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when your project is almost complete
you'll want to create some form of
output from it an image a video
print or even an interactive experience
like ar vr or video games
when doing that you might want to give
it some context and environment
this step is called staging or layout
staging means doing several things to
set up your scene
you'll have to import finished geometry
and materials created elsewhere
arrange a composition or layout with
them add lights
and set up interesting camera angles the
models you import in order to build
compositions with them
need to work together well that implies
paying attention to the scale
most 3d applications can work with units
like centimeters or inches
and let you measure your objects using
scale and move operations
you can synchronize the size of all your
models you should also know that in 3d
the size of your objects also depends on
how far away you view them
you don't have to place and arrange
objects all by hand there are different
tools to make it easy for you
some applications let you paint rocks
and trees on terrain
or you could snap objects to each other
based on their features
or you can even arrange many of them in
an array adding light
is another essential component in making
your scene come to life
possibilities are nearly endless you're
free to place lights anywhere you want
ranging from small point lights to
strong directional light sources like
sunlight
you can even create lighting based on
images which allows you to closely match
a photograph's lighting
doing so you can easily integrate a 3d
object
into a photograph you'll then have to
set up a viewpoint that is the exact
angle at which you see your object
3d rendering applications let you place
or store multiple viewpoints
as virtual camera angles you often get
realistic photographic settings for
these cameras
like aperture and focus controls the
advantage
in saving your camera angles like this
is that you can freely navigate your 3d
space to make your adjustments
while you create renders from the same
set camera angle
lighting depends on your current view
highlights and reflections
change based on your camera angle and
things outside your vision might still
have an effect
you might see a shadow being cast from
an object outside of the camera's view
for example or your surface might
reflect something that's not directly
visible
adding motion to your scenes to bring
them to life can be done
in a few different ways any object or
property of your scene can usually be
animated from materials to lights
cameras and models
the animation doesn't have to be created
inside the scene you can bring in
animated clips created elsewhere to
combine and blend between
for example character walking and
standing in an idle pose
for an interactive experience you might
set up rules and logic
that let objects move whether change or
characters interact
the term rendering means creating
visuals out of 3d data
while technically even a low quality
preview in your viewport is considered
rendering
we usually refer to it as high quality
realistic results
once your layout is complete you're
ready to export your final result
if your result is not interactive you
would render it as an image or video
interactive experiences like vroar can
be exported as complete seems to be
embedded on web pages
or run on other devices or even turn
into standalone applications depending
on the software you use
there are two main methods of rendering
offline rendering and faster interactive
real-time rendering
offline rendering includes every 3d
render that is not fast and interactive
these renders can take anything from a
few seconds to many hours to calculate
realistic light and reflections
because speed is not a big concern heavy
geometry and large textures are fine
as they help you push for more realism
real-time rendering is what you see when
you spin a model around in a 3d
application
or when you play a 3d video game it
emphasizes speed with many images
rendered every second
that fast rendering keeps it smooth and
interactive but uses simpler and less
realistic reflection and lighting
compared to offline rendering
to push the quality further you might
need to do some optimization like
simpler geometry with less polygons and
smaller texture sizes
a lot of 3d applications do both kinds
of rendering
but often the real-time rendering is
just for fast previewing
before you do the final offline render
even if you create
single still images as 3d renders or an
animated sequence
it's common to do some additional
post-processing on them as a final step
single images can be edited like a
photograph and photo editors and
sequences or videos can be edited with
video editors
the process doesn't differ much from
regular photo or video editing
and lets you do things like color
correction and touch ups
and then that's it you've completed this
long creative process
everything should be clear now i hope
you enjoy 3d as much as we do
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you