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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:01,792 Hello there and welcome back 2 00:00:02,048 --> 00:00:08,192 In this video we take a look at our first type of multilayer exr that comes from CG 3 00:00:08,448 --> 00:00:12,288 I did not look at what I call the material properties split out 4 00:00:12,800 --> 00:00:14,592 No material properties 5 00:00:14,848 --> 00:00:17,920 Comes with a certain set of AA vs 6 00:00:18,176 --> 00:00:24,320 When I say a vs that's interchangeable with the term layers in aob is an arbitrary output 7 00:00:24,576 --> 00:00:26,112 It's an extra 8 00:00:26,368 --> 00:00:32,512 Laya for us to use when we're compositing and so what are the material properties of these are 9 00:00:33,280 --> 00:00:33,792 Well 10 00:00:34,304 --> 00:00:39,680 They are based on what the surface of your 3D object is 11 00:00:39,936 --> 00:00:44,800 You look these they're all varying properties of our materials 12 00:00:45,312 --> 00:00:48,384 So let's go ahead and get looking at all of them 13 00:00:48,640 --> 00:00:51,712 We can make a lair contact sheet 14 00:00:53,248 --> 00:00:55,552 We will turn on our layer names 15 00:00:55,808 --> 00:00:58,880 60 beauty here in this is everything combined 16 00:00:59,136 --> 00:00:59,904 We have 17 00:01:00,123 --> 00:01:02,363 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 18 00:01:02,364 --> 00:01:00,928 Coat 19 00:01:01,184 --> 00:01:04,512 We have diffuse we have speculated the Wii 20 00:01:04,768 --> 00:01:10,912 Direction indirect of both of them we have transmission subsurface and volume 21 00:01:11,680 --> 00:01:16,544 Take a look at these 1 of the time so it's a little clear what exactly looking 22 00:01:17,312 --> 00:01:19,872 So I'm going to make a shuffle mode 23 00:01:20,896 --> 00:01:26,528 And a heavy trick that we can do because we're end up having a lot of shuffle mode 24 00:01:26,784 --> 00:01:29,856 As responding newsletters out and combining them together 25 00:01:30,624 --> 00:01:33,184 What we can do as we can look at the name of the snap 26 00:01:33,696 --> 00:01:35,744 Reset cold in one 27 00:01:37,024 --> 00:01:39,328 And we can see what exactly 28 00:01:39,584 --> 00:01:43,424 By typing in brackets and typing value in one 29 00:01:44,448 --> 00:01:50,592 And these brackets mean this is a code that you can get a look in and Ron and it's actually telling us the 30 00:01:50,848 --> 00:01:51,360 Are you 31 00:01:51,616 --> 00:01:52,640 After snap 32 00:01:53,152 --> 00:01:59,296 This is an excellent way to organise nodes automatically if you want to see what certain ads are doing at any given 33 00:02:00,832 --> 00:02:01,856 So that might 34 00:02:02,112 --> 00:02:05,696 What's go ahead and first look at our diffuse 35 00:02:06,976 --> 00:02:10,816 So are diffuse properties or are non reflective 36 00:02:11,072 --> 00:02:13,888 Properties of our surface there not shiny 37 00:02:14,400 --> 00:02:15,680 Adjust your flat 38 00:02:15,936 --> 00:02:19,264 Rapper surfaces that are catching the brakes light 39 00:02:20,288 --> 00:02:24,384 And our diffuse channel is split into two types of 40 00:02:25,408 --> 00:02:28,992 We have our direct light and or copy and paste this here 41 00:02:30,784 --> 00:02:31,808 And we have 42 00:02:32,576 --> 00:02:33,856 Indirect light 43 00:02:34,624 --> 00:02:35,648 Diffuse injury 44 00:02:36,416 --> 00:02:40,768 Are the secondary Bouncers that are affecting or diffuse 45 00:02:41,792 --> 00:02:43,328 So we can see here 46 00:02:43,584 --> 00:02:44,352 That 47 00:02:44,864 --> 00:02:46,400 This is a green guy 48 00:02:46,912 --> 00:02:51,520 Is pretty much entirely diffuse where we'll have any diffuse properties in here 49 00:02:51,776 --> 00:02:54,592 This class is transmission this is volume 50 00:02:55,104 --> 00:02:59,456 And so are diffuse is currently made up of this redcap or ground 51 00:02:59,712 --> 00:03:02,784 And Iraqi looking character over 52 00:03:04,064 --> 00:03:10,208 So let's go ahead the way we can combine these two now remember light is additive and so 53 00:03:10,464 --> 00:03:11,488 All we need to do 54 00:03:11,744 --> 00:03:13,792 Is plus these two together 55 00:03:15,840 --> 00:03:17,888 Nicki Minaj all trap down here 56 00:03:18,400 --> 00:03:19,936 Now you can bind order 57 00:03:20,192 --> 00:03:22,752 An indirect light and this is a fool 58 00:03:23,008 --> 00:03:24,288 Diffuse pets 59 00:03:25,056 --> 00:03:29,664 So you can see we don't have any of these kind of specular highlights but we do have our main 60 00:03:29,920 --> 00:03:30,432 Colouring 61 00:03:33,248 --> 00:03:36,064 Excellent we have are diffuse properties built 62 00:03:36,576 --> 00:03:40,416 And let's go ahead and build our specular 63 00:03:40,672 --> 00:03:46,560 What I'm going to do as I'm just going to copy and paste this setup I like organising this based on the material 64 00:03:47,072 --> 00:03:48,864 Property that's going into them 65 00:03:49,120 --> 00:03:51,424 So unless we'll look at or specular 66 00:03:51,936 --> 00:03:53,216 It's not here 67 00:03:53,472 --> 00:03:59,616 We have all of the shiny reflective surfaces are main shrine pass 68 00:03:59,872 --> 00:04:00,384 If you were 69 00:04:00,896 --> 00:04:07,040 You can see a rocky texture over here has some reflection in it or subsurface toys 70 00:04:07,296 --> 00:04:13,440 And all of these highlights are the direct reflection of lights that exist within our 71 00:04:13,952 --> 00:04:18,047 What's go ahead and change this to our specular indirect 72 00:04:18,303 --> 00:04:23,167 And you can see this is very different from my specular directive this is more of the reflection 73 00:04:23,423 --> 00:04:26,751 Other objects themselves were specular Direct 74 00:04:27,007 --> 00:04:29,567 Is the reflection of our lights 75 00:04:29,823 --> 00:04:33,663 Recombine then we get our total reflection past together 76 00:04:34,431 --> 00:04:36,991 And so now we can do again 77 00:04:37,247 --> 00:04:39,551 Where does going to plus these together 78 00:04:41,343 --> 00:04:43,135 A.dot node 79 00:04:44,415 --> 00:04:45,439 And look at this 80 00:04:45,695 --> 00:04:47,743 Set a baby with RB pass 81 00:04:48,255 --> 00:04:51,839 You can see we've rebuilt the screen Rocky character here 82 00:04:52,095 --> 00:04:55,679 Completely it looks exactly the same when you're a bean 83 00:04:56,959 --> 00:04:58,495 And that's exactly what we want 84 00:04:58,751 --> 00:05:01,311 So now what we could do if we wanted to 85 00:05:01,567 --> 00:05:02,847 Is it good saying well 86 00:05:03,103 --> 00:05:05,663 Actually wish the sky was twice a shiny 87 00:05:06,431 --> 00:05:07,455 Well what we can do 88 00:05:07,711 --> 00:05:09,759 Is there down a colour correct 89 00:05:11,295 --> 00:05:12,063 The Man of Steel 90 00:05:13,855 --> 00:05:19,231 And now this is much more reflective and we can kind of cheat how the material reacts 91 00:05:19,487 --> 00:05:21,791 That's exactly what this is built for 92 00:05:22,047 --> 00:05:28,191 You would typically have some sort of maths that we could use to isolated just to the sky but for the sake of 93 00:05:28,447 --> 00:05:31,263 Were affecting our whole entire image 94 00:05:31,775 --> 00:05:34,591 So that's cool with me this much shinier 95 00:05:34,847 --> 00:05:38,175 Go ahead and turn that off will you look at our other layers 96 00:05:38,687 --> 00:05:42,015 So again lets copy and paste this Sarah 97 00:05:43,551 --> 00:05:44,831 In here 98 00:05:46,879 --> 00:05:47,903 And let's take a 99 00:05:48,415 --> 00:05:51,743 Next step I want to look at our transmission 100 00:05:52,767 --> 00:05:54,303 Show transmission Direct 101 00:05:54,559 --> 00:05:55,583 Is typically 102 00:05:55,839 --> 00:05:59,679 Always blank but it's always going to have it just in case there's anything in it 103 00:06:00,191 --> 00:06:05,311 Transmission is our glass I'm going to go ahead in shuffle in our transmission into 104 00:06:05,823 --> 00:06:06,591 And 105 00:06:06,847 --> 00:06:09,919 And transmission is anything that's been refracted 106 00:06:10,431 --> 00:06:13,247 Through glass like objects 107 00:06:13,503 --> 00:06:17,599 Display in the background we can see how it's kind of the story 108 00:06:17,855 --> 00:06:19,903 What's behind it in our image 109 00:06:20,159 --> 00:06:26,303 And again like everything else we can just plus the sofa as we slowly rebuilding our beauty pass 110 00:06:27,839 --> 00:06:29,375 I don't need extra time 111 00:06:29,631 --> 00:06:30,143 Sleep that 112 00:06:32,191 --> 00:06:34,239 And now we just have that glass 113 00:06:34,495 --> 00:06:35,519 Feeling in there 114 00:06:37,055 --> 00:06:38,335 Very nice 115 00:06:39,359 --> 00:06:42,687 And next step on our list of material properties we can 116 00:06:42,943 --> 00:06:44,735 Pics of the again 117 00:06:48,063 --> 00:06:49,343 We have our 118 00:06:49,599 --> 00:06:53,183 Subsurface scattering that SSS 119 00:06:54,719 --> 00:06:56,255 We have our direct 120 00:06:56,767 --> 00:06:58,303 NR indirect 121 00:06:58,559 --> 00:07:00,607 And as we can bind these 122 00:07:00,863 --> 00:07:06,239 We can see that together they roughly make this we don't respect the lady in there yeah 123 00:07:06,751 --> 00:07:12,895 Subsurface Direct is the main first pass your subsurface scattering 124 00:07:13,151 --> 00:07:19,295 If you don't like subsurface scattering is it's when you have semi translucent material 125 00:07:19,551 --> 00:07:21,855 Bounces light around and it can potentially 126 00:07:22,367 --> 00:07:25,439 Change the colour as it's going through the surface 127 00:07:25,695 --> 00:07:31,839 Human skin is an excellent example if you shine a flashlight right behind your palm you'll see 128 00:07:32,095 --> 00:07:36,447 That's kind of bleeding through your hand and that subsurface can 129 00:07:37,215 --> 00:07:39,007 And this Direct channel 130 00:07:39,263 --> 00:07:45,407 Represents your first kind of pass at subsurface well this indirect is the secondary bouncers 131 00:07:45,663 --> 00:07:47,199 Happening on the inside 132 00:07:47,455 --> 00:07:49,759 Selfie with colour correct this 133 00:07:51,039 --> 00:07:53,087 Granite change again really 134 00:07:53,343 --> 00:07:54,623 We can make it 135 00:07:55,135 --> 00:07:57,951 Blue and you can see or secondary bounces in here 136 00:07:58,207 --> 00:07:58,975 Returning 137 00:07:59,231 --> 00:07:59,999 Very 138 00:08:01,023 --> 00:08:02,815 Like the others 139 00:08:03,071 --> 00:08:04,095 What's the server 140 00:08:11,519 --> 00:08:16,127 End up getting closer to rebuilding our final image 141 00:08:16,895 --> 00:08:18,943 A couple more things that were missing 142 00:08:21,247 --> 00:08:23,807 Now let's go ahead and 143 00:08:24,063 --> 00:08:25,855 Happy peace this again 144 00:08:26,623 --> 00:08:28,159 We will rebuild 145 00:08:30,719 --> 00:08:32,767 Are volume in the back 146 00:08:33,279 --> 00:08:35,327 We have our volume to rex 147 00:08:35,583 --> 00:08:38,143 And are volume indirect 148 00:08:40,703 --> 00:08:46,847 And so again the buying director is the first ray of light that is heading and divine interact 149 00:08:47,103 --> 00:08:48,383 Secondary bounce 150 00:08:48,639 --> 00:08:49,663 That occur 151 00:08:49,919 --> 00:08:55,039 Volume Direct typically makes things from work cloudy or if you have an explosion 152 00:08:55,295 --> 00:08:56,575 Any kind of admission 153 00:08:57,599 --> 00:09:00,671 Waiting will typically be found in the indirect channel 154 00:09:01,439 --> 00:09:06,815 And sell we can see here as making a few much lighter and fluffy or we can add a colour correct 155 00:09:07,071 --> 00:09:09,631 Tinnitus feel very flat 156 00:09:11,935 --> 00:09:15,263 And leave that alone slowly getting closer 157 00:09:15,519 --> 00:09:21,663 Really have one more chance to make because this is just a HDR we don't actually really need that 158 00:09:22,943 --> 00:09:25,247 Ian we're missing our 159 00:09:26,015 --> 00:09:26,783 Reflection 160 00:09:27,807 --> 00:09:30,111 Why is that not in 161 00:09:30,623 --> 00:09:35,487 We have our own reflections here in our specular pass 162 00:09:37,791 --> 00:09:40,863 Certain materials like carpet for example 163 00:09:41,119 --> 00:09:43,167 I have 2 layers of reflexivity 164 00:09:43,423 --> 00:09:45,215 And actually use the car paint shade 165 00:09:45,727 --> 00:09:47,007 On this class 166 00:09:47,775 --> 00:09:51,359 The main first reflection is your specular 167 00:09:52,127 --> 00:09:53,663 What time your secondary 168 00:09:53,919 --> 00:09:55,967 Is cold your clear coat 169 00:09:56,991 --> 00:09:59,551 In the case of the splendour just coat 170 00:10:00,345 --> 00:10:02,376 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 171 00:10:02,377 --> 00:10:03,647 Let's go ahead and find our coats direct 172 00:10:05,183 --> 00:10:06,719 Find error codes 173 00:10:09,023 --> 00:10:14,143 And you'll see these behave just like I specular passed it's just an auxiliary layer 174 00:10:14,399 --> 00:10:17,215 To have two different layers of speculum 175 00:10:17,471 --> 00:10:19,519 This over again 176 00:10:20,031 --> 00:10:21,055 Now you can see 177 00:10:21,823 --> 00:10:22,847 Before serena's 178 00:10:23,871 --> 00:10:25,663 We have successfully rebuild 179 00:10:26,175 --> 00:10:27,711 Aura beauty pass 180 00:10:28,479 --> 00:10:30,015 An Oral is just additive 181 00:10:30,271 --> 00:10:32,319 Auto multiplies your lighting 182 00:10:32,575 --> 00:10:37,951 And so you're just ready to go right out of the gate so if you want to change any of these properties 183 00:10:38,207 --> 00:10:42,559 We can very easily do that for you wanted to make this class reflection 184 00:10:43,583 --> 00:10:46,655 More shiny accidentally went into a 3D TV repair 185 00:10:47,167 --> 00:10:49,727 He had told you can get in and out of that 186 00:10:51,519 --> 00:10:53,311 What's make this more shiny 187 00:10:53,823 --> 00:10:54,591 Bye 188 00:10:55,359 --> 00:10:56,127 Gaming it 189 00:10:56,383 --> 00:10:57,407 You can just see 190 00:10:57,663 --> 00:10:59,967 That Shine intensity is increasing 191 00:11:01,247 --> 00:11:04,319 In just a glass because that's the only place where it exist 192 00:11:05,599 --> 00:11:09,695 You could colour correct or volume separately if we wanted to 193 00:11:10,463 --> 00:11:11,999 Next a little nicer 194 00:11:12,767 --> 00:11:15,327 What's a we wanted to change the colour 195 00:11:16,095 --> 00:11:17,375 This character 196 00:11:19,679 --> 00:11:20,959 What we could do 197 00:11:22,239 --> 00:11:26,847 Is we could go towards a fuse because that's you know we're all the colours exist 198 00:11:27,871 --> 00:11:29,151 And we could 199 00:11:29,919 --> 00:11:34,527 Desaturated just affecting our dinosaur here 200 00:11:36,063 --> 00:11:39,391 Medical Practice or tomorrow blue maybe wanted to be warmer 201 00:11:39,903 --> 00:11:44,767 And you could do this but the issue is also changing a colours of this light 202 00:11:46,047 --> 00:11:47,071 And that's where 203 00:11:47,583 --> 00:11:52,447 The next pass comes in each of these actually has an albedo pass 204 00:11:53,215 --> 00:11:56,287 And what is an albedo passports take 205 00:11:57,311 --> 00:11:58,591 Open in here 206 00:11:59,359 --> 00:12:01,407 And what's the light diffuser 207 00:12:02,175 --> 00:12:06,015 And so what this is the Rock colour other textures 208 00:12:06,271 --> 00:12:08,575 With no lighting up light 209 00:12:09,343 --> 00:12:12,159 And why is this helpful what can this do for us 210 00:12:12,415 --> 00:12:16,255 Well there's a few things the first is if you just wanted to get a key 211 00:12:16,511 --> 00:12:18,047 On the screen 212 00:12:18,815 --> 00:12:19,583 You're better off 213 00:12:19,839 --> 00:12:24,447 Sheen this albedo pass and trying to Turkey this diffuse pass 214 00:12:25,471 --> 00:12:30,079 Would make it much simple you don't have to account for any gradations in mining and you can extract 215 00:12:30,335 --> 00:12:33,407 Certain colours are objects if you'd like to 216 00:12:34,175 --> 00:12:38,527 The real Power is when it comes to modifying or textures posted 217 00:12:39,807 --> 00:12:40,831 So what we can do 218 00:12:42,367 --> 00:12:44,415 Is pipe in or diffused 219 00:12:47,487 --> 00:12:49,535 And we can do a divide 220 00:12:50,815 --> 00:12:52,607 Flip these really quickly 221 00:12:53,887 --> 00:12:55,935 And something really interesting just 222 00:12:57,215 --> 00:12:59,263 We've extracted or raw 223 00:12:59,519 --> 00:13:00,799 Lightning pass 224 00:13:01,567 --> 00:13:03,615 And this is incredibly Powerful 225 00:13:04,639 --> 00:13:05,919 So what can we do next 226 00:13:06,175 --> 00:13:09,759 Go ahead and make-up branch off to the side here 227 00:13:14,623 --> 00:13:17,695 And let's go ahead and X this 228 00:13:17,951 --> 00:13:18,975 Back really quick 229 00:13:19,999 --> 00:13:20,767 And you'll see 230 00:13:21,279 --> 00:13:24,351 We get our original diffuse Direct pass 231 00:13:25,119 --> 00:13:26,655 So what can we do with this 232 00:13:26,911 --> 00:13:27,423 Well 233 00:13:27,679 --> 00:13:30,495 What do we talk about what's in a quickie 234 00:13:31,007 --> 00:13:32,031 On the screen 235 00:13:33,567 --> 00:13:35,359 Well just roughly 236 00:13:36,639 --> 00:13:37,663 Evie 237 00:13:42,271 --> 00:13:45,343 What is a crabbing the ground in there so I think that's fine 238 00:13:48,671 --> 00:13:53,023 Not to worry about that actually loved you a saturation key instead 239 00:13:54,303 --> 00:13:55,583 That's much better 240 00:13:58,143 --> 00:14:01,727 Yes I'm saturation back there but I don't really mind on a row download 241 00:14:03,263 --> 00:14:04,031 Roughly 242 00:14:05,055 --> 00:14:06,335 Naked shape 243 00:14:06,591 --> 00:14:07,103 Quick 244 00:14:14,015 --> 00:14:17,343 I won't output in Alphabet opera x by Alphabeat 245 00:14:18,111 --> 00:14:20,159 Ok so this is pretty close to what 246 00:14:21,695 --> 00:14:22,975 So what we can do 247 00:14:23,743 --> 00:14:25,535 Is we can now colour correct 248 00:14:26,047 --> 00:14:27,839 Are albedo pass 249 00:14:28,351 --> 00:14:30,399 Let's go ahead and desaturated 250 00:14:30,911 --> 00:14:32,447 And make it 251 00:14:32,703 --> 00:14:33,215 Blue 252 00:14:36,287 --> 00:14:37,567 No one will work here 253 00:14:38,079 --> 00:14:39,615 You've actually changed 254 00:14:39,871 --> 00:14:40,639 The colour 255 00:14:41,663 --> 00:14:43,455 Orbeez images 256 00:14:43,711 --> 00:14:45,759 Are we having affected or light 257 00:14:46,527 --> 00:14:52,671 It has changed a little bit because this has a blue baseline overall change the colour 258 00:14:52,927 --> 00:14:55,743 Change this to any colour that we do 259 00:14:56,511 --> 00:14:58,815 Another lighting is going to respond to it 260 00:14:59,071 --> 00:14:59,583 Approach 261 00:15:00,351 --> 00:15:03,935 Sweet used this instead of just are standard diffuse Direct channel 262 00:15:04,191 --> 00:15:06,239 Let's compare this to our beauty 263 00:15:08,031 --> 00:15:11,103 Look at the bottom here you can have some green in there 264 00:15:11,359 --> 00:15:12,383 And why is that 265 00:15:13,663 --> 00:15:16,479 We still have the screen to fuse and Direction 266 00:15:16,991 --> 00:15:19,295 So let's change forward classiness over 267 00:15:19,551 --> 00:15:20,831 Women to take that in there 268 00:15:21,599 --> 00:15:23,647 We are going to actually divide 269 00:15:24,159 --> 00:15:27,487 By our combined diffuse Direct and indirect 270 00:15:27,999 --> 00:15:29,791 And this will give us the Royal 271 00:15:30,559 --> 00:15:36,703 Is these indirect secondary Bouncers or never really going to be able to change 272 00:15:36,959 --> 00:15:37,471 Discuss 273 00:15:37,983 --> 00:15:39,519 So in this pic for example 274 00:15:39,775 --> 00:15:45,151 That wouldn't really work but the green is fairly saddle on the ground so let's see what exactly week 275 00:15:47,199 --> 00:15:48,735 What go to the bottom here 276 00:15:48,991 --> 00:15:52,575 You can see we've completely change the colour of this material 277 00:15:53,087 --> 00:15:59,231 The reflection is still a little green and that's not really something we're going to be able to fix in here 278 00:15:59,743 --> 00:16:04,351 We could carry it by it's reflecting the original diffuse colour 279 00:16:05,631 --> 00:16:08,191 And so there is some great power 280 00:16:08,447 --> 00:16:09,727 That can be had with 281 00:16:09,983 --> 00:16:13,567 Extracting your raw lighting and then re x 282 00:16:14,079 --> 00:16:15,615 By your update channel 283 00:16:16,639 --> 00:16:22,271 It is limited in its usefulness because secondary elements like reflections 284 00:16:23,039 --> 00:16:24,319 We cannot account for 285 00:16:24,575 --> 00:16:28,159 Because we do have an update a layer for other material 286 00:16:28,415 --> 00:16:28,927 Please 287 00:16:29,183 --> 00:16:30,975 But the thing is when you look at them 288 00:16:31,487 --> 00:16:34,303 You're not entirely useful when they're full why 289 00:16:35,071 --> 00:16:39,167 If you divide by that it's just going to give you the original image the only 290 00:16:39,423 --> 00:16:45,055 Layer or material type than typically able to get this to work correctly is the diffuse channel 291 00:16:45,311 --> 00:16:47,359 And even that comes with some 292 00:16:47,615 --> 00:16:53,503 Pick up sometimes you can see our red Cup is a special car paint materials so lighting didn't get Perfect lyrics 293 00:16:53,759 --> 00:16:54,271 From that 294 00:16:54,527 --> 00:16:56,575 You can see our interact bounce 295 00:16:56,831 --> 00:17:01,951 Didn't get changed to just ride is there a lot of little things that you can't necessarily change 296 00:17:02,207 --> 00:17:08,351 What is a trick I enjoy using when it comes to modifying colour slightly when it comes to adding 297 00:17:08,607 --> 00:17:09,887 Little bit of texture 298 00:17:10,143 --> 00:17:11,423 Into your image 299 00:17:11,679 --> 00:17:17,055 Actually look at that really quite a little crack into the neck here and see exactly what that would look like 300 00:17:18,079 --> 00:17:20,895 We can just roughly draw in a sheep 301 00:17:22,175 --> 00:17:24,223 Not going to be perfect 302 00:17:24,735 --> 00:17:26,527 20 output RG 303 00:17:27,551 --> 00:17:28,319 Change 304 00:17:28,575 --> 00:17:30,623 Colour of a little bit 305 00:17:35,487 --> 00:17:37,791 It's been lit by a lighting 306 00:17:38,047 --> 00:17:41,887 How are you can change textures a little bit different to a still image 307 00:17:42,655 --> 00:17:45,215 And that's all thanks to material properties 308 00:17:45,471 --> 00:17:49,823 So when do you want to use the material property flavour of Sport 309 00:17:50,079 --> 00:17:56,223 You really want to use this when you don't really have your materials locked in and admittedly a little down 310 00:17:56,479 --> 00:18:02,623 Able to control the minute details like how shiny an object is 311 00:18:02,879 --> 00:18:06,463 Indirect bounce is been received those sort of things 312 00:18:06,975 --> 00:18:07,487 The Steph 313 00:18:07,743 --> 00:18:13,887 Is it as popular as it used to be most people do like passes now but some places still use this type of swallow 314 00:18:14,143 --> 00:18:16,703 If you are using the material properties spuddle 315 00:18:17,215 --> 00:18:23,359 You need to make sure that you're lying is locked in because you can't really change your lighting with the 316 00:18:25,151 --> 00:18:31,295 So this is a conversation that needs to happen with whoever is doing a CG to figure out what sort of flow 317 00:18:31,551 --> 00:18:32,063 Stability 318 00:18:32,575 --> 00:18:34,367 Do you need to be able to increase 319 00:18:34,623 --> 00:18:35,647 Interact bounce 320 00:18:36,415 --> 00:18:39,743 Or do you need to be able to change the value of a given line 321 00:18:40,255 --> 00:18:42,303 Is that all decisions you make that will 322 00:18:42,559 --> 00:18:45,375 Ultimately affect health flexible your setup is 323 00:18:45,631 --> 00:18:51,007 And it's definitely best to plan ahead before you get your rent arrears with a of these that you do 324 00:18:51,263 --> 00:18:51,775 What 325 00:18:52,287 --> 00:18:57,407 That's a brief overview of how you use the material properties that are really are a ton 326 00:18:57,663 --> 00:18:58,943 Outside of birth 327 00:18:59,199 --> 00:19:02,271 Is the standard once you've run into when you're using Arnold 328 00:19:02,527 --> 00:19:08,671 One of the trachea things is that you will handle these material properties a little bit deaf 329 00:19:08,927 --> 00:19:13,791 This is how Arnold works I've had some experience with a red shift and those look different 330 00:19:14,047 --> 00:19:20,191 I've experienced some with blender cycles render and those work very differently and so you need to do a 331 00:19:20,447 --> 00:19:26,591 Number of research on how exactly to combine your layers because ultimately when you add all of your 332 00:19:26,847 --> 00:19:27,359 Together 333 00:19:27,615 --> 00:19:30,943 You need to make sure that the equal your beauty running 334 00:19:31,199 --> 00:19:37,343 Typically that off all the same sort of system we have here where you'll be multiplying raw lighting by the 335 00:19:37,599 --> 00:19:38,367 Play-Doh for some 336 00:19:38,623 --> 00:19:42,719 And then plastering the rest together it really just depends on the render engine 337 00:19:43,231 --> 00:19:47,327 Take a look at the next type of aib spread out that we can do 338 00:19:47,583 --> 00:19:52,703 Which is a white passes for first we're going to take a look at the compositing fundamentals of light 339 00:19:53,471 --> 00:19:56,287 So thank you very much for listening and I'll catch you in the next one 26416

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