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Hello there and welcome back
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In this video we take a look at our first type of multilayer exr that comes from CG
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I did not look at what I call the material properties split out
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No material properties
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Comes with a certain set of AA vs
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When I say a vs that's interchangeable with the term layers in aob is an arbitrary output
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It's an extra
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Laya for us to use when we're compositing and so what are the material properties of these are
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Well
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They are based on what the surface of your 3D object is
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You look these they're all varying properties of our materials
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So let's go ahead and get looking at all of them
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We can make a lair contact sheet
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We will turn on our layer names
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60 beauty here in this is everything combined
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We have
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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Coat
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We have diffuse we have speculated the Wii
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Direction indirect of both of them we have transmission subsurface and volume
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Take a look at these 1 of the time so it's a little clear what exactly looking
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So I'm going to make a shuffle mode
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And a heavy trick that we can do because we're end up having a lot of shuffle mode
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As responding newsletters out and combining them together
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What we can do as we can look at the name of the snap
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Reset cold in one
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And we can see what exactly
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By typing in brackets and typing value in one
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And these brackets mean this is a code that you can get a look in and Ron and it's actually telling us the
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Are you
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After snap
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This is an excellent way to organise nodes automatically if you want to see what certain ads are doing at any given
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So that might
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What's go ahead and first look at our diffuse
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So are diffuse properties or are non reflective
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Properties of our surface there not shiny
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Adjust your flat
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Rapper surfaces that are catching the brakes light
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And our diffuse channel is split into two types of
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We have our direct light and or copy and paste this here
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And we have
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Indirect light
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Diffuse injury
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Are the secondary Bouncers that are affecting or diffuse
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So we can see here
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That
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This is a green guy
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Is pretty much entirely diffuse where we'll have any diffuse properties in here
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This class is transmission this is volume
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And so are diffuse is currently made up of this redcap or ground
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And Iraqi looking character over
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So let's go ahead the way we can combine these two now remember light is additive and so
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All we need to do
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Is plus these two together
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Nicki Minaj all trap down here
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Now you can bind order
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An indirect light and this is a fool
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Diffuse pets
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So you can see we don't have any of these kind of specular highlights but we do have our main
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Colouring
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Excellent we have are diffuse properties built
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And let's go ahead and build our specular
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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
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Property that's going into them
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So unless we'll look at or specular
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It's not here
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We have all of the shiny reflective surfaces are main shrine pass
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If you were
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You can see a rocky texture over here has some reflection in it or subsurface toys
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And all of these highlights are the direct reflection of lights that exist within our
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What's go ahead and change this to our specular indirect
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And you can see this is very different from my specular directive this is more of the reflection
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Other objects themselves were specular Direct
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Is the reflection of our lights
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Recombine then we get our total reflection past together
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And so now we can do again
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Where does going to plus these together
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A.dot node
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And look at this
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Set a baby with RB pass
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You can see we've rebuilt the screen Rocky character here
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Completely it looks exactly the same when you're a bean
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And that's exactly what we want
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So now what we could do if we wanted to
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Is it good saying well
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Actually wish the sky was twice a shiny
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Well what we can do
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Is there down a colour correct
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The Man of Steel
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And now this is much more reflective and we can kind of cheat how the material reacts
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That's exactly what this is built for
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You would typically have some sort of maths that we could use to isolated just to the sky but for the sake of
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Were affecting our whole entire image
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So that's cool with me this much shinier
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Go ahead and turn that off will you look at our other layers
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So again lets copy and paste this Sarah
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In here
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And let's take a
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Next step I want to look at our transmission
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Show transmission Direct
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Is typically
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Always blank but it's always going to have it just in case there's anything in it
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Transmission is our glass I'm going to go ahead in shuffle in our transmission into
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And
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And transmission is anything that's been refracted
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Through glass like objects
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Display in the background we can see how it's kind of the story
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What's behind it in our image
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And again like everything else we can just plus the sofa as we slowly rebuilding our beauty pass
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I don't need extra time
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Sleep that
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And now we just have that glass
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Feeling in there
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Very nice
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And next step on our list of material properties we can
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Pics of the again
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We have our
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Subsurface scattering that SSS
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We have our direct
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NR indirect
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And as we can bind these
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We can see that together they roughly make this we don't respect the lady in there yeah
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Subsurface Direct is the main first pass your subsurface scattering
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If you don't like subsurface scattering is it's when you have semi translucent material
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Bounces light around and it can potentially
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Change the colour as it's going through the surface
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Human skin is an excellent example if you shine a flashlight right behind your palm you'll see
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That's kind of bleeding through your hand and that subsurface can
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And this Direct channel
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Represents your first kind of pass at subsurface well this indirect is the secondary bouncers
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Happening on the inside
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Selfie with colour correct this
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Granite change again really
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We can make it
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Blue and you can see or secondary bounces in here
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Returning
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Very
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Like the others
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What's the server
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End up getting closer to rebuilding our final image
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A couple more things that were missing
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Now let's go ahead and
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Happy peace this again
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We will rebuild
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Are volume in the back
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We have our volume to rex
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And are volume indirect
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And so again the buying director is the first ray of light that is heading and divine interact
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Secondary bounce
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That occur
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Volume Direct typically makes things from work cloudy or if you have an explosion
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Any kind of admission
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Waiting will typically be found in the indirect channel
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And sell we can see here as making a few much lighter and fluffy or we can add a colour correct
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Tinnitus feel very flat
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And leave that alone slowly getting closer
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Really have one more chance to make because this is just a HDR we don't actually really need that
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Ian we're missing our
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Reflection
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Why is that not in
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We have our own reflections here in our specular pass
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Certain materials like carpet for example
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I have 2 layers of reflexivity
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And actually use the car paint shade
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On this class
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The main first reflection is your specular
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What time your secondary
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Is cold your clear coat
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In the case of the splendour just coat
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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Let's go ahead and find our coats direct
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Find error codes
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And you'll see these behave just like I specular passed it's just an auxiliary layer
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To have two different layers of speculum
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This over again
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Now you can see
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Before serena's
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We have successfully rebuild
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Aura beauty pass
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An Oral is just additive
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Auto multiplies your lighting
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And so you're just ready to go right out of the gate so if you want to change any of these properties
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We can very easily do that for you wanted to make this class reflection
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More shiny accidentally went into a 3D TV repair
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He had told you can get in and out of that
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What's make this more shiny
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Bye
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Gaming it
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You can just see
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That Shine intensity is increasing
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In just a glass because that's the only place where it exist
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You could colour correct or volume separately if we wanted to
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Next a little nicer
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What's a we wanted to change the colour
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This character
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What we could do
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Is we could go towards a fuse because that's you know we're all the colours exist
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And we could
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Desaturated just affecting our dinosaur here
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Medical Practice or tomorrow blue maybe wanted to be warmer
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And you could do this but the issue is also changing a colours of this light
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And that's where
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The next pass comes in each of these actually has an albedo pass
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And what is an albedo passports take
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Open in here
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And what's the light diffuser
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And so what this is the Rock colour other textures
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With no lighting up light
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And why is this helpful what can this do for us
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Well there's a few things the first is if you just wanted to get a key
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On the screen
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You're better off
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Sheen this albedo pass and trying to Turkey this diffuse pass
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Would make it much simple you don't have to account for any gradations in mining and you can extract
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Certain colours are objects if you'd like to
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The real Power is when it comes to modifying or textures posted
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So what we can do
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Is pipe in or diffused
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And we can do a divide
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Flip these really quickly
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And something really interesting just
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We've extracted or raw
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Lightning pass
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And this is incredibly Powerful
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So what can we do next
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Go ahead and make-up branch off to the side here
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And let's go ahead and X this
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Back really quick
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And you'll see
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We get our original diffuse Direct pass
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So what can we do with this
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Well
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What do we talk about what's in a quickie
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On the screen
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Well just roughly
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Evie
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What is a crabbing the ground in there so I think that's fine
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Not to worry about that actually loved you a saturation key instead
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That's much better
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Yes I'm saturation back there but I don't really mind on a row download
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Roughly
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Naked shape
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Quick
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I won't output in Alphabet opera x by Alphabeat
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Ok so this is pretty close to what
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So what we can do
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Is we can now colour correct
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Are albedo pass
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Let's go ahead and desaturated
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And make it
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Blue
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No one will work here
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You've actually changed
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The colour
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Orbeez images
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Are we having affected or light
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It has changed a little bit because this has a blue baseline overall change the colour
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Change this to any colour that we do
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Another lighting is going to respond to it
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Approach
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Sweet used this instead of just are standard diffuse Direct channel
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Let's compare this to our beauty
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Look at the bottom here you can have some green in there
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And why is that
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We still have the screen to fuse and Direction
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So let's change forward classiness over
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Women to take that in there
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We are going to actually divide
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By our combined diffuse Direct and indirect
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And this will give us the Royal
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Is these indirect secondary Bouncers or never really going to be able to change
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Discuss
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So in this pic for example
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That wouldn't really work but the green is fairly saddle on the ground so let's see what exactly week
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What go to the bottom here
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You can see we've completely change the colour of this material
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The reflection is still a little green and that's not really something we're going to be able to fix in here
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We could carry it by it's reflecting the original diffuse colour
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And so there is some great power
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That can be had with
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Extracting your raw lighting and then re x
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By your update channel
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It is limited in its usefulness because secondary elements like reflections
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We cannot account for
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Because we do have an update a layer for other material
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Please
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But the thing is when you look at them
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You're not entirely useful when they're full why
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If you divide by that it's just going to give you the original image the only
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Layer or material type than typically able to get this to work correctly is the diffuse channel
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And even that comes with some
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Pick up sometimes you can see our red Cup is a special car paint materials so lighting didn't get Perfect lyrics
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From that
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You can see our interact bounce
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Didn't get changed to just ride is there a lot of little things that you can't necessarily change
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What is a trick I enjoy using when it comes to modifying colour slightly when it comes to adding
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Little bit of texture
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Into your image
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Actually look at that really quite a little crack into the neck here and see exactly what that would look like
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We can just roughly draw in a sheep
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Not going to be perfect
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20 output RG
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Change
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Colour of a little bit
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It's been lit by a lighting
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How are you can change textures a little bit different to a still image
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And that's all thanks to material properties
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So when do you want to use the material property flavour of Sport
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You really want to use this when you don't really have your materials locked in and admittedly a little down
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Able to control the minute details like how shiny an object is
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Indirect bounce is been received those sort of things
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The Steph
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Is it as popular as it used to be most people do like passes now but some places still use this type of swallow
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If you are using the material properties spuddle
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You need to make sure that you're lying is locked in because you can't really change your lighting with the
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So this is a conversation that needs to happen with whoever is doing a CG to figure out what sort of flow
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Stability
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Do you need to be able to increase
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Interact bounce
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Or do you need to be able to change the value of a given line
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Is that all decisions you make that will
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Ultimately affect health flexible your setup is
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And it's definitely best to plan ahead before you get your rent arrears with a of these that you do
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What
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That's a brief overview of how you use the material properties that are really are a ton
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Outside of birth
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Is the standard once you've run into when you're using Arnold
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One of the trachea things is that you will handle these material properties a little bit deaf
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This is how Arnold works I've had some experience with a red shift and those look different
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I've experienced some with blender cycles render and those work very differently and so you need to do a
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Number of research on how exactly to combine your layers because ultimately when you add all of your
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Together
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You need to make sure that the equal your beauty running
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Typically that off all the same sort of system we have here where you'll be multiplying raw lighting by the
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Play-Doh for some
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And then plastering the rest together it really just depends on the render engine
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Take a look at the next type of aib spread out that we can do
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Which is a white passes for first we're going to take a look at the compositing fundamentals of light
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So thank you very much for listening and I'll catch you in the next one
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