Low-poly dungeon finished

Here it is, rendered with Cycles. The torches have emitting material, no extra lights used. I’m not too happy with the bloom effect but I can’t seem to get it right. Since I’m on Blender 4.2, I have to add it as a glare filter, and that’s where I seem to fail with the settings :slight_smile:




Once I know how to animate, I’d like to integrate this into the island from part 1 of the Complete Blender course by flying towards the island where I enter a cave and find the dungeon ^^

Great course so far! I learned so much already. On to the dino!

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Very nice dungeon in here!! Also fighting bloom in 4.2, can relate to that. Emiting material in your set up creates “hard” light at least for my eyes. usually by adding the light it is more soft and natural.

I like identations on tha walls and rocks :slight_smile:, crates and barrels also nicely positioned.
Share your excitement about the course, it is great what we can learn, but please do not rush through. I recommend you to pick your own small project after the Dino section to practice your skill set obtained so far :wink:

You can even try to join and create for Blender Collabs, small weekly contests to improve skills and challenge yourself.

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Looks good including the glare. Well made, completed.

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That’s a cool idea; you should have pretty much everything you need by the end of Section 5. @RayMobula made an animation some time ago that showed the inside of the dungeon as well as the result of the ogre from the Character Creator course. When you feel ready, maybe have a look through this to see how Ray tackled it and get some ideas:

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Thanks for saying that! :slight_smile: I actually try to restrain myself from rushing into a first project, also because Grant Abbitt suggested after section 1 to continue with section 2 instead of “drifting off” (my words). But nice to get a hint that after the next section, it might be okay. :+1:

Yep, I like that idea as well. Actually a really nice thing this gets organized here!

That is a great video! I guess mine won’t be that gory at the beginning. But I also had the ogre in mind, as something the “visitor” encounters inside the dungeon. Well, first I’ll complete section 3, then some modelling.

Thanks for all your nice replies! I really like the community here. :black_heart:

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Yes it is totally okay, you might saw the Castle project I posted in her few days ago, it was project I created right after 3rd section :wink:

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We all try our best! We were/are students too, and everyone gets more out of it when the surrounding people are supportive ^v^

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This appears to be very nice work. My understanding is that Bloom is an Evee simulation of ray tracing [or real] effect. So if you set Bloom on in Evee the effect is simulated you could tweak the settings in bloom. Don’t need to turn any setting on for cycles. It appears that bloom is most evident with low ambient light with very bright emissive material strength 10 or more. This from my own experimentation.

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Actually bloom is also added to a Cycles render, not just within the viewport but also for the final render. Here’s the first image rendered with a bloom size of 8 (the original at the top has a size of 2).

But it is applied at the end, after Cycles did its thing.

And the emission strength of the torches is actually around 250. :smile: I guess that’s needed because the surface of the flame is rather small, and everything needs to “come from there”. I just did a quick test with 1000 - that “brightens things up” quite a bit!

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Nicely done and in the updated method too.
Second image looks best

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Even though the last image after bumping the emission strength looks great. And it is very good to experiment with the tools we have. :slight_smile: Keep going on

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I checked the manual and it states that bloom in Evee is a post process effect which aims to diffuse bright pixels and produce effects similar to lens artifacts of real cameras. So in Evee the bloom setting must come in at the end I presume. For Cycles are you meaning the glare filter in the compositor? The fog setting certainly gives me some bloom in Cycles. Or is there another setting in the render tab to use?

Not intending to be a pain but just trying to learn from you? Your question has already motivated me to learn much more about bloom which I thought I had a good intuition about but don’t really understand.
Cheers

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Yep, that’s exactly it. Grant Abbitt inserted an explanatory Bloom in Blender 4.2 clip into section 1 (the lighthouse section). It explains that the old bloom option (or at least its location in the UI) was removed in Blender 4.2 but the functionality can be “re-acquired” by “using nodes in compositing, add a glare filter and set its type to Bloom”. He also explains how “Fog Glow” might be even better but I stuck with Bloom for now - looked better to me.

Yes it does. But it’s also a post-process for Cycles, as it gets added after rendering + denoising are complete. I guess it’s just available for both “worlds”.

Ask away! I did look into it and learned some more as well, so your questions helped me learn as well. :+1:

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Ta. That makes it perfectly clear to me now.

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