Introduction to Workbench Blender 2.8

hello everybody and welcome back to
another blender made easy tutorial today we’re gonna be looking at the render
engine workbench in blender 2.8 and this render engine is not used for rendering
it’s mostly used for just sculpting modeling and seeing how your viewport
looks but there are a couple of cool things that you can do with this render
engine to get some interesting results you can access the render engine by
coming over to this panel right here and changing the render engine from cycles
or Eevee over to workbench once you do that you can see that there are a lot of
different options to change how the view part looks currently though with this
basic scene with just the cube we won’t be able to see too much so let’s go
ahead and switch to a more complex scene to really show what these features do
here we are in a kitchen scene that I recently created and if you want to see
what this scene looks like when it’s fully rendered go over to my Instagram
and you can check that out now let’s get into the settings of workbench and
really see what we can do the first panel that we have here is the render
settings and samples you can see that the render sample is currently set to 8
and the viewport is currently set to single pass anti-aliasing now what
anti-aliasing is if i zoom in here a little bit you’ll notice that the the
edges of our cabinets right here you can see that they’re a little bit jagged and
it’s not smooth now that is what anti-aliasing does if we were to set up
the sample numbers over here we can see that the the lines become smooth
currently though if we set this to let’s say 16 samples nothing really happens
you can see there’s still the exact same I’m not sure if this is a bug or not but
what I found out what you need to do to change it in the viewport is go up to
edit down to preferences and then setting the viewport from single pass
anti-aliasing up to like 16 or 32 samples once you set it up to 32 you’ll
notice that your edges of your cabinets are a lot more smooth if we were to
render this at a 32 samples let’s go ahead and set that to 32 and then press
f12 what this will do is it will take what your your viewport looks like and
just render that out into an image and here we can see it if I were to zoom in
on the cabinets a little bit you can see that the the edges right here are really
smooth and that is what the 32 samples does if we were to set this to let’s go
ahead and go to slot 2 then go back and set this to no anti-aliasing and then if
we press f12 again you can see the edges on this render are a lot more low res
and they’re kind of pixelated but if I go to slot 1 you’ll notice it’s a lot
more smooth and this is on 32 samples and this is on no samples at all
underneath the sample and we have the lighting settings here is where you can
change the direction of the light in your viewport you can add shadows and
mat caps or change the whole thing to flat right now we are on studio lighting
and if we change this you’ll notice nothing that’s happening that’s because
we need to go into rendered view so press Z and go over into rendered view
now if we click on here we can change to the different presets some of these look
pretty good and you can change them to whatever you want underneath that we
have the rotation so if we click on this little button we can change the rotation
of the world settings right here you can see the lighting is going around our
scene just like that to the right of the studio we have the matte caps and most
everybody is familiar with using mat caps you can see there’s a ton of
different presets here I can change them to whatever I want if I want a red clay
looking matte cap I can change that if I want to a glossy one I can go ahead and
switch to this red one right here there’s a lot of different presets and
here is where you change them keep in mind you will have to be in rendered
view if you’re in solid view this matte cap will not apply so make sure you
press Z and go into rendered view next to that we have the flat and here there
is no lighting and no shadows in the scene it’s just what the objects look
like so if I move around you can see we have the bread the wine cabinet and a
couple other things but it’s difficult to see because there is no lighting in
the scene moving on from there we have the color
here is where we can set the color of our objects we can set it to a single
color so if you want everything your in your scene to be a single color you can
do that here and then here is where you can set the color you can set it to
whatever color that you like if you want a blue color or light blue somewhere
around there and if you press f12 this will render out into an image and we can
see what it looks like there we go you can see the the edges of our cabinets
are nice and smooth and everything has that blue color we also have the object
and here is where we can set the color of individual objects currently though
in my scene there is no objects with the different color if you want to change
one just go ahead and select an object underneath the object data panel
underneath the viewport here is where you set that color so let’s say I want
this stovetop to have a blue color and I want this cabinet to have like a red
color or something like that I can change it just like that and then
if we were to render this it’ll take those colors into account and then
render them with the appropriate colors just like that we also have the random
option and this will take every object in your scene and give it a random color
this is useful if you can’t find a certain object or you’re trying to
select something and it’s selecting the wrong object this could be useful if
you’re wanting to do that we also have the vertex right here what this will do
is it will take the vertex colors that you’ve created and then render those
into the viewport so for example if I select this countertop right here and
then I go into vertex mode coming up here select vertex paint and then I can
right click set it to like a green color if I start painting you’ll see that it
renders those vertex colors that I just painted once we do that and we press f12
it’ll render that out into an image as well you can see over here we have that
green color and finally we have the texture if we switch over to that you
can see that it enables the textures that we’ve added to our scene keep in
mind this will display the texture at the scale that is in the UV image editor
so if you have your texture at the base size and you use a texture coordinate
node to set the scale it won’t take that into account it will only take into
account the the size of the UV map so keep that in mind when you
they’re in this mode and underneath the color we have the
options to set the shadows the first option here is back face culling what
this will do is it will take the back faces of your object and then make them
transparent I turn that on you can see the floor now disappears but if I look
underneath the floor you can see it’s still there
that is what back face culling does it takes the inside faces of your match and
then makes them invisible but the outside is still visible when you look
at it we also have x-ray which enables us to see through our mesh just a little
bit currently though we can’t see anything and that is because we need to
press f12 render out an image and then we will be able to see that almost
everything in our scene has a little bit of transparency and underneath that we
have the shadow I turn this on you can see it adds a little bit of shadow to
our scene and I can play around with this value I can turn it up or down to
whatever I want and then also we have cavity underneath that and here is where
we get into the fun stuff we can set the ridge amount you can see here what that
does it just enables us to see the ridges of our mesh or if you want to see
the valleys of your mesh and add in some ambient occlusion you can turn that up
as well I’ll set both of these to a little bit higher somewhere around there
and then if I press f12 it will render out into an image and actually look
pretty good we also have depth of field so if I turn this on and select the
camera go over to the camera settings I can mess with the depth of field and it
will also display that in the viewport if I turn this up you can see it becomes
blurry and currently we’re focused on this base so if I turn this really low
you can see the background has become blurry the foreground also is blurry but
that vase is still in focus what the outline does is it will take your mesh
and add a small outline to the edges of it so if I turn this on and i zoom in a
little bit if we look at one of these leaves you’ll notice that there’s a
small outline just right there and it’ll be easier to see if I change this to
like a blue color or something like that there you can really see what this does
if i zoom out you can see everything has a blue outline and it makes it look
pretty interesting and then underneath the film we have an
option to turn on transparency so if we can see our background in the viewport
that part of our render will be transparent it’s just pretty
self-explanatory that option is right there if you need it and finally we have
the color management here is where we can set the look if we want to have high
contrast in our scene I go high contrast you can see what that does you can play
around with the exposure with the gamma all the options are here just like they
are in evey or cycles okay so now that we’ve messed with all of the settings
let’s go ahead and hit f12 and render out an image and see what this looks
like and there we go we can see our image this rendered in at two seconds as
you can see up top here and I think that looks pretty good you can use this as a
clay render if you just want to display what your model looks like or if you
want to just render out your viewport you can go ahead and do that in
workbench so if you have ever wanted to render out your viewport you can now do
that in the new render engine workbench thank you for watching if you learn
something new or created your own clay quote-unquote clay render I would love
to see it so make sure to send it to me over on Instagram at blender Made Easy
thanks again for watching and I’ll see you guys in the next tutorial you

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