The video is great. I have a question is when I hit F12 to render, it is still in the black color even though I turned off Scene world before that. Thanks.
Hi, turning off the Scene World affects only the viewport, the rendered output from F12 will still use the scene world. To get the bright environment light in the actual rendered output (we also call it HDRI lighting), you need to setup the world material with some HDRI. This has been explained in this tutorial 👉 th-cam.com/video/JUhq6cHTuOE/w-d-xo.html (takes just 2 minutes to setup and it is very useful). I hope this helps.
1:09, while yes this works for photos if you are actually gonna be using this in animation, this isn't the best idea unless your background is a HDRI matching your theme
I understand. However, there is a way out. You can always use a suitable HDRI which somewhat matches with your scene in terms of lighting, and you can then turn off the actual HDRI in the world material keeping only its lighting. So your scene won't be affected by the contents of the HDRI, only the objects will be lighted properly. For example, if your scene is that of an indoor studio, you can use any indoor HDRI and turn-off the HDRI background itself keeping only the lighting in the render.
@@5MinutesBlender I know, thats what I was referring to, this is a bit harder for sci fi scenes though so I typicly don't use a HDRI at all and instead do hand lighting
Hi, it should render correctly, and at my end it displays correctly even in the material preview mode. Can you please send your blend file to us so that we can check and get back to you? Our email ID is given in the About section of this channel. Thanks!
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Thanks for the explanation about the cube - something was missing in all other tuts.
Glad to know that it was helpful!
The video is great. I have a question is when I hit F12 to render, it is still in the black color even though I turned off Scene world before that. Thanks.
Hi, turning off the Scene World affects only the viewport, the rendered output from F12 will still use the scene world. To get the bright environment light in the actual rendered output (we also call it HDRI lighting), you need to setup the world material with some HDRI. This has been explained in this tutorial 👉 th-cam.com/video/JUhq6cHTuOE/w-d-xo.html (takes just 2 minutes to setup and it is very useful). I hope this helps.
@@5MinutesBlender I got it. Thank you so much.
It was very quick and effective tutorial, thank u!
Glad it helped!
1:09, while yes this works for photos if you are actually gonna be using this in animation, this isn't the best idea unless your background is a HDRI matching your theme
I understand. However, there is a way out. You can always use a suitable HDRI which somewhat matches with your scene in terms of lighting, and you can then turn off the actual HDRI in the world material keeping only its lighting. So your scene won't be affected by the contents of the HDRI, only the objects will be lighted properly. For example, if your scene is that of an indoor studio, you can use any indoor HDRI and turn-off the HDRI background itself keeping only the lighting in the render.
@@5MinutesBlender I know, thats what I was referring to, this is a bit harder for sci fi scenes though so I typicly don't use a HDRI at all and instead do hand lighting
Sorry, but this is a video about creating elongated noise pattern. Has nothing to do with shading for a brushed appearance which require anisotropy.
in solid view it displays as expected, rendering it or in material prev it's untextured
Hi, it should render correctly, and at my end it displays correctly even in the material preview mode. Can you please send your blend file to us so that we can check and get back to you? Our email ID is given in the About section of this channel. Thanks!