Today, this video will teach you how to set Studio Lighting in blender. Warning. This Video Use Blender 2.79.6 version. You can download this version of blender in Video description shown below. This Video is working with blender cycles render engine. Therefore Change Blender Render engine into cycles. Now we are to do modelling part of this Studio Lighting. First, create Studio background base mesh. Go to your Viewport and delete all objects in your viewport. After deleting, add a plane and scale it 8 times. Now zoom out your viewport and scale created plane x axis 2 times. After the scaling, change your viewport Object Mode to Edit Mode. Click edge selection and select right side edge of the mesh. Now extrude it z axis 16 times. We need smooth edged background for our Studio Base. Therefore select the edge we selected first. Now bevel it with 30 segments and with 1 offset value. Our Background Base mesh is ready. Now create center demo object for it. We are to use a UV Sphere as the demo object. Therefore add UV Sphere and move it to z axis 1 time. After moving it, follow the keys shown below to subdivide it 2 times. Now select UV Sphere and background and set it’s shading into Smooth. Now we have completed our Studio Modeling. Now set lights to our project. This lighting have two colored side lamps with large top Base lamp. Therefore we need to split our viewport into two part. After splitting, set bordered render for left side viewport. Now go to right side viewport and check whether your 3D cursor is located at the center. If the cursor is absent, hit following keys to place it to the center. After that, add Area lamp to your viewport. The lamp we added is too small. Therefore we should change the size of it. First, change your viewport shading into wire frame. Now we can see the lamp size we added. Go to Properties and then to lamp data tab and set Lamp size to 8 also set its strength to 250. After setting it, go to your viewport and rotate created lamp around y axis 90 degree And move your area lamp to x axis 8, z axis 4. Now duplicate it and move x axis -16 and place it. After that, rotate lamp around z axis in 180 degree angle. Now, change the color of the side lamp, therefore go to properties and click color. Change Lamp color into light orange. Therefore set its G value to 0.7 and B value to 0.6 And then, select the right side lamp and change its color into light blue. Therefore set its R Value to 0.65 and G value to 0.8 Now Studio’s left and right lighting’s are perfect. Now set Large Base Light to this seen. Add Lamp to your viewport and turn viewport shading into wire frame. Now set Lamp size to 14. And turn viewport shading into solid. After changing, move large area lamp to z axis 14 and change its strength to 1250. Now we have completed our lighting. Now create simple materials for all objects. We have created a demo object earlier so, create a material for it. Therefore, select UV Sphere in the right side viewport and hit the following keys to set focus to it. Now adjust your Viewport slightly. After adjusting the viewport change it as Rendered. Now select UV sphere and create a new material to it. Change its name into object. Now change the diffused BSDF in the surface option into principled BSDF. Material creating for demo object is done. Now Create Background Base Mesh Material. Therefore select the Base Mesh we created and provide a new material to it. After creating, set its name as background. Now follow the same procedure done for UV Sphere Material. And then set the Principled BSDF’s roughness to 0.15 Material creating for background base mesh is done. Now set camera to this studio. Therefore close your left side viewport. Now turn viewport into Front Orthographic View. And then, add camera and hit following keys to Set Camera as User View. Now Go to Region Properties and adjust the camera position to x axis 0, y axis -10, and z axis 1. If you prefer to place your camera at a different place then go ahead with that. Positioning of camera is done. In order to render this studio change the render settings. Now move to render tab and set Bordered Render to this camera. Go to your Viewport and change it into Rendering. Now you can observe that camera is in the process of Bordered Rendering. And then go to render tab and Set Camera Resolution Percentage into 100%. Now go to Sampling and set its Render Samples value to 200. I think now you can observe that the Clamp indirect value is set to 10. This new version of blender sets a default value to it. Change your value to 10. Now go to Light path and set its Glossy Filter value to 1. This version of blender also sets default value to it. We have to set another render setting to this rendering process. Go to Render Layer tab and check de noising. This features removes all noises in your rendering without losing any details. After this rendering setting is completed save this project. Now, hit Render button to render this seen. Finally we have completed our Studio Lighting. I hope your enjoy this video. ***Rendered Image*** In the next video we will discuss how to do this work flow in blender 2.80 real time eevee render engine. If you like this Video hit like button. If you have learnt something new, hit subscribe. If you hit the bell icon you will get notifications as soon as we upload a new video. Thank you for watching.