Задний фон для рендера blender

Простой студийный фон для рендера моделей в Blender, Cycles

Слишком часто я стал встречать рендеры на студийном фоне, где, казалось бы, такая простая вещь как фон, выглядит не очень-то эстетично и, прям-таки, топит хорошие модели. Поэтому я решил написать короткую инструкцию о том, как можно с минимумом усилий добиться приятного глазу результата и показать ваши модели во всей красе.

Порядок действий прост:

1. Включаем рендер-движок Cycles (лично я предпочитаю студийные рендеры делать именно в нем, в угоду большему реализму финальной модели).

2. Создаем плоскость — она будет выступать в роли «пола», на котором мы разместим нашу модель.

3. Во вкладке «Настройки объекта» проставляем для нашего пола галку в пункте Shadow catcher. Теперь наш пол будет только ловить тени, а освещение сцены, даже если оно неравномерное, на полу никак не скажется.

4. Поскольку Cycles просчитывает отскоки света, можно задать полу материал и сделать его цвет немного темнее, чтобы из-за отраженного от пола света у нас не высвечивались тени на тех частях модели, которые находятся ближе к полу.

5. Настроим мир. Он будет выступать в роли студийного фона. поэтому я хочу, чтобы он был полностью белым (ну, или цвет на ваше усмотрение), но при этом сам света не давал. Свет я выставлю отдельно. Такой, какой мне будет нужен. Для этого миру я создаю следующий материал:

Этот материал делает следующее: для освещения он использует нод background с силой свечения, равной 0. То есть, света мир не дает. А камера будет видеть второй нод background с силой свечения 1. Таким образом, мы получаем светлый фон, который на нашу модель светить не будет вообще.

6. Все, что нам теперь осталось сделать — осветить модель по нашему вкусу и отправить на рендер.

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Want to master Blender? Click here! and get our E-Book

When talking about backgrounds in Blender, we may mean different things. But the most common is that we want to change the background for our finished render.

To change the background in Blender we need to adjust the world material. This is a special material that is only applied to the world background.

  • In the top right corner of the 3D viewport, switch to rendered viewport shading.
  • Go to the world material tab in the properties panel, which is the red earthlike icon.
  • Find the surface section and expand it.
  • To set a single color as the background, press the color bar and select the color you want.
  • To use a texture, press the yellow dot and choose environment texture.
  • Press Open and browse for the image texture you want setup as the background image.
  • Background images need to be equirectangular to properly map to the spherical background.

Let’s continue to explore the other kinds of background, their options and how to change them.

What are the various kinds of backgrounds in Blender?

Backgrounds are commonly used in three different contexts within Blender. Each of which has several alternatives for backgrounds.

  • Rendered world background
  • 3D viewport background
  • Background reference images

The most referred to is the world background and here we find the most diverse options. Here are a few examples of world background types:

  • A solid color
  • An equirectangular environment image texture
  • Transparent background
  • A sky texture
  • A mesh object, such as a plane

For the 3D viewport, we can have a different background or display the same background as we intend to use for the final render. Depending on the viewport shading mode there are several options.

  • Solid mode/wireframe
    • Theme
    • World
    • Viewport
  • Material preview/Rendered view
    • Scene world
    • Studio light HDRI

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To display the same background as the final render, set your viewport to rendered view and check Scene World in the viewport shading drop-down menu in the top right corner of the 3D viewport.

With scene world turned off Blender will use one of several built-in HDRI images as the background.

The solid and wireframe mode supports flat color through any of the methods, or gradient and vignette through using the theme background if it is setup correctly.

You can read a complete guide to viewport shading in Blender here:

The background reference images are different. There are objects that we bring into the scene to use as reference. Most often, these images are blueprints or sketches that we can trace geometry against for easier modeling.

You can read all about how to set these up in this article:

How to use an alpha transparent background for the final render?

We can render the background alpha transparent. This will allow us to still get the light into the scene that the background provides, but instead of rendering the background, Blender will render it alpha transparent. We can do this in both Eevee and Cycles.

Follow these steps:

  • Go to the render tab, which is the camera icon in the properties panel
  • Find and expand the Film section
  • Check the transparent checkbox
  • For Cycles, also check transparent glass and adjust the roughness threshold for glass transparency if you have glass materials against the background in your scene.

How to use the sky textures as background for the final render in Blender?

In the introduction to this article, we learned how to setup a solid color or an image texture as a background for rendered view and final render. Blender also has a built-in sky texture that let us get sky lighting without needing a separate image.

To use the sky texture, we can follow the steps outlined in the introduction, but instead of choosing an environment texture, we choose the sky texture.

Another way to work with the world material and add a sky texture is to use the shader editor. Here are the steps to add a sky texture as a background through the shader editor.

  • Press the shading workspace in Blenders header
  • In the shader editor below the 3D viewport, press object in the shader editor header and switch to world.
  • If the use nodes checkbox is unchecked, check it.
  • Go to Add->Texture->Sky texture
  • Drop the sky texture to the left of the background node.
  • Connect the Sky texture color output to the background color input.

The sky texture node supports three distinct types of sky that all look a little bit different.

In Cycles all three skies are supported while Eevee lacks support for Nishita.

Each of the Sky textures have their own set of parameters with Nishita having the most diverse set of options. Nishita is also the newest addition.

You can read more about the individual settings in the Blender manual.

Another way to create stunning skies in Blender is to use the True-Sky add-on. It gives you full control over the sky, including clouds, fog and haze to add realism very quickly. It is also very fun to work with.

How to change the 3D viewport background?

As touched on earlier, there are a few ways we can change the background. Let’s start to look at what we can do in solid and wireframe mode.

For solid and viewport shading mode we have three options.

  • Theme
  • World
  • Viewport

With viewport, we can set the color directly in the viewport shading menu.

The world setting will use the viewport display color. You can find it in the world material tab in the viewport display color.

With theme set, the background is decided by the theme settings. You can find these in the preferences. Go to Edit->Preferences and find the themes section.

  • Press the arrowhead next to where it says 3D viewport.
  • Scroll to the bottom and expand theme space then open gradient colors.
  • Herre you can set the background type and the two colors.
  • Only gradient low is used for single color backgrounds while the gradient high is used for vignette and gradient type backgrounds.

By the way, if you enjoy this article, I suggest that you look at my E-Book. It has helped many people learn Blender faster and deepen their knowledge in this fantastic software.

For material preview mode or rendered view we use either the world material or a studio light. There are several studio light HDRIs available in Blender together with a few parameters to control brightness, blur, and opacity.

When adjusting the opacity, the viewport display color from the world material will come through more as we lower the opacity.

We can also rotate the background.

When using the scene world, the world material is in effect. For instance, by setting up a sky texture, single color or HDRI image as described earlier.

How to change a reference background image?

We can bring in an image as a background reference image by drag-and drop. For instance from explorer, finder or any other file browser.

  • To change a background reference image, select the image.
  • Go to the object data properties, which is the red image icon in the properties panel.
  • Open the Image section and press the folder icon just below the source preference
  • Browse for the new image.

Final thoughts

In this article we have looked at how to change the background in Blender. We discovered that backgrounds could have different meanings. Primarily there is a difference between the 3D viewport background and the rendered background.

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How to Render a Background Image in Blender 2.8 Using a Camera Background Image

This tutorial demonstrates how to render a background image using Blender 2.8 using a Camera Background Image. It also demonstrates how to create and apply a shadow catcher object. Combined these techniques can be used to superimpose a 3D object onto a flat image background with a shadow that aligns to the background image.

* Please note… I have recently written a newer tutorial that demonstrates how to render a background image in Blender 2.8 using the document world settings. This technique is a lot simpler in that it doesn’t require any work with nodes, and has the added bonus of the background image being able to be reflected in reflective 3D objects. In most ways I think this technique is generally more intuitive. However the technique outlined here, using the camera settings is potentially more suitable if you want your background image to function like a layer of film, such as in video compositing.

3D object superimposed over background image using Blender 2.8.

Firstly, if it helps here is a link to the example Blender file and here is a link to the background image that I used in this tutorial.

Part 1 – Render a Background Image Using Blender 2.8.

1. In the Outliner panel click on the camera object to select it.

2. In the Properties panel click on the camera properties to select it.

3. Select the checkbox for Background Images, then click on the Add Image button.

4. Note that the Background Source should be set to Image by default. Then click on the Open button.

5. Locate and select your background image.

6. Click on the button to open the image.

7. In the background images settings set the Alpha to 1 and select the Frame method. (In this example I am using the Crop frame method, however you may prefer one of the other options. Note the frame method that you use as this will be required in a later step).

8. In the viewport click on the camera view button. Note that the background image is now visible when viewing through the camera.

9. Select the compositing workspace and the Use Nodes checkbox.

10. Click and drag leftwards in the red area of the Render Layers node to create some space between the nodes.

11. In the Add menu select Color – Alpha Over. (You can also use the keyboard shortcut shift-a to ‘add’).

12. Click and drag the Alpha Over node over the connecting line between the Render Layers and Composite nodes. It should connect the nodes. Then click and drag on the end point of Image to Image connection that is within the Alpha Over node to connect it to the bottom Image option.

13. Add and Input Image node.

14. Connect the Image ode to the Alpha Over node and click in the drop down menu at the bottom of the Image node and select your background image.

15. Add Distort – scale node.

16. Connect the Scale node the Image Input and Alpha Over nodes as shown. Select Render Size and select the same option as selected in step 7.

17. In the properties panel select the rendering properties and under Film select the checkbox for Transparent.

18. Now render an image. Here I have clicked on the Layout workspace button and then from the Render menu selected Render Image.

19. The render should include the background image.

Part 2 – Create Shadow Catcher Object Using Blender 2.8.

1. In the layout view click on the cube object and press x on the keyboard and then select Delete to delete it.

2. In the layout press n on the keyboard to open the viewport properties tools. Make sure that the Camera is selected in the Outliner. Then click on the tab for view and select the checkbox to Lock Camera to View.

3. Add Mesh – Plane.

4. With the plane selected press s on the keyboard to scale the plane. Scroll the angle of the view (On a Mac I scroll on the mouse). Also adjust the location properties (X,Y,Z) to position the plane object.

5. In the properties panel render settings, set the render engine to Cycles.

6. With the plane selected in the properties click on Object properties and under visibility select the Shadow Catcher checkbox.

7. Select the Rendered viewport shading option. Here I added a monkey object, positioned it, under Object I set it to Shade Smooth. I also added a subdivision surface modifier to smooth it a bit more. Then it is a matter of adjusting the position of the object and the shadow catcher plane. Depending on your background image you may also need adjust the position of the light.

8. Now if you render the image the plane object will be invisible yet the shadow will remain.

Of course this tutorial only outlines the main relevant steps involved in terms of rendering a background image and using a shadow catcher object to superimpose a 3D object over a flat image background. Naturally a lot of fine tuning can be required to achieve a specific result that this tutorial does not cover.

Just in case you are interested my youtube channel includes a lot of similar tutorials. Please feel welcome to get in touch via contact@henryegloff.com or leave a comment on my youtube channel if anything is unclear or I have missed anything important.

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