Lighting, Rendering and Compositing
Choosing an engine
| EEVEE | Cycles | |
|---|---|---|
| Type | real-time rasteriser | path tracer |
| Speed | very fast | slower |
| Realism | good, with limitations | physically accurate light, reflections, caustics approximations |
| Best for | previews, stylised work, animation drafts | photoreal stills and final renders |
Cycles settings that matter
- Device: GPU (enable CUDA/OptiX/HIP/Metal in Preferences).
- Samples: start low with denoising on (OpenImageDenoise or OptiX).
- Light paths: reduce bounces for speed where scenes allow.
- Use adaptive sampling to stop clean areas early.
Product lighting setup
- An HDRI for realistic reflections (Poly Haven, CC0), rotated for the best highlights.
- Large area lights as key and fill; a rim light for separation.
- A seamless curved backdrop (bend a plane and bevel it) for studio shots.
- Camera at 50–100 mm; depth of field with a focus object.
Colour management
Use the AgX view transform (Blender 4.x default) for natural highlights; adjust exposure in Color Management rather than cranking lights.
Compositing
In the Compositor, enable passes (diffuse, glossy, AO, cryptomatte) to adjust the image after rendering: colour grading, glare, lens distortion, and isolating objects with cryptomatte masks.
Rendering animations
Render to PNG/EXR image sequences, then encode to video, so a crash does not cost the whole render.
Exercise
Create a studio product render of your speaker model: curved backdrop, HDRI plus area lights, depth of field, Cycles with denoising, AgX colour management, and a compositor grade with glare. Compare against an EEVEE version.
Check yourself
- When is EEVEE the better choice?
- Why render animations as image sequences?
- What does cryptomatte help with in compositing?
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