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The final step for the scene is of course to create some materials, set some colors and
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create a beautiful lighting that would elevate this kind of stylized scene.
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And I've prepared a color palette for you that we can load up in the image editor and pick colors right from there.
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You can go right here into the corner until the cursor changes to the cross and then drag up
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to create another window and we can click here and switch this to image editor.
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And now only thing is to click open and navigate to the file. You can find the file in the description.
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Just download it somewhere and load it up here in the image editor. And now we can freely zoom in and out.
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So these are the colors I've picked from the project when I was preparing it.
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But I want to stop for a while and before we actually start creating the materials and setting these colors
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I want to talk about this a little bit because simply by repeating what I do on the screen
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you won't learn as much as if we dive a little deeper and
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I explain the thoughts behind my process and the process behind setting the colors for the scene and finding the right lighting is
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never linear.
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So even though I can structure these lessons in a linear way
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so you get the desired result in the end, my process before that when I'm preparing the scene is never linear.
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You know, there's always some trial and error phase and
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that's what I want to talk about right now. And when you're thinking about colors, one thing is
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actual colors that you set in your materials and the other things are
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perceived colors where the brain bias is actually taken into account.
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So sometimes when you look at some object and you know that the object is red,
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you know, your brain perceives it as red.
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But under different light conditions, the real color that you're seeing is actually a little bit different.
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But it's hard sometimes to overcome that bias. And when you're creating a realistic scene,
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you know, and you know that there is an object that's red,
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you just set the color to red and then you move on and create some
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realistic
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environment lighting and realistic lights and you'll get your realistic result.
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But here when you're creating an illustration that serves
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some particular purpose and you have some idea about
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how the colors should look and this might have something to do with the brand you are creating illustration for,
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where you need to match certain look and feel, it's not enough just to pick colors and then move to light.
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So I always go back and forth with these two.
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So basically I start by setting some basic colors that I think that would look good and then proceed with some lighting setup and
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go back to those colors and adjust them. And of course in all of this environment color plays a huge role too.
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So there are several places that I go and
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tweak the settings for the lights and colors and then go back to the other ones and
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adjust them as well until I get the result that I want. So as a first step, we can use these colors from the palette and
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apply them as they are.
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So let's hold Z and switch to the material preview and we can start creating the materials.
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So let's select the ground object and I will switch to the material tab here, create a new material. Let's call this ground and
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let's click the color.
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Let's click the eyedropper tool and pick the ground color from the palette and
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additionally, I want to adjust the roughness of this.
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So let's set the roughness all the way to 1. Then we can select the grass object, create a new material. Let's call this grass and
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again, we'll pick the color from the palette and
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here I want to go 1 for the roughness as well and
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here we can apply the same material to this object as well.
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And now we can select one of these cubes in the tree. Let's create a new material. Let's call this tree and
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let's pick the color from the palette and I want this yellow color here near the grass.
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So let's pick that one.
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This will give the scene a little bit of that autumn or late summer feel and I want to apply same material to the bush
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here. So let's apply that one as well. And here we can modify the roughness to something like 0.7.
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I want this to have a little bit of the reflection and
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we can now proceed and select one of these rocks, create a new material. Let's call this rock and
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let's pick the color from the palette and
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we can set the same material for the pathway as well. So
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let's pick the rock and for these tiles
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like this, but the bridge I want it to be a little bit brighter. So let's select the bridge
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and let's create the rock material. Let's call this rock 2 and
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let's pick the lighter rock color from the palette here and
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this will give us that nice contrast between those tiles and the bridge and we can give some darker material
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to this bottom of the railing. So let's pick the rock here and we can now move on and create other materials.
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So here I want to create a wood material. That'll be a little bit red.
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So let's create a new material. Let's call this wood
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and
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let's pick the color from the palette and at first I didn't have this as a red color
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but while adjusting the lighting and the colors in the scene
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I've ended up with this kind of color for these wooden bars and that I ended up applying them to the trees as well.
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It doesn't have to be realistic and these colors complemented nicely.
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So I wanted to keep that restricted palette and use them for the tree as well.
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So let's just do that and apply the same color here. It will look interesting and
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again, this will further bring the scene away from the realism and more into the stylized illustration.
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And now we can select the top of the railing,
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create a new material.
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Let's call this wood 2.
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So basically this will be some kind of painted wood
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that's on the bridge there and we can pick the blue color here from the palette and now we can select the lamp and
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I want to give a little bit of the metallic feel here. So let's create a new material.
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Let's call this metal and let's pick the metal color here and we want to bring the metallic
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value all the way up and set the roughness to 0.7
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so it's not that shiny and apply the same material to the bench here, to those curves and
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let's pick the bench itself and let's choose that wood color here and
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the last thing are these grass strains. So let's apply the same
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yellow material there as well and
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we can now create a water material. So let's create the water.
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And
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let's pick the color and
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apply that one. And here we want to go 0.1 on a roughness. We want this to be a little bit more shiny.
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We want that water reflections there on the displacement to be visible.
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But I won't give this any transmission or any like realistic attributes.
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This will be plain color material with some reflections. So no transmission, no translucency whatsoever.
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And one last thing to do is to select the background and create the background material.
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Let's pick the color there.
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And these are the colors and
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by themselves, they already look quite good. And if you inspect them, there is some nice complementary color palette playing here.
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You have that lime green with the violet. These two colors always play together
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very nicely and create really playful and vibrant combination.
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And the rest of the colors just complete
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the color circle. You can see the color basically from every spectrum.
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You have the blues, the yellows here. So the goal here was to create really colorful
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composition. And now we can proceed with some lighting.
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So first of all, let's go to the render settings here. And while still in the Eevee render settings,
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we will enable ambient occlusion for those cavities and a little bit of the bloom and
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screen space reflections that will already make this very nice. And now we'll add some lights.
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So let's go here and switch the scene lights and scene world. This will make the scene very dark.
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But we can create one other material that will help to light up the scene a little bit.
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Let's emission light on those lamp posts. So let's select one of them,
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go to the material settings and create a new material slot.
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Let's tab in. And if you don't have that ring selected, go to the face select by pressing 3,
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alt click here to select the loop and assign this new material. We can now tab out.
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And let's create a new material there. Let's switch these to emission.
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And let's set the strength to something like 20. So it's really strong. And we can click the color
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and pick the color from the palette down here for some of the yellow light. And now we can go on and
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create some actual lights. I want the lighting to be very simple. I really want this color
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to pop out. You can see I've ramped up the roughness for these materials. So there is
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not much of a reflection going on. We really want those colors to shine, to pop out. And we want
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this to have almost like a flat feel to it. So I will use some light that will shine from the top
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and actually throw really soft light around all of the scene. And I will use area light for that.
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So press shift A, create a new light and let's click area light. And we'll bring this up. So
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let's press G, then Z and move this up something like 13. So it's really high up.
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And now we can set the size of the light here to 5. So it's really large and switch the shape
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to disk. So this will give that really consistent and dispersed light all over the scene. And we can
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ramp up the color to something like 1000. And now you see what I'm talking about. This is almost
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like a game like really flat game like feel like you could see on the Super Mario or something like
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that. And I really like this so far. But it looks a little bit bleak, like the colors aren't going
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through as much as I wanted. So we can try to tone the scene with a little bit of that light.
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So let's pick some color. And we can try searching for some warm light. And you can already see how
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the colors change when you choose something a little bit warmer. And this will blend them a
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little bit together. It's still a little bit bleak, but that has more to do with the exposure and the
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intensity of the lights rather than the color itself. So I think I really like something like
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this. And now the second thing I like to do when I set this main light that will define the color,
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I like to go and blend it more together with some environment light. So if you switch to the world
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settings here, and pick some color, I always go a little bit blue and violet, I think it can
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complement those warm lights very nicely. So let's pick something like that. And we can go a little
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bit more on the value here. And you will see how this fills the shadows with the violet light a
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little bit more, and how it blends it all together, but doesn't distort the lights that much. Because
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if you have a really strong warm light coming from the top, that will basically override that color
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on those objects. So you will end up with those nice blended shadows there. And now if I'm not
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satisfied with the colors, I can always go back to the materials and modify them. Or I can go and
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modify the light itself. So it's always this balancing act between picking the right environment
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color, picking the right color for the lights and their intensity, and then tweaking the colors of
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the materials to get the result you really want. And there's a fourth thing that comes into play.
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And that's overall contrast and exposure. Maybe as you already know, you can go to the render settings,
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scroll down and find the color management options here. And if you switch the contrast look to
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something like medium high contrast, or even high contrast, this will change the look of your scene
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quite a lot. And I want to go for high contrast, because I really want this to be vibrant. I really
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want those colors to shine. And you can already see how this higher contrast helps with that.
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And we can now play with the exposure and bring it up. So we have a little bit more of the brightness
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and more of this color vibrance in the scene. So let's go all the way up to 1.5. And this is what
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I was talking about. Like you can see right now the vibrant colors, the strong green and these
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yellows. And all those four things I was talking about play together really nicely to get this
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result. So this is my process basically. Now I would maybe go back into the materials, try to modify a
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little bit that hue and saturation on some of the objects to get the palette that I really want.
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Or maybe I could go to the world settings. So this is the place where you really start to play with
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your light settings and your materials. And basically you can, and I strongly encourage you
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to create multiple versions of the file and try different versions of lighting and materials to
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really get the best possible result that you can get. So as you can see this is not a linear thing.
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It's very easy to create a lesson in a way that you pick colors for the materials and then adjust
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the lighting as I say. But here I want to encourage you to experiment, to try this yourself.
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And this will of course help you in the next episodes to better understand my decision making
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behind those colors and those lights. Because there we won't have as much time to go over all
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of the lighting and material decision choice. But I really hope this experimentation will help you
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to better understand those steps and make better decisions on your own. And there's one last thing
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I'd like to do right now and that's to create another light. And I want some of the backlight
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to create a little bit more of those reflections. I think the water could benefit from some reflections.
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So let's now just select this light right here and we'll duplicate it. I will press shift d then enter.
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And now I will hold period on the keyboard to switch to the 3d cursor or you can do it right
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here. And then press r x and rotate 45 degrees minus. So it goes in the opposite direction.
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And now r z to rotate on the z-axis 45 degrees again and confirm. And we can additionally bring
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it down on z. So this is purely optional. Whatever works better for you. You can see how those
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reflections change on the water there. So something like this. And I want to set the
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color to white. So let's go to the object data properties. Click the color and we'll reduce the
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hue, the saturation and leave the value all the way to one. So white light. I don't want to mix
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the colors anymore. I'm really satisfied with the colors how they look right now. I just want to
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introduce some of those reflections and a little bit of the gradient on the background as well.
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A little bit of those reflections on the trees and on the water as well. So yeah just play with
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the position of this light on the z-axis. So you get something you really like. And now just to be
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sure that you're getting the result you were promised. You can go on and pick the colors that
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I've introduced here in this palette. So I will just finish up using this palette here. And first
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I'll go to the world properties and pick the environment color from here. You can see this is a
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little bit brighter that I actually end up with. And it didn't really look that much different.
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But in the end sometimes a little bit of the lightness can make all the change in the scene.
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So really it's a very iterative process where you go over the settings over and over again till you
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end up with something you like. And now I will switch the color of this main light as well.
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So let me pick the color from the palette as well. That will be this one here. Okay so this is our
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scene now. Now we can press ctrl b to limit the rendering for the camera view only. And let's go
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to the render settings and let's switch this to cycles. And I will switch this to GPU. Enable
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adaptive sampling. That's a really great new feature in Blender 2.9 to really do more samples
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only in places where you need to. And I will increase these samples to 512. And now we have
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this great new tab with denoising. We can enable viewport denoising. If you have the RTX card you
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can pick optics image denoise. That will give you instantaneous real-time rendering. So let's hold
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z and do a render preview right now. And this is what we end up with. You can see it's a little
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bit different than with the Eevee. And I think it's mostly due to that bloom activated there. So
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if you go to the Eevee and disable bloom it will not be so bright there. And now let's go back to
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the cycles and render preview. So we end up with really strong and vibrant color, beautiful
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contrast, nice color palette. And the only thing left to do right now is to enable render denoising
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as well and switch to something you like. You can switch to optics if you have RTX card. I really
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recommend OpenImageDenoise. That's CPU based AI denoiser from Intel. It gives great results
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in my opinion. So I most of the time use that one. And one last option I want to modify here
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is in the performance tab. If you're rendering using GPU I strongly recommend to increase the
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size of the tiles. Now we can switch to the rendering tab and hit that f12 and wait for the result.
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Okay so this is your finished scene. Nice colorful vibrant stylized illustration. I really hope that
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you like it and you enjoyed this episode. This serves mostly as a getting up to speed episode
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where we went through all of these techniques that I use very often in my scenes. Whether these are
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some of these mesh modeling tools or modifiers. So you should be now really prepared for what's
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coming up. There's plenty. So congratulations on finishing this one and see you on the next episode.
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