![copying the lighting from a photo blender copying the lighting from a photo blender](https://i.stack.imgur.com/2soA8.jpg)
The character baked here is Koro from the Caminandes project.
#Copying the lighting from a photo blender full
Ambient Occlusion can be used to lit the game scene, while combined emulates what you get out of a full render of your object, which can be used in shadless engines. Position it above the sphere and out of the frame so the camera can’t see it.The above maps illustrates Ambient Occlusion and Combined baking. Click on Diffuse BSDF and assign it a surface type of Emission. If you have no walls, then the scene is lit as if it’s in space. Note: the reason for all this wall building is that light in Blender needs something to bounce from in order to create a well-lit scene. Make another duplicate as before and rotate that 90 degrees so you can make another wall. Position the new plane on the back or side of the ground plane (depending on which way you rotated it). Rotate the plane 90 degrees so it is upright by pressing R and using the mouse, keeping an eye on the degrees you are turning it at the bottom left of the screen. Click the New button on the default material to assign the surface Diffuse BSDF. Leave the plane as the default light grey.ĭuplicate the ground plane with “Object -> Duplicate Objects” or press “Shift + D.” The duplicate plane will be stuck to your mouse cursor until you click the left button. Reposition the ground from a side view so it is just touching the bottom of the sphere. There’s no need to add subdivision surfaces because it’s a flat plane. Resize the plane by selecting the edges in turn and stretching them out using the arrows to make your stretching snap to a particular axis. Select it with the right button, and press Tab to enter edit mode. Press “Shift + A” and “add Mesh -> Plane.” This will be our ground. Click on Diffuse BSDF and choose instead Glass BSDF. The default surface type is Diffuse BSDF. Now on the Properties editor, select the Material button.Ĭlick the New button on the default material to assign a basic texture to the object. Right click on the object you created to select it. Add modifier, choose the Subdivision surfaces and crank the Subdivision Surface up to 3 on View and 6 on Render. To smooth the ball, click the Modifiers button on the Properties menu (the little Spanner). Use “Shift + A” to open the floating menu and “Add -> Mesh -> UV Sphere.” Now add an object, in this case a sphere. This is a much higher quality rendering engine which we’ll be talking about in a subsequent article when we talk about rendering. Press Return to accept the delete.īefore you start, choose “Cycles Render” from the drop-down at the top of the screen. Right click on each and press the Delete key on your keyboard. Make a Sceneįirst, delete the cube and the light in the default scene.
#Copying the lighting from a photo blender download
If you don’t have Blender, then go to and download it so you can follow along. In this article we will teach you to light your scene using virtual lights inside Blender 3D and render your scene as a still.