div id="attachment_8563" style="width: 560px" class="wp-caption alignnone"><img aria-describedby="caption-attachment-8563" decoding="async" loading="lazy" class="wp-image-8563" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/ao_02.gif" alt="ao_02" width="550" height="309" /><p id="caption-attachment-8563" class="wp-caption-text"><a href="http://www.blendswap.com/blends/view/75115">Industrial vacuum truck by Artie61 </a></p></div></p>
<p>In CG world there is a good tradition to overlay ambient occlusion pass on top of everything. No surprizes, it&#8217;s just better with AO.</p>
<p>Global illumination sometimes doesn&#8217;t capture so called contact shadows, leading to &#8216;floating&#8217; objects. AO compensates for this effect.</p>
<p>Check the <a href="/osl-ambient-occlusion-shader-procedural.html">different ways of creating Ambient Occlusion</a>.</p>
<h2>5. UV Pass for Texture Overlay</h2>
<p><img decoding="async" loading="lazy" class="alignnone wp-image-8568" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/uv_01.gif" alt="uv_01" width="550" height="309" /></p>
<p>Before writing this article I had no clue about what is this misterious UV pass. But actually, <strong>Texture UV pass</strong> allows us to texture stuff in compositor!</p>
<p>What about overlaying the checkers? Awesome.</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-12 col-md-12 col-sm-12" style="min-height:0;  margin-top:10px; margin-bottom:10px; "></div></div></p>
<p>Know some other hidden render pass? Let me know.</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/5-ways-to-use-render-passes.html">5 Ways to Use Render Passes in Blender</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>Sketchfab previews Physically Based Rendering at Siggraph 2014</title>
		<link>https://www.creativeshrimp.com/sketchfab-previews-physically-based-rendering-at-siggraph-2014.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Sun, 10 Aug 2014 07:22:41 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[siggraph]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8517</guid>

					<description><![CDATA[<p>In comparison to &#8216;traditional&#8217; approch to realtime material-lighting interaction, PBR provides more physically correct result. What does it mean for game developers? Simply: the approach quite familiar to CG artists who work with offline graphics. And looking at the industry, it&#8217;s evident that the trend of Physically Based Rendering keeps getting stronger: Unity and Unreal</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/sketchfab-previews-physically-based-rendering-at-siggraph-2014.html">Sketchfab previews Physically Based Rendering at Siggraph 2014</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>In comparison to &#8216;traditional&#8217; approch to realtime material-lighting interaction, PBR provides more physically correct result. What does it mean for game developers? Simply: the approach quite familiar to CG artists who work with offline graphics.</p>
<p><span id="more-8517"></span></p>
<p>And looking at the industry, it&#8217;s evident that the trend of Physically Based Rendering keeps getting stronger: <a href="http://unity3d.com">Unity </a>and <a href="http://unrealengine.com">Unreal 4</a> just have adopted it.</p>
<p><a href="https://labs.sketchfab.com/siggraph2014/">https://labs.sketchfab.com/siggraph2014/</a></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/sketchfab-previews-physically-based-rendering-at-siggraph-2014.html">Sketchfab previews Physically Based Rendering at Siggraph 2014</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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