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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,000 The final step for the scene is of course to create some materials, set some colors and 2 00:00:05,200 --> 00:00:08,780 create a beautiful lighting that would elevate this kind of stylized scene. 3 00:00:08,780 --> 00:00:15,060 And I've prepared a color palette for you that we can load up in the image editor and pick colors right from there. 4 00:00:15,280 --> 00:00:21,040 You can go right here into the corner until the cursor changes to the cross and then drag up 5 00:00:21,160 --> 00:00:25,620 to create another window and we can click here and switch this to image editor. 6 00:00:25,620 --> 00:00:33,340 And now only thing is to click open and navigate to the file. You can find the file in the description. 7 00:00:33,340 --> 00:00:39,180 Just download it somewhere and load it up here in the image editor. And now we can freely zoom in and out. 8 00:00:40,060 --> 00:00:44,880 So these are the colors I've picked from the project when I was preparing it. 9 00:00:45,100 --> 00:00:51,060 But I want to stop for a while and before we actually start creating the materials and setting these colors 10 00:00:51,580 --> 00:00:56,420 I want to talk about this a little bit because simply by repeating what I do on the screen 11 00:00:57,060 --> 00:01:01,460 you won't learn as much as if we dive a little deeper and 12 00:01:01,860 --> 00:01:08,540 I explain the thoughts behind my process and the process behind setting the colors for the scene and finding the right lighting is 13 00:01:09,100 --> 00:01:10,420 never linear. 14 00:01:10,420 --> 00:01:15,240 So even though I can structure these lessons in a linear way 15 00:01:15,280 --> 00:01:22,040 so you get the desired result in the end, my process before that when I'm preparing the scene is never linear. 16 00:01:22,040 --> 00:01:25,000 You know, there's always some trial and error phase and 17 00:01:25,760 --> 00:01:31,560 that's what I want to talk about right now. And when you're thinking about colors, one thing is 18 00:01:32,240 --> 00:01:36,320 actual colors that you set in your materials and the other things are 19 00:01:36,800 --> 00:01:40,280 perceived colors where the brain bias is actually taken into account. 20 00:01:40,560 --> 00:01:44,840 So sometimes when you look at some object and you know that the object is red, 21 00:01:44,880 --> 00:01:47,560 you know, your brain perceives it as red. 22 00:01:47,560 --> 00:01:53,640 But under different light conditions, the real color that you're seeing is actually a little bit different. 23 00:01:54,000 --> 00:01:59,240 But it's hard sometimes to overcome that bias. And when you're creating a realistic scene, 24 00:01:59,320 --> 00:02:02,400 you know, and you know that there is an object that's red, 25 00:02:02,400 --> 00:02:07,040 you just set the color to red and then you move on and create some 26 00:02:07,600 --> 00:02:08,840 realistic 27 00:02:08,840 --> 00:02:12,920 environment lighting and realistic lights and you'll get your realistic result. 28 00:02:13,080 --> 00:02:16,760 But here when you're creating an illustration that serves 29 00:02:17,280 --> 00:02:20,800 some particular purpose and you have some idea about 30 00:02:21,200 --> 00:02:26,760 how the colors should look and this might have something to do with the brand you are creating illustration for, 31 00:02:26,800 --> 00:02:32,560 where you need to match certain look and feel, it's not enough just to pick colors and then move to light. 32 00:02:32,840 --> 00:02:36,880 So I always go back and forth with these two. 33 00:02:37,040 --> 00:02:44,840 So basically I start by setting some basic colors that I think that would look good and then proceed with some lighting setup and 34 00:02:45,200 --> 00:02:50,880 go back to those colors and adjust them. And of course in all of this environment color plays a huge role too. 35 00:02:51,160 --> 00:02:53,760 So there are several places that I go and 36 00:02:54,440 --> 00:02:58,600 tweak the settings for the lights and colors and then go back to the other ones and 37 00:02:59,080 --> 00:03:05,920 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 38 00:03:06,920 --> 00:03:08,680 apply them as they are. 39 00:03:08,680 --> 00:03:13,960 So let's hold Z and switch to the material preview and we can start creating the materials. 40 00:03:13,960 --> 00:03:21,120 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 41 00:03:21,960 --> 00:03:23,960 let's click the color. 42 00:03:24,000 --> 00:03:28,000 Let's click the eyedropper tool and pick the ground color from the palette and 43 00:03:28,440 --> 00:03:31,480 additionally, I want to adjust the roughness of this. 44 00:03:31,560 --> 00:03:38,920 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 45 00:03:39,920 --> 00:03:42,360 again, we'll pick the color from the palette and 46 00:03:43,240 --> 00:03:47,160 here I want to go 1 for the roughness as well and 47 00:03:47,560 --> 00:03:51,200 here we can apply the same material to this object as well. 48 00:03:51,200 --> 00:03:57,200 And now we can select one of these cubes in the tree. Let's create a new material. Let's call this tree and 49 00:03:58,160 --> 00:04:03,640 let's pick the color from the palette and I want this yellow color here near the grass. 50 00:04:03,680 --> 00:04:05,240 So let's pick that one. 51 00:04:05,240 --> 00:04:13,120 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 52 00:04:13,120 --> 00:04:20,320 here. So let's apply that one as well. And here we can modify the roughness to something like 0.7. 53 00:04:21,040 --> 00:04:24,160 I want this to have a little bit of the reflection and 54 00:04:24,800 --> 00:04:30,120 we can now proceed and select one of these rocks, create a new material. Let's call this rock and 55 00:04:31,160 --> 00:04:33,840 let's pick the color from the palette and 56 00:04:35,000 --> 00:04:38,880 we can set the same material for the pathway as well. So 57 00:04:39,720 --> 00:04:42,480 let's pick the rock and for these tiles 58 00:04:44,120 --> 00:04:49,680 like this, but the bridge I want it to be a little bit brighter. So let's select the bridge 59 00:04:50,680 --> 00:04:54,480 and let's create the rock material. Let's call this rock 2 and 60 00:04:55,360 --> 00:04:58,440 let's pick the lighter rock color from the palette here and 61 00:04:59,520 --> 00:05:05,920 this will give us that nice contrast between those tiles and the bridge and we can give some darker material 62 00:05:06,120 --> 00:05:12,960 to this bottom of the railing. So let's pick the rock here and we can now move on and create other materials. 63 00:05:13,160 --> 00:05:18,120 So here I want to create a wood material. That'll be a little bit red. 64 00:05:18,160 --> 00:05:21,640 So let's create a new material. Let's call this wood 65 00:05:22,640 --> 00:05:23,880 and 66 00:05:23,880 --> 00:05:29,000 let's pick the color from the palette and at first I didn't have this as a red color 67 00:05:29,600 --> 00:05:33,440 but while adjusting the lighting and the colors in the scene 68 00:05:33,440 --> 00:05:41,000 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. 69 00:05:41,320 --> 00:05:45,360 It doesn't have to be realistic and these colors complemented nicely. 70 00:05:45,360 --> 00:05:49,400 So I wanted to keep that restricted palette and use them for the tree as well. 71 00:05:49,440 --> 00:05:54,720 So let's just do that and apply the same color here. It will look interesting and 72 00:05:55,560 --> 00:06:02,160 again, this will further bring the scene away from the realism and more into the stylized illustration. 73 00:06:02,160 --> 00:06:04,360 And now we can select the top of the railing, 74 00:06:05,200 --> 00:06:07,080 create a new material. 75 00:06:07,080 --> 00:06:09,080 Let's call this wood 2. 76 00:06:10,000 --> 00:06:13,120 So basically this will be some kind of painted wood 77 00:06:13,640 --> 00:06:20,000 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 78 00:06:20,640 --> 00:06:26,000 I want to give a little bit of the metallic feel here. So let's create a new material. 79 00:06:26,000 --> 00:06:31,280 Let's call this metal and let's pick the metal color here and we want to bring the metallic 80 00:06:31,840 --> 00:06:35,920 value all the way up and set the roughness to 0.7 81 00:06:36,080 --> 00:06:42,600 so it's not that shiny and apply the same material to the bench here, to those curves and 82 00:06:44,640 --> 00:06:49,000 let's pick the bench itself and let's choose that wood color here and 83 00:06:49,760 --> 00:06:55,280 the last thing are these grass strains. So let's apply the same 84 00:06:55,960 --> 00:06:57,960 yellow material there as well and 85 00:06:58,800 --> 00:07:02,960 we can now create a water material. So let's create the water. 86 00:07:03,400 --> 00:07:05,400 And 87 00:07:05,520 --> 00:07:07,520 let's pick the color and 88 00:07:08,000 --> 00:07:14,840 apply that one. And here we want to go 0.1 on a roughness. We want this to be a little bit more shiny. 89 00:07:14,840 --> 00:07:18,800 We want that water reflections there on the displacement to be visible. 90 00:07:18,840 --> 00:07:23,680 But I won't give this any transmission or any like realistic attributes. 91 00:07:23,680 --> 00:07:30,160 This will be plain color material with some reflections. So no transmission, no translucency whatsoever. 92 00:07:30,160 --> 00:07:34,720 And one last thing to do is to select the background and create the background material. 93 00:07:36,000 --> 00:07:38,000 Let's pick the color there. 94 00:07:40,240 --> 00:07:42,240 And these are the colors and 95 00:07:42,280 --> 00:07:49,680 by themselves, they already look quite good. And if you inspect them, there is some nice complementary color palette playing here. 96 00:07:50,160 --> 00:07:55,200 You have that lime green with the violet. These two colors always play together 97 00:07:55,560 --> 00:07:59,600 very nicely and create really playful and vibrant combination. 98 00:07:59,600 --> 00:08:03,400 And the rest of the colors just complete 99 00:08:04,160 --> 00:08:08,600 the color circle. You can see the color basically from every spectrum. 100 00:08:09,280 --> 00:08:14,920 You have the blues, the yellows here. So the goal here was to create really colorful 101 00:08:15,640 --> 00:08:18,440 composition. And now we can proceed with some lighting. 102 00:08:18,600 --> 00:08:23,560 So first of all, let's go to the render settings here. And while still in the Eevee render settings, 103 00:08:23,560 --> 00:08:29,240 we will enable ambient occlusion for those cavities and a little bit of the bloom and 104 00:08:29,600 --> 00:08:35,920 screen space reflections that will already make this very nice. And now we'll add some lights. 105 00:08:35,920 --> 00:08:41,760 So let's go here and switch the scene lights and scene world. This will make the scene very dark. 106 00:08:42,880 --> 00:08:47,120 But we can create one other material that will help to light up the scene a little bit. 107 00:08:47,120 --> 00:08:50,560 Let's emission light on those lamp posts. So let's select one of them, 108 00:08:51,120 --> 00:08:54,080 go to the material settings and create a new material slot. 109 00:08:54,240 --> 00:09:00,080 Let's tab in. And if you don't have that ring selected, go to the face select by pressing 3, 110 00:09:00,080 --> 00:09:05,040 alt click here to select the loop and assign this new material. We can now tab out. 111 00:09:05,760 --> 00:09:10,240 And let's create a new material there. Let's switch these to emission. 112 00:09:12,640 --> 00:09:17,920 And let's set the strength to something like 20. So it's really strong. And we can click the color 113 00:09:17,920 --> 00:09:23,680 and pick the color from the palette down here for some of the yellow light. And now we can go on and 114 00:09:23,680 --> 00:09:28,480 create some actual lights. I want the lighting to be very simple. I really want this color 115 00:09:28,480 --> 00:09:33,760 to pop out. You can see I've ramped up the roughness for these materials. So there is 116 00:09:33,760 --> 00:09:39,680 not much of a reflection going on. We really want those colors to shine, to pop out. And we want 117 00:09:39,680 --> 00:09:45,920 this to have almost like a flat feel to it. So I will use some light that will shine from the top 118 00:09:46,560 --> 00:09:52,240 and actually throw really soft light around all of the scene. And I will use area light for that. 119 00:09:52,240 --> 00:09:59,360 So press shift A, create a new light and let's click area light. And we'll bring this up. So 120 00:09:59,360 --> 00:10:04,080 let's press G, then Z and move this up something like 13. So it's really high up. 121 00:10:05,200 --> 00:10:13,200 And now we can set the size of the light here to 5. So it's really large and switch the shape 122 00:10:13,760 --> 00:10:20,160 to disk. So this will give that really consistent and dispersed light all over the scene. And we can 123 00:10:20,160 --> 00:10:27,120 ramp up the color to something like 1000. And now you see what I'm talking about. This is almost 124 00:10:27,120 --> 00:10:33,200 like a game like really flat game like feel like you could see on the Super Mario or something like 125 00:10:33,200 --> 00:10:40,960 that. And I really like this so far. But it looks a little bit bleak, like the colors aren't going 126 00:10:40,960 --> 00:10:46,480 through as much as I wanted. So we can try to tone the scene with a little bit of that light. 127 00:10:46,560 --> 00:10:52,720 So let's pick some color. And we can try searching for some warm light. And you can already see how 128 00:10:52,720 --> 00:10:59,120 the colors change when you choose something a little bit warmer. And this will blend them a 129 00:10:59,120 --> 00:11:03,840 little bit together. It's still a little bit bleak, but that has more to do with the exposure and the 130 00:11:03,840 --> 00:11:08,560 intensity of the lights rather than the color itself. So I think I really like something like 131 00:11:08,560 --> 00:11:14,240 this. And now the second thing I like to do when I set this main light that will define the color, 132 00:11:14,240 --> 00:11:19,360 I like to go and blend it more together with some environment light. So if you switch to the world 133 00:11:19,360 --> 00:11:25,200 settings here, and pick some color, I always go a little bit blue and violet, I think it can 134 00:11:25,200 --> 00:11:31,920 complement those warm lights very nicely. So let's pick something like that. And we can go a little 135 00:11:31,920 --> 00:11:38,000 bit more on the value here. And you will see how this fills the shadows with the violet light a 136 00:11:38,000 --> 00:11:44,560 little bit more, and how it blends it all together, but doesn't distort the lights that much. Because 137 00:11:44,560 --> 00:11:49,600 if you have a really strong warm light coming from the top, that will basically override that color 138 00:11:49,600 --> 00:11:55,280 on those objects. So you will end up with those nice blended shadows there. And now if I'm not 139 00:11:55,280 --> 00:12:01,520 satisfied with the colors, I can always go back to the materials and modify them. Or I can go and 140 00:12:01,520 --> 00:12:06,800 modify the light itself. So it's always this balancing act between picking the right environment 141 00:12:06,800 --> 00:12:13,040 color, picking the right color for the lights and their intensity, and then tweaking the colors of 142 00:12:13,040 --> 00:12:18,160 the materials to get the result you really want. And there's a fourth thing that comes into play. 143 00:12:18,160 --> 00:12:22,960 And that's overall contrast and exposure. Maybe as you already know, you can go to the render settings, 144 00:12:22,960 --> 00:12:28,560 scroll down and find the color management options here. And if you switch the contrast look to 145 00:12:28,560 --> 00:12:33,200 something like medium high contrast, or even high contrast, this will change the look of your scene 146 00:12:33,920 --> 00:12:39,520 quite a lot. And I want to go for high contrast, because I really want this to be vibrant. I really 147 00:12:39,520 --> 00:12:45,120 want those colors to shine. And you can already see how this higher contrast helps with that. 148 00:12:45,120 --> 00:12:52,080 And we can now play with the exposure and bring it up. So we have a little bit more of the brightness 149 00:12:52,080 --> 00:12:58,480 and more of this color vibrance in the scene. So let's go all the way up to 1.5. And this is what 150 00:12:58,480 --> 00:13:03,680 I was talking about. Like you can see right now the vibrant colors, the strong green and these 151 00:13:03,680 --> 00:13:09,520 yellows. And all those four things I was talking about play together really nicely to get this 152 00:13:09,520 --> 00:13:15,840 result. So this is my process basically. Now I would maybe go back into the materials, try to modify a 153 00:13:15,840 --> 00:13:20,960 little bit that hue and saturation on some of the objects to get the palette that I really want. 154 00:13:20,960 --> 00:13:25,840 Or maybe I could go to the world settings. So this is the place where you really start to play with 155 00:13:25,840 --> 00:13:32,160 your light settings and your materials. And basically you can, and I strongly encourage you 156 00:13:32,160 --> 00:13:37,840 to create multiple versions of the file and try different versions of lighting and materials to 157 00:13:37,840 --> 00:13:43,840 really get the best possible result that you can get. So as you can see this is not a linear thing. 158 00:13:44,800 --> 00:13:49,680 It's very easy to create a lesson in a way that you pick colors for the materials and then adjust 159 00:13:49,680 --> 00:13:55,760 the lighting as I say. But here I want to encourage you to experiment, to try this yourself. 160 00:13:55,760 --> 00:14:01,280 And this will of course help you in the next episodes to better understand my decision making 161 00:14:01,280 --> 00:14:07,040 behind those colors and those lights. Because there we won't have as much time to go over all 162 00:14:07,040 --> 00:14:12,320 of the lighting and material decision choice. But I really hope this experimentation will help you 163 00:14:12,320 --> 00:14:19,040 to better understand those steps and make better decisions on your own. And there's one last thing 164 00:14:19,040 --> 00:14:24,560 I'd like to do right now and that's to create another light. And I want some of the backlight 165 00:14:24,560 --> 00:14:30,640 to create a little bit more of those reflections. I think the water could benefit from some reflections. 166 00:14:30,640 --> 00:14:35,840 So let's now just select this light right here and we'll duplicate it. I will press shift d then enter. 167 00:14:36,560 --> 00:14:41,920 And now I will hold period on the keyboard to switch to the 3d cursor or you can do it right 168 00:14:41,920 --> 00:14:49,360 here. And then press r x and rotate 45 degrees minus. So it goes in the opposite direction. 169 00:14:50,000 --> 00:14:57,200 And now r z to rotate on the z-axis 45 degrees again and confirm. And we can additionally bring 170 00:14:57,200 --> 00:15:03,600 it down on z. So this is purely optional. Whatever works better for you. You can see how those 171 00:15:04,640 --> 00:15:09,040 reflections change on the water there. So something like this. And I want to set the 172 00:15:09,040 --> 00:15:14,880 color to white. So let's go to the object data properties. Click the color and we'll reduce the 173 00:15:14,880 --> 00:15:20,960 hue, the saturation and leave the value all the way to one. So white light. I don't want to mix 174 00:15:20,960 --> 00:15:26,000 the colors anymore. I'm really satisfied with the colors how they look right now. I just want to 175 00:15:26,000 --> 00:15:31,120 introduce some of those reflections and a little bit of the gradient on the background as well. 176 00:15:31,120 --> 00:15:36,960 A little bit of those reflections on the trees and on the water as well. So yeah just play with 177 00:15:36,960 --> 00:15:42,800 the position of this light on the z-axis. So you get something you really like. And now just to be 178 00:15:42,800 --> 00:15:47,760 sure that you're getting the result you were promised. You can go on and pick the colors that 179 00:15:47,760 --> 00:15:52,720 I've introduced here in this palette. So I will just finish up using this palette here. And first 180 00:15:52,720 --> 00:15:58,560 I'll go to the world properties and pick the environment color from here. You can see this is a 181 00:15:58,560 --> 00:16:03,840 little bit brighter that I actually end up with. And it didn't really look that much different. 182 00:16:03,840 --> 00:16:10,160 But in the end sometimes a little bit of the lightness can make all the change in the scene. 183 00:16:10,160 --> 00:16:17,360 So really it's a very iterative process where you go over the settings over and over again till you 184 00:16:17,360 --> 00:16:21,680 end up with something you like. And now I will switch the color of this main light as well. 185 00:16:21,680 --> 00:16:29,360 So let me pick the color from the palette as well. That will be this one here. Okay so this is our 186 00:16:29,360 --> 00:16:36,480 scene now. Now we can press ctrl b to limit the rendering for the camera view only. And let's go 187 00:16:36,480 --> 00:16:44,880 to the render settings and let's switch this to cycles. And I will switch this to GPU. Enable 188 00:16:44,880 --> 00:16:52,000 adaptive sampling. That's a really great new feature in Blender 2.9 to really do more samples 189 00:16:52,000 --> 00:16:58,560 only in places where you need to. And I will increase these samples to 512. And now we have 190 00:16:58,640 --> 00:17:05,440 this great new tab with denoising. We can enable viewport denoising. If you have the RTX card you 191 00:17:05,440 --> 00:17:11,440 can pick optics image denoise. That will give you instantaneous real-time rendering. So let's hold 192 00:17:11,440 --> 00:17:17,360 z and do a render preview right now. And this is what we end up with. You can see it's a little 193 00:17:17,360 --> 00:17:23,920 bit different than with the Eevee. And I think it's mostly due to that bloom activated there. So 194 00:17:23,920 --> 00:17:30,320 if you go to the Eevee and disable bloom it will not be so bright there. And now let's go back to 195 00:17:30,320 --> 00:17:36,400 the cycles and render preview. So we end up with really strong and vibrant color, beautiful 196 00:17:36,400 --> 00:17:42,400 contrast, nice color palette. And the only thing left to do right now is to enable render denoising 197 00:17:42,400 --> 00:17:47,520 as well and switch to something you like. You can switch to optics if you have RTX card. I really 198 00:17:47,520 --> 00:17:54,880 recommend OpenImageDenoise. That's CPU based AI denoiser from Intel. It gives great results 199 00:17:54,880 --> 00:18:00,800 in my opinion. So I most of the time use that one. And one last option I want to modify here 200 00:18:00,800 --> 00:18:07,920 is in the performance tab. If you're rendering using GPU I strongly recommend to increase the 201 00:18:07,920 --> 00:18:13,280 size of the tiles. Now we can switch to the rendering tab and hit that f12 and wait for the result. 202 00:18:18,320 --> 00:18:25,680 Okay so this is your finished scene. Nice colorful vibrant stylized illustration. I really hope that 203 00:18:25,680 --> 00:18:32,000 you like it and you enjoyed this episode. This serves mostly as a getting up to speed episode 204 00:18:32,000 --> 00:18:37,840 where we went through all of these techniques that I use very often in my scenes. Whether these are 205 00:18:37,840 --> 00:18:44,720 some of these mesh modeling tools or modifiers. So you should be now really prepared for what's 206 00:18:44,720 --> 00:18:52,640 coming up. There's plenty. So congratulations on finishing this one and see you on the next episode. 24582

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