Viewport shading options
A free video tutorial from Gustavo Rosa
Modelador, Animador e Generalista 3D.
4.7 instructor rating • 10 courses • 70,677 students
Learn more from the full courseLearn Blender The Right Way!
Learn 3D Modeling , Materials , Lights , Render and Animation in Blender!
21:27:18 of on-demand video • Updated February 2020
- Learn From Zero - Understand and use Blender Interface.
- Model Your Objects - Use poligonal modeling tools and model 3D objects.
- Apply different kinds of materials to objects.
- UV Mapping - UV map the objects and apply textures to materials.
- Use lights and render scenes using EEVEE and Cycles render engines.
- Introduction to Animation - Animate objects and create complete projects from scratch.
English [Auto] In this lesson I will talk about the shading viz. methods of the treaty view and far that I'm going to use this file that you can find available for download. In this lesson blander offers four different methods of displaying objects and for us to change the method we will use these buttons in the upper right corner of the view when we open Blander. With the defeat we need show seeing the method that comes active is this sort of the method that corresponds to these button here besides this only the method. We also have the optimize of the wireframe method. They look that method and the Ranger methods I will start by talking about the side of the methods and some settings available for it when the site of the method is active. The objects are initially displayed in solid colors and simplified lighting. This method is quite light and usually does not overload the hardware even with more complex scenes if we take on these arrow next to the buttons. We will open the viewport shading and to where we will find some options that will change the way each method works. In the case of the solid method we will find at the beginning of the menu these to do the math cap and the flat options. The option that comes enabled by default is these two option with this option. The objects of the scene are displayed with a very simple coloring and basic to do lighting. If we take on these fear we will also find some options of different lighting configurations and if we choose one of them we will see that the lighting will change according to the optimum that we choose if we are known. The Madcap option the object will be displayed with these kind of special material matte cap stands for material capture met caps are kind of material that store color lighting and reflection regardless of scene information if we click on these fears we will see that there are several different map caps these matte caps are not the final materials that we use when we finish our images or animations they are used just so we can visualize how object to respond to different characteristics of materials and lighting before we have to create our own materials the choice of which of these options will be used will depend on the needs of each step of the job and the preferences of each one and if we are known the flat option the object will be displayed with a solid color without lighting or shading. That way the scene gets these two look now I'm going back to the studio mode of view to talk about other options down here. We find some options regarding the color of object display in the solid method. The default option is the material option this option will display the colors that are configured in each material of each object some of these other options will only make a difference when we have seen some more advanced features but an option that is quite interesting from the beginning. He is the random option these option assigns a random color for each object. I particularly like this option because it helps to identify each object separately these options that we have down here. We work equally regardless of the lighting and coloring options that we have set up here. Down here we can choose the background color. This color can respect the setting defined in the blender team which is the setting of colors and other aspects of the interface. It can respect the configuration of the scene world which defines aspects of the scene itself. Or it can be customized right here if we choose these viewport option here we can set any color for the viewport background in this field and down here we have some more interesting options the shadows option lets you visualize a basic shadow these shadow does not match the lights in this scene. It is just a basic shadow for us to have basic exhilaration of shadows in the creative view. And here on this side we can regulate these things too. Of these shadow and if we take on these bird and on the side we can even add the shadows orientation by clicking and dragging on these ball on top of the shadow. After we find these x ray option these often allow us to see through the objects which are shown with a certain transparency these often is equivalent to these button up here which is next to the far shading options. That is if I click directly on this button I can also enable and disable the x ray and besides being a visual ization parameter this option also interferes with the selection of objects. So when the x ray is on we can select the objects that are behind the objects that we can see and when x ray is off we can only select the objects that are actually visible to us. Now let's take a look at the order shading options. The wireframe method which we enable in these button up here displays only the wireframe of the objects with no surface. When we enable this method it automatically turns on the x ray option on the side. Even if it was not enabled before this way we can also visualize the wireframe of the objects that are behind but if we want we can disable the x ray and only see the wireframe of the surfaces facing the view. If we take a look at the shading menu we will see that this method has fewer options than the sort of the method shading menu. Now I will activate the ranger method which is the last button in the options but I would talk about the look that method which corresponds to the third option. In a moment when we are with the rendered method active we will see in the treaty view practically the same result that we will get when we generate an image or a final animation these method display all the material properties and all the lights. There are active anything depending on the complexity of the lighting in material settings. These methods of visualization can be much heavier than the the method when this happens we can use the solid method during the overall development of the scene and use this method only for setting up light and materials if we look at the shading you know we will see that this method does not have many settings. Now I'm going to turn on the look. That method which is the method of these third button the look that method also displays all the material properties of this scene objects however. At first it does not work with the lights that are configured in this scene. Instead this method is set up with an illumination made through an image type called HD are I will explain how these images work in a future section of the course but for now you just need to understand that the illumination and reflection that we visualise when the look deaf method is enabled corresponds to an image when we click on the shading in all we will find this little ball where we can change that image and when we do that we'll see that the lighting and reflections also change in a simplified way. It is as the objects in the scene were inserted in the middle of the scene. That is the image in question if we look at the shading in New we will see it that we can activate the single Lights if we want. That way we visualize the light generated by the HDR image plus the lighting generated by the scene lights and if we enable this scene world option it disables the HD our image and it starts to use the color of the scenes on world as the background color if these two options are enabled. The look that mattered at first becomes identical to the rendered method but I'm going to turn off the same light option in this scene world option to make a comparison between the look that method and the rendered method one of the main advantages of the look that no relation to the rendered method is that we can visualize the properties of the materials even before creating lights for this scene. If I enable the rendered method one more time and delete the two lights of the scene we realized that it's practically impossible to have an adequate visualization of the objects in the mature as of the scene without some illumination. And when we have the look that method active we can see how the materials react to different environments even before creating any lights. And these can be very advantageous in various types of productions. These four methods of viewing objects in the tree view are very useful and we are going to use each of them a lot during the course. In addition to being able to change the display method using these four buttons we can also use the binding to that we open by pressing the Z key when the cursor is over the 3D view. So just press the Z key and move the cursor to the desired method.