![]() You can confirm that the issue is a missing graphics card by clicking on “Graphics”, then searching for “Cycles”. Note: If you are on a newer MacBook Pro (like me: I have an M1), you won’t see any cycles preferences at all, like this: If you’ve got a NVIDIA GPU, you’ll use CUDA or OptiX (use OptiX if possible). Normally, you’ll see options for CUDA, OptiX, and HIP. You can make sure Cycles uses your GPU by going to Edit -> Preferences -> System, and changing your “Cycles Render Devices” to your GPU(s). Rendering using a GPU will pretty much always be faster than rendering with a CPU. You can turn on Cycles from the rendering menu: This means Cycles is not as fast as Eevee, but produces more accurate, realistic renders. This means cycles actually calculates how light “bounces” around your scene. ![]() “Cycles” is NOT real time, rather it is a “path tracer” or “ray tracer”. “Eevee” is a realtime rendering engine, something like what would be used in a video game, to produce instantaneous results. By default, rendering in the viewport is done with “Eevee”. There are many commercial and open source rendering engines, but the ones Blender comes with are “Eevee” and “Cycles”. There are many open source and commercial rendering engines: they take your model and apply a set of rules to calculate what your final animation or image should look like, based on lighting and material properties set for the objects in your scene. Material Preview (good for checking how reflections will look, what materials will look like with more natural lighting):Ī special tool called a “Rendering Engine” is used. ![]() Solid (the default - good for shaping your objects, and for sculpting): Wireframe (makes it easy to see your model’s mesh): Tip: Play around with the different “Viewport Shading” modes. You can switch your “Viewport Shading” mode to “Rendered”, which will automatically render your scene in the viewport, re-rendering whenever you change your location in the viewport: Our render now looks a lot more reasonable: We can adjust the “Power” of the light down, to get a something more reasonable: Of course, we haven’t adjusted the intensity of the light, so if we render now, we’ll get something like this: Tip: Don’t forget, you can hit “X”, “Y”, or “Z” after hitting “G”, if you want to move your light along a specific axis. We should move it in a little, since the default position assumes a much bigger scene than the one we are creating: So that’s another way to reposition the camera! Tip: You can grab the camera and light(s) just like any other object, with “G”, then move them around. If we now render again, we should see something like this (assuming we moved closer to the donut before repositioning the camera with one of the two techniques above): One of the easiest ways is to adjust your viewing angle and position from the Layout window, then hit “Control + Alt + Number pad 0”.Īn alternative to that is to hit “N” to bring up properties, then under “View” choose “Camera to View”, which will lock your camera to your current view (i.e. ![]() On newer Macs, you can hold down the “Fn” key then tap on “F12” on the smart bar. ![]() Tip: You can also render the scene with “F12”. This file is the result of my work after following along with the steps in the YouTube video.Ĭhoosing “Render -> Render Image” from the top menu bar in Blender will produce a “snapshot” of our 3D scene, from the camera’s perspective:
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