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These are the user uploaded subtitles that are being translated: 1 00:00:06,600 --> 00:00:11,033 hi everyone and welcome to class No. 7 of Nuke 3:09 2 00:00:11,400 --> 00:00:15,533 and this week we pick up exactly from where we left uh 3 00:00:15,533 --> 00:00:16,900 in the previous class 4 00:00:17,166 --> 00:00:19,766 uh we just finished creating a texture for the floor 5 00:00:19,766 --> 00:00:21,433 we wanna go back to Maya 6 00:00:21,666 --> 00:00:22,600 do the texturing 7 00:00:22,600 --> 00:00:26,233 shading and of course lighting to get our first render 8 00:00:26,533 --> 00:00:29,666 so let's go to the render layers and we 9 00:00:29,666 --> 00:00:30,500 in the previous class 10 00:00:30,500 --> 00:00:32,666 we did some am interclusion renders 11 00:00:33,000 --> 00:00:35,366 and for doing some lighting test 12 00:00:35,366 --> 00:00:36,700 we probably wanna 13 00:00:37,133 --> 00:00:39,900 reduce the test resolution even further 14 00:00:40,066 --> 00:00:41,733 too heavy going really fast 15 00:00:41,733 --> 00:00:43,166 so let's go to options 16 00:00:43,166 --> 00:00:46,566 test resolution changes to 25% 17 00:00:47,100 --> 00:00:50,433 and now the ambient conclusion goes really fast 18 00:00:50,533 --> 00:00:53,133 and of course now we wanna go back to our master 19 00:00:53,133 --> 00:00:54,700 layer and do the lighting there 20 00:00:54,866 --> 00:00:57,966 now let's select all the Geo that we have here 21 00:00:57,966 --> 00:01:00,100 and assign a shader to them 22 00:01:00,666 --> 00:01:02,100 assign new material 23 00:01:02,166 --> 00:01:05,600 and we want the Arnold AI standard 24 00:01:05,766 --> 00:01:07,500 and this is the one 25 00:01:07,566 --> 00:01:09,900 Arnold shader that is basically used to create 26 00:01:09,900 --> 00:01:11,966 almost any kind of material 27 00:01:12,333 --> 00:01:13,400 very useful 28 00:01:14,000 --> 00:01:17,366 and we just wanna put a general kind of grayish 29 00:01:17,466 --> 00:01:18,966 material over everything 30 00:01:18,966 --> 00:01:20,400 so we can set up the lighting 31 00:01:20,400 --> 00:01:24,100 and then go and assign specific shaders to each piece 32 00:01:24,466 --> 00:01:27,066 um so let's go to our standard shader 33 00:01:27,066 --> 00:01:30,166 and we'll just change the color to say medium gray 34 00:01:30,566 --> 00:01:33,033 and now we can do a test render 35 00:01:33,133 --> 00:01:35,166 and of course it will be totally black 36 00:01:35,166 --> 00:01:37,800 because we have no lights and Arnold doesn't 37 00:01:37,800 --> 00:01:39,600 um take into consideration 38 00:01:39,600 --> 00:01:41,666 the Maya default light setup 39 00:01:41,666 --> 00:01:43,033 so you have to add 40 00:01:43,133 --> 00:01:44,700 at least one light source 41 00:01:44,700 --> 00:01:46,266 and the first light source we wanna 42 00:01:46,266 --> 00:01:47,400 add is the sky light 43 00:01:47,400 --> 00:01:48,766 is the ambient light 44 00:01:48,766 --> 00:01:50,700 our shot is pretty much ambient 45 00:01:50,700 --> 00:01:52,100 there is some directional light 46 00:01:52,100 --> 00:01:53,233 but it's not like a 47 00:01:53,366 --> 00:01:55,500 a blue sky kind of contrasty shot 48 00:01:55,500 --> 00:01:58,466 so um the the ambient light is very important 49 00:01:58,800 --> 00:02:01,766 so uh you can just click on this um 50 00:02:01,766 --> 00:02:03,366 little icon here 51 00:02:03,366 --> 00:02:05,300 or you can go to Arnold 52 00:02:05,566 --> 00:02:07,533 Lights and add a Skydome light 53 00:02:07,533 --> 00:02:08,800 it's the same thing 54 00:02:08,866 --> 00:02:09,933 let's add one 55 00:02:09,933 --> 00:02:12,100 and you can see it's adding a sphere 56 00:02:12,100 --> 00:02:14,433 and if we look in the perspective view 57 00:02:15,100 --> 00:02:16,800 here's the sphere 58 00:02:16,800 --> 00:02:18,800 you can scale it up or down 59 00:02:18,800 --> 00:02:20,266 it doesn't really matter 60 00:02:20,400 --> 00:02:21,466 let's select it 61 00:02:21,766 --> 00:02:23,200 and just scale it up 62 00:02:23,500 --> 00:02:25,100 it could be tiny or big 63 00:02:25,100 --> 00:02:27,333 it will do the same work 64 00:02:27,333 --> 00:02:28,400 it's virtual 65 00:02:28,533 --> 00:02:29,700 and at this point 66 00:02:29,700 --> 00:02:32,200 I like to switch to viewport 2 67 00:02:32,400 --> 00:02:34,800 which gives a better indication of lighting 68 00:02:34,800 --> 00:02:35,733 and textures 69 00:02:35,733 --> 00:02:36,700 just a better 70 00:02:36,700 --> 00:02:38,400 open Geo preview 71 00:02:38,400 --> 00:02:40,166 so if you have the correct car 72 00:02:40,166 --> 00:02:42,000 that will work beautifully 73 00:02:42,466 --> 00:02:44,033 let's go back to 74 00:02:44,766 --> 00:02:47,600 our camera and 75 00:02:48,366 --> 00:02:50,200 well let's choose this area 76 00:02:50,300 --> 00:02:52,166 and let's do a little test render 77 00:02:52,600 --> 00:02:54,600 and now you can see 78 00:02:54,666 --> 00:02:57,466 um that we have something that looks a little 79 00:02:57,466 --> 00:02:59,166 bit like ambient occlusion 80 00:02:59,366 --> 00:03:00,666 much grainier though 81 00:03:00,666 --> 00:03:02,100 because now we're doing 82 00:03:02,100 --> 00:03:05,333 direct reflection of surfaces over surfaces 83 00:03:05,333 --> 00:03:06,266 and so forth 84 00:03:06,266 --> 00:03:07,500 and so let's talk 85 00:03:07,500 --> 00:03:08,933 briefly about 86 00:03:08,933 --> 00:03:10,966 quality settings in Arnold 87 00:03:11,200 --> 00:03:13,233 let's open the render settings 88 00:03:14,100 --> 00:03:17,566 and there's a bunch of different parameters in 89 00:03:17,566 --> 00:03:19,266 Arnold to set things 90 00:03:19,466 --> 00:03:22,300 but really the area where you wanna concentrate 91 00:03:22,300 --> 00:03:24,666 uh at least this stage is here 92 00:03:24,933 --> 00:03:27,466 and it's a bunch of numbers for 93 00:03:27,566 --> 00:03:29,100 a samples diffuse 94 00:03:29,100 --> 00:03:30,766 glossy and refraction 95 00:03:30,900 --> 00:03:32,333 and very clearly 96 00:03:32,333 --> 00:03:33,400 the higher the numbers 97 00:03:33,400 --> 00:03:35,200 the more sampling goes on 98 00:03:35,200 --> 00:03:36,466 the smoother it will be 99 00:03:36,466 --> 00:03:37,966 less noisy um 100 00:03:37,966 --> 00:03:40,700 what you have to remember is that the first one 101 00:03:40,700 --> 00:03:43,400 that's called a samples is basically 102 00:03:43,533 --> 00:03:45,066 a multiplier for the others 103 00:03:45,066 --> 00:03:46,466 so if you change that one 104 00:03:46,466 --> 00:03:48,066 it will also multiply these 105 00:03:48,066 --> 00:03:50,600 even though you don't see those numbers here 106 00:03:50,700 --> 00:03:52,400 specifically being multiplied 107 00:03:52,400 --> 00:03:55,500 and if we take that and um save it 108 00:03:55,966 --> 00:03:57,066 and then we go 109 00:03:57,066 --> 00:03:59,000 and change these to us say 110 00:03:59,466 --> 00:04:02,100 5 and re render 111 00:04:05,666 --> 00:04:07,500 you see that it takes longer 112 00:04:07,766 --> 00:04:10,766 um but there is an improvement 113 00:04:10,866 --> 00:04:14,100 in the amount of noise and graininess that happens 114 00:04:14,200 --> 00:04:14,900 additionally 115 00:04:14,900 --> 00:04:17,100 you can specifically change 116 00:04:17,200 --> 00:04:19,366 the sampling for diffuse which is 117 00:04:19,366 --> 00:04:21,900 which is a general color for glossy 118 00:04:21,966 --> 00:04:24,700 especially when you have a very bright materials 119 00:04:24,700 --> 00:04:25,766 or glossy materials 120 00:04:25,766 --> 00:04:29,100 it starts flickering or getting artifact 121 00:04:29,333 --> 00:04:32,633 and refraction which has to do with transparency 122 00:04:32,966 --> 00:04:35,466 which we basically will not need here 123 00:04:35,466 --> 00:04:38,300 because we don't have any transparent surface 124 00:04:38,400 --> 00:04:41,300 so for now you really don't wanna uh 125 00:04:41,300 --> 00:04:43,266 have anything slow you down 126 00:04:43,266 --> 00:04:46,533 so we can change it back to say 3 127 00:04:46,533 --> 00:04:48,333 2 2 the way it was set up 128 00:04:48,333 --> 00:04:49,466 and that's totally fine 129 00:04:49,466 --> 00:04:50,500 that will be fast 130 00:04:50,500 --> 00:04:53,500 and actually that little bit of amount of graininess 131 00:04:53,500 --> 00:04:58,066 sometimes helps make things look more rough more real 132 00:04:58,066 --> 00:04:59,000 not too clean 133 00:04:59,400 --> 00:05:00,366 um later on 134 00:05:00,366 --> 00:05:01,766 we'll of course 135 00:05:01,866 --> 00:05:03,566 take these numbers and go 136 00:05:03,566 --> 00:05:06,833 higher up with them to get a cleaner render 137 00:05:06,966 --> 00:05:08,966 for now that's fine 138 00:05:09,066 --> 00:05:11,300 so we got a general ambient color here 139 00:05:11,300 --> 00:05:12,533 maybe at this point 140 00:05:12,533 --> 00:05:15,166 it's a good idea to bring back our background 141 00:05:15,166 --> 00:05:17,766 so that we can see these in context of the shot 142 00:05:18,000 --> 00:05:20,466 so let's close this for a moment 143 00:05:20,566 --> 00:05:22,033 go to our camera 144 00:05:22,566 --> 00:05:24,400 go back to environment 145 00:05:24,400 --> 00:05:26,100 to the image plane 146 00:05:26,266 --> 00:05:28,666 and turn it back on to 147 00:05:28,666 --> 00:05:29,966 RGB or RGBA 148 00:05:29,966 --> 00:05:31,500 and now we can see this will help 149 00:05:31,500 --> 00:05:33,233 if we do another test render 150 00:05:33,566 --> 00:05:36,300 it just helps kind of getting a feel of the sky 151 00:05:36,300 --> 00:05:38,166 of the environment even her 152 00:05:38,400 --> 00:05:40,900 so this is still not there 153 00:05:41,600 --> 00:05:44,766 let's go back to our skylight sky dome 154 00:05:44,900 --> 00:05:46,400 and now it's set to white 155 00:05:46,400 --> 00:05:47,933 which is always a good start 156 00:05:47,933 --> 00:05:50,266 and our sky is kind of whitish 157 00:05:50,300 --> 00:05:52,266 uh what I like to do usually is 158 00:05:52,266 --> 00:05:53,900 at least make a little gradient 159 00:05:53,900 --> 00:05:57,066 and we're not even using an HDRI image here 160 00:05:57,133 --> 00:05:59,166 um which you can of course 161 00:05:59,166 --> 00:06:01,833 but it's not really necessary for this shot 162 00:06:02,066 --> 00:06:03,200 uh we just need a 163 00:06:03,200 --> 00:06:04,833 you know a general sky 164 00:06:05,000 --> 00:06:07,500 ambient color and a directional light 165 00:06:07,700 --> 00:06:09,066 to give it some kick 166 00:06:09,066 --> 00:06:11,566 it would be nice to at least make this 167 00:06:11,700 --> 00:06:13,600 gradient so it's not 168 00:06:13,600 --> 00:06:15,300 constant throughout 169 00:06:15,300 --> 00:06:17,833 so let's select the ramp here 170 00:06:18,366 --> 00:06:20,900 and let's re render again 171 00:06:21,866 --> 00:06:23,466 and the default 172 00:06:23,466 --> 00:06:26,600 ramp in Maya has this great Technicolor setting 173 00:06:26,600 --> 00:06:27,766 which you see 174 00:06:27,766 --> 00:06:28,900 you can see now 175 00:06:29,000 --> 00:06:31,100 we can actually turn on the IPR 176 00:06:31,100 --> 00:06:33,633 so that we will update in real time 177 00:06:33,866 --> 00:06:35,866 you can select a small area 178 00:06:36,366 --> 00:06:37,500 and that will update 179 00:06:37,500 --> 00:06:40,100 so let's get rid of the red 180 00:06:40,100 --> 00:06:41,500 let's get rid of the 181 00:06:41,500 --> 00:06:42,400 of the green 182 00:06:42,400 --> 00:06:46,866 let's go to the blue and change this back to white 183 00:06:49,333 --> 00:06:52,700 and all we wanna do now is add another 184 00:06:53,133 --> 00:06:57,633 point for the gradient at the bottom and make it 185 00:06:58,800 --> 00:07:01,366 uh a bit darker grayish 186 00:07:01,400 --> 00:07:03,666 and that's basically what happens 187 00:07:03,666 --> 00:07:04,566 usually we sky 188 00:07:04,566 --> 00:07:07,300 the horizon is a little bit darker more hazy 189 00:07:07,466 --> 00:07:09,633 especially if the sun is up in the sky 190 00:07:09,766 --> 00:07:11,466 the top of the dome will be brighter 191 00:07:11,466 --> 00:07:13,400 and we want to have just that little thing 192 00:07:13,400 --> 00:07:16,566 and you can see that if I move the gray point higher up 193 00:07:17,200 --> 00:07:20,133 it's going to affect the amount of light on the scene 194 00:07:20,133 --> 00:07:22,066 so let's keep it down like this 195 00:07:22,466 --> 00:07:24,100 and what else can we do 196 00:07:24,100 --> 00:07:27,200 we can go and make it brighter overall 197 00:07:27,466 --> 00:07:29,666 um you can change the exposure 198 00:07:29,666 --> 00:07:31,933 and that's already way too much 199 00:07:31,933 --> 00:07:33,866 let's just add a tiny little bit 200 00:07:33,866 --> 00:07:37,400 let's say point three just to make it slightly brighter 201 00:07:37,400 --> 00:07:38,933 we still don't have shaders 202 00:07:38,933 --> 00:07:39,733 just to remind you 203 00:07:39,733 --> 00:07:42,766 everything right now is just gray 204 00:07:42,800 --> 00:07:47,200 so that will be a basic setup for now for the Skydome 205 00:07:47,933 --> 00:07:50,933 let's close the render window now 206 00:07:50,933 --> 00:07:53,666 because we want to go and add a directional light 207 00:07:54,266 --> 00:07:57,466 and we can switch to perspective 208 00:07:58,366 --> 00:08:01,033 and let's just create a directional light 209 00:08:03,900 --> 00:08:05,466 and move it up a little bit 210 00:08:05,466 --> 00:08:08,066 and it's pretty tiny so we wanna scale it up 211 00:08:08,066 --> 00:08:10,100 so we can actually see then the arrow 212 00:08:10,100 --> 00:08:12,666 and now it's pointing straight forward 213 00:08:12,733 --> 00:08:13,866 uh we wanted 214 00:08:13,866 --> 00:08:16,600 we wanna start it pointing basically down 215 00:08:17,066 --> 00:08:19,633 uh let's look at the rotation 216 00:08:20,866 --> 00:08:23,566 so we want it like minus 90 217 00:08:23,566 --> 00:08:27,266 that is all the way straight from the top of the sky 218 00:08:27,266 --> 00:08:29,833 now we don't want it coming totally straight down 219 00:08:30,000 --> 00:08:32,966 uh as you remember when you looked at the shots 220 00:08:33,133 --> 00:08:35,400 the light and here is another thing 221 00:08:35,400 --> 00:08:37,066 the light in our plate 222 00:08:37,066 --> 00:08:40,533 the light on her is not the same lighting exactly as 223 00:08:40,533 --> 00:08:41,766 we have on the background 224 00:08:41,766 --> 00:08:42,966 I mean we're cheating there 225 00:08:42,966 --> 00:08:46,266 so we wanna get something here that's in between 226 00:08:46,266 --> 00:08:48,800 that will help us kind of connect between 227 00:08:48,800 --> 00:08:51,466 the foreground plate and the background plate 228 00:08:51,800 --> 00:08:53,933 so what we wanna do is make the light 229 00:08:53,933 --> 00:08:55,933 coming slightly from the right side 230 00:08:55,933 --> 00:08:58,266 so we wanna rotate this a little bit 231 00:08:58,400 --> 00:08:59,800 something like this 232 00:09:00,066 --> 00:09:02,366 and also make it come 233 00:09:02,566 --> 00:09:04,466 um wait let's say 234 00:09:05,100 --> 00:09:08,100 yeah something like minus 7 here 235 00:09:09,133 --> 00:09:11,100 but we also wanna heat it 236 00:09:11,200 --> 00:09:14,566 from the camera and not have it totally back lit 237 00:09:14,566 --> 00:09:17,566 so we can see some features and some highlights 238 00:09:17,666 --> 00:09:21,000 so we wanna cheat this also a little bit 239 00:09:21,000 --> 00:09:23,900 and around minus 70 here 240 00:09:24,700 --> 00:09:26,600 and that should be it 241 00:09:28,266 --> 00:09:30,600 and let's do another IPR now 242 00:09:31,666 --> 00:09:34,133 and you can see that everything has gone brighter 243 00:09:34,133 --> 00:09:36,600 and if we take the Skydome for a moment 244 00:09:36,933 --> 00:09:40,966 uh and just turn the intensity all the way down to zero 245 00:09:41,533 --> 00:09:44,100 what we're seeing now is our 246 00:09:44,100 --> 00:09:48,766 um directional light and it's not strong enough 247 00:09:48,766 --> 00:09:50,066 the sun is strong there 248 00:09:50,066 --> 00:09:52,866 so let's go and change the intensity to three 249 00:09:56,366 --> 00:09:58,100 you see the shadows are really 250 00:09:58,100 --> 00:09:59,400 really strong here 251 00:09:59,400 --> 00:10:02,666 so what we can do is go to shadows 252 00:10:02,966 --> 00:10:05,566 make the shadow color a bit more grayish 253 00:10:05,566 --> 00:10:06,533 something like this 254 00:10:06,533 --> 00:10:09,100 because really there are no strong shadows on the plate 255 00:10:09,100 --> 00:10:10,800 or even in the background 256 00:10:11,300 --> 00:10:13,300 and another thing we can do 257 00:10:14,066 --> 00:10:16,300 is make the shadows more diffused 258 00:10:16,300 --> 00:10:18,266 more blurred and that is done 259 00:10:18,533 --> 00:10:20,100 uh in the light angle 260 00:10:20,100 --> 00:10:23,266 so the higher the light angle number is 261 00:10:23,266 --> 00:10:25,166 the more spread out the shadows are 262 00:10:25,166 --> 00:10:26,266 as you can see 263 00:10:26,366 --> 00:10:28,600 um let's put it at like 5 264 00:10:30,133 --> 00:10:31,900 um so now we've got this 265 00:10:31,900 --> 00:10:34,233 um kind of bright light and 266 00:10:34,733 --> 00:10:37,033 getting some nice shadowing here 267 00:10:38,166 --> 00:10:40,900 we also wanna make it slightly yellowish 268 00:10:40,900 --> 00:10:43,600 I mean it is the sun and now it's totally white 269 00:10:43,733 --> 00:10:45,533 so let's go here 270 00:10:45,533 --> 00:10:47,733 turn it toward orange 271 00:10:47,733 --> 00:10:51,166 yellow and just slightly give it a tint 272 00:10:51,166 --> 00:10:52,333 that you can see 273 00:10:52,333 --> 00:10:54,300 and now we can go back to the Skydome 274 00:10:54,300 --> 00:10:55,866 and bring it back up 275 00:10:56,300 --> 00:10:58,366 and now we've got these really strong 276 00:10:58,366 --> 00:11:01,000 kind of blown up light over everything 277 00:11:01,366 --> 00:11:04,966 let's keep it like this because our scene is very um 278 00:11:04,966 --> 00:11:06,033 strongly lit 279 00:11:06,333 --> 00:11:08,066 and will tweak the lights when we 280 00:11:08,066 --> 00:11:10,400 start putting on the shaders and the correct 281 00:11:10,400 --> 00:11:12,066 colours for everything 282 00:11:12,600 --> 00:11:15,200 let's close the window and let's select the floor 283 00:11:15,500 --> 00:11:17,400 and before we signed our material 284 00:11:17,400 --> 00:11:20,266 we just wanna make sure that the UVs are set correctly 285 00:11:20,266 --> 00:11:20,900 and they should 286 00:11:20,900 --> 00:11:23,700 because it's just a default plane that we didn't even 287 00:11:23,700 --> 00:11:24,800 tweak at all 288 00:11:24,800 --> 00:11:25,900 but just to make sure 289 00:11:25,900 --> 00:11:27,500 you wanna go to window 290 00:11:27,600 --> 00:11:30,400 um into the UV texture editor 291 00:11:31,000 --> 00:11:34,333 and basically if you see the whole thing is a square 292 00:11:34,333 --> 00:11:35,733 and our plane is square 293 00:11:35,733 --> 00:11:37,266 we know that the UVs are 294 00:11:37,566 --> 00:11:38,700 assigned correctly 295 00:11:38,800 --> 00:11:40,366 and that's all we need 296 00:11:40,666 --> 00:11:43,966 we do wanna sign a new material for this one 297 00:11:43,966 --> 00:11:46,433 so let's go into assign new material 298 00:11:47,266 --> 00:11:49,766 another AI standard 299 00:11:50,333 --> 00:11:52,800 and now we go all the way to the diffuse color 300 00:11:53,600 --> 00:11:56,200 and of course we want to load in our texture file 301 00:11:56,200 --> 00:11:57,700 so we click on file 302 00:11:57,966 --> 00:12:00,700 and then browse to where our texture is 303 00:12:01,366 --> 00:12:02,133 and at this point 304 00:12:02,133 --> 00:12:05,666 we can enable a textures in the view port to see it 305 00:12:05,966 --> 00:12:07,766 and the first thing that comes in 306 00:12:07,766 --> 00:12:09,833 immediately to mind is that 307 00:12:10,466 --> 00:12:11,966 the tiles are way too big 308 00:12:11,966 --> 00:12:14,200 they need to be about twice as small 309 00:12:14,400 --> 00:12:16,700 and the easiest way to do it is just to 310 00:12:17,300 --> 00:12:18,866 to tile the texture twice 311 00:12:18,866 --> 00:12:21,200 so let's go to the place to detecture 312 00:12:21,200 --> 00:12:23,233 and will change the repeat UV 313 00:12:23,566 --> 00:12:25,666 on both U and v to two 314 00:12:26,066 --> 00:12:27,300 and that looks much better 315 00:12:27,300 --> 00:12:30,566 and also kind of aligns much more nicely with the edges 316 00:12:30,600 --> 00:12:31,333 and it's fine 317 00:12:31,333 --> 00:12:32,166 that we're repeating 318 00:12:32,166 --> 00:12:32,800 because really 319 00:12:32,800 --> 00:12:36,400 at no point in the shot do we see the entire floor 320 00:12:36,400 --> 00:12:38,433 so it's not going to be apparent 321 00:12:38,666 --> 00:12:40,100 so this is good 322 00:12:40,100 --> 00:12:42,233 now let's go back to the shader 323 00:12:43,133 --> 00:12:45,266 and let's do a little render here 324 00:12:52,766 --> 00:12:54,166 and this is all nice 325 00:12:54,166 --> 00:12:56,866 it's kind of a bit too uniform 326 00:12:57,100 --> 00:13:00,500 and the one kind of quality that we wanna get 327 00:13:00,500 --> 00:13:02,400 and if you look at back at the plate you will 328 00:13:02,400 --> 00:13:05,733 you can notice it because the um uh 329 00:13:05,733 --> 00:13:09,400 the floor is polished and kind of reflective in a way 330 00:13:09,400 --> 00:13:11,133 their areas that get blown out 331 00:13:11,133 --> 00:13:12,966 because they reflect so much light 332 00:13:12,966 --> 00:13:15,600 and the light is strong and coming straight from above 333 00:13:15,600 --> 00:13:16,700 and you see it in the plate 334 00:13:16,700 --> 00:13:18,666 we wanna get a sort of a quality 335 00:13:18,666 --> 00:13:19,933 uh like this here 336 00:13:19,933 --> 00:13:21,500 and in Arnold 337 00:13:21,600 --> 00:13:25,366 a specular really defines how reflective a material is 338 00:13:25,366 --> 00:13:29,866 you'll hardly ever need to use reflection here 339 00:13:29,866 --> 00:13:32,366 because if you set the specular 340 00:13:32,366 --> 00:13:35,166 say to weight 1 and roughness to 0 341 00:13:35,166 --> 00:13:38,800 you'll basically get an almost like a mirror reflected 342 00:13:38,800 --> 00:13:42,466 so it's nice because it is physically accurate 343 00:13:42,500 --> 00:13:43,733 and what we wanna do 344 00:13:43,733 --> 00:13:46,100 and let's turn on the IPR here 345 00:13:46,100 --> 00:13:46,766 or you know what 346 00:13:46,766 --> 00:13:47,666 before we do that 347 00:13:47,666 --> 00:13:49,200 we wanna add our bump maps 348 00:13:49,200 --> 00:13:50,466 we almost forgot 349 00:13:50,466 --> 00:13:52,433 so go to bump mapping 350 00:13:52,933 --> 00:13:53,700 click here again 351 00:13:53,700 --> 00:13:55,200 we wanna load a file 352 00:13:55,766 --> 00:13:57,966 and in here 353 00:14:00,400 --> 00:14:03,400 we want to load our floor's bump 354 00:14:03,666 --> 00:14:06,166 we can go back here place to d texture 355 00:14:06,300 --> 00:14:09,000 change these to 2 and two 356 00:14:10,700 --> 00:14:13,766 and we can leave the setting by default uses bump 357 00:14:13,766 --> 00:14:16,000 and the bump that depths to 1 358 00:14:16,000 --> 00:14:18,900 it will really help a little bit with a 359 00:14:19,200 --> 00:14:21,100 reflection or the spec 360 00:14:21,533 --> 00:14:26,500 so let's go back up to the shader and do an IPR now 361 00:14:29,466 --> 00:14:32,300 and let's select an area of the floor 362 00:14:34,133 --> 00:14:36,266 to update let's say here 363 00:14:37,100 --> 00:14:41,366 and now we wanna start pulling up the weight of 364 00:14:41,600 --> 00:14:43,100 the um spec 365 00:14:43,866 --> 00:14:45,566 let's pull all the way up 366 00:14:45,600 --> 00:14:47,166 and now it's really getting blown up 367 00:14:47,166 --> 00:14:50,100 because it's basically reflecting this very wide 368 00:14:50,100 --> 00:14:54,200 strong light that we have skylight um 369 00:14:54,733 --> 00:14:57,900 so let's pull it back to let's say point five 370 00:14:58,266 --> 00:14:59,500 somewhere in the middle 371 00:15:01,200 --> 00:15:03,533 and that's giving us this kind of nice 372 00:15:03,533 --> 00:15:05,833 kind of blown up quality 373 00:15:06,266 --> 00:15:09,300 let's just make the roughness a bit higher 374 00:15:12,000 --> 00:15:13,666 and that's kind of nice 375 00:15:13,700 --> 00:15:17,666 it just feels like the entire reflection is too bright 376 00:15:17,900 --> 00:15:20,600 so maybe we just have too much skylight in there 377 00:15:20,600 --> 00:15:24,566 we can go into the sky dome light and basically just 378 00:15:24,566 --> 00:15:27,166 reduce the intensity to say point eight 379 00:15:29,400 --> 00:15:31,733 and that's starting to look really nice because there 380 00:15:31,733 --> 00:15:34,100 are areas that are still keeping the color yellow 381 00:15:34,100 --> 00:15:35,900 and areas that feel like they're blown 382 00:15:35,900 --> 00:15:37,466 out because they're reflecting 383 00:15:37,466 --> 00:15:39,600 and that takes us to something that looks 384 00:15:39,700 --> 00:15:41,666 closer to um um 385 00:15:41,666 --> 00:15:42,900 the floor in the real shot 386 00:15:42,900 --> 00:15:43,900 and it will add some 387 00:15:43,900 --> 00:15:45,766 you know elemental photorealism 388 00:15:45,766 --> 00:15:49,166 that things are not all kind of nicely exposed 389 00:15:49,166 --> 00:15:51,333 but some areas are getting overexposed 390 00:15:51,333 --> 00:15:52,433 and that will work 391 00:15:52,700 --> 00:15:53,933 uh with all our shot 392 00:15:53,933 --> 00:15:57,033 let's just render this whole frame to see how it looks 393 00:16:00,566 --> 00:16:01,866 and that's pretty nice 394 00:16:01,866 --> 00:16:03,566 and another thing we have to remember is that 395 00:16:03,566 --> 00:16:05,400 we're gonna break up the lighting 396 00:16:05,400 --> 00:16:08,566 in these areas by adding some pots with plants in them 397 00:16:08,566 --> 00:16:10,000 which will create more shading 398 00:16:10,000 --> 00:16:12,066 and ambient occlusion over these areas 399 00:16:12,066 --> 00:16:14,600 so I think when we have it all there 400 00:16:14,666 --> 00:16:16,400 the floor is gonna look really nice 401 00:16:16,400 --> 00:16:20,000 so let's move on to the other pieces now okay 402 00:16:20,000 --> 00:16:21,266 so for the two 403 00:16:21,466 --> 00:16:24,966 base cubes we really want to go as simple as we can 404 00:16:24,966 --> 00:16:27,500 all we want is to them to be white 405 00:16:28,300 --> 00:16:29,533 white paint 406 00:16:29,533 --> 00:16:31,833 so let's select both of these 407 00:16:32,666 --> 00:16:35,566 bases and we'll sign a new material to them 408 00:16:38,000 --> 00:16:39,833 and this will be 409 00:16:39,933 --> 00:16:44,666 of course an AI standard and we'll call it base matte 410 00:16:45,266 --> 00:16:47,966 and we wanna keep the color white uh 411 00:16:47,966 --> 00:16:51,833 I don't think we wanna do anything respect at this time 412 00:16:52,566 --> 00:16:54,233 um let's see how it looks 413 00:17:00,733 --> 00:17:02,400 yeah I think that's working nice 414 00:17:02,400 --> 00:17:05,366 and of course they're totally white so you can see the 415 00:17:05,366 --> 00:17:08,300 the graininess and the noise from the low settings 416 00:17:08,300 --> 00:17:09,300 when we up it 417 00:17:09,300 --> 00:17:11,866 it's going to actually add nice shading over there 418 00:17:11,866 --> 00:17:13,166 so we don't need much 419 00:17:13,166 --> 00:17:16,200 let's go back to the fence and all the fence um 420 00:17:16,200 --> 00:17:18,500 objects are basically the same material 421 00:17:18,500 --> 00:17:21,033 sort of a painted metal 422 00:17:21,266 --> 00:17:25,233 so let's select the railing poles and the tops 423 00:17:25,800 --> 00:17:28,200 and we'll assign the new material to them 424 00:17:33,000 --> 00:17:35,366 and we call this railing 425 00:17:38,566 --> 00:17:40,566 and uh we don't want it white 426 00:17:40,566 --> 00:17:42,400 it could be any colour really 427 00:17:42,400 --> 00:17:44,900 uh just not to attract too much attention 428 00:17:44,900 --> 00:17:46,400 I like to uh 429 00:17:46,400 --> 00:17:47,966 keep it gray 430 00:17:47,966 --> 00:17:50,866 but it can definitely be blue or green or whatever 431 00:17:50,866 --> 00:17:53,200 you fancy um 432 00:17:53,500 --> 00:17:55,300 so let's keep click on the color 433 00:17:55,300 --> 00:17:58,066 we wanna make it kind of a darker gray around 434 00:17:58,166 --> 00:18:00,166 point three or something like this 435 00:18:00,866 --> 00:18:03,433 um to make it feel more like metal 436 00:18:03,866 --> 00:18:06,566 and this one of course needs spec 437 00:18:06,566 --> 00:18:09,900 and we wanna go and look at area where we see 438 00:18:10,100 --> 00:18:11,000 more of the rail 439 00:18:11,000 --> 00:18:12,166 let's say here 440 00:18:12,600 --> 00:18:13,900 and doing the IPR 441 00:18:18,766 --> 00:18:21,500 now now of course it's looking very matte 442 00:18:23,400 --> 00:18:25,300 um not shiny enough 443 00:18:25,566 --> 00:18:28,233 so here we wanna turn on for nail 444 00:18:29,100 --> 00:18:31,166 and when finale set to zero 445 00:18:31,166 --> 00:18:32,600 there is no angle of incident 446 00:18:32,600 --> 00:18:35,500 so you basically not get anything 447 00:18:35,500 --> 00:18:37,266 you want to start turning it up but first 448 00:18:37,266 --> 00:18:40,566 let's turn the weight all the way up for the specs 449 00:18:42,000 --> 00:18:47,566 and let's keep the roughness here by about point five 450 00:18:47,900 --> 00:18:50,966 and now we really wanna start upping the for now 451 00:18:50,966 --> 00:18:52,266 and you don't wanna exaggerate 452 00:18:52,266 --> 00:18:54,433 because as soon as I go like point 453 00:18:54,766 --> 00:18:56,600 one five it's already 454 00:18:57,666 --> 00:18:59,333 too specky or too reflective 455 00:18:59,333 --> 00:19:01,700 and starting to look like chrome or aluminum 456 00:19:01,700 --> 00:19:04,766 and we want to keep it more in the area of 457 00:19:04,866 --> 00:19:06,100 painted metal 458 00:19:06,866 --> 00:19:09,300 let's try let's try point one 459 00:19:11,366 --> 00:19:15,400 and um yeah I think this is not bad 460 00:19:16,200 --> 00:19:20,200 if we reduce the roughness again it's gonna feel very 461 00:19:20,200 --> 00:19:22,066 very shiny as you can see 462 00:19:22,466 --> 00:19:25,200 um let's put it at point four 463 00:19:25,766 --> 00:19:29,066 and now you can see the nice spec we're getting 464 00:19:29,266 --> 00:19:33,500 from the bevel that we did there in the previous class 465 00:19:33,766 --> 00:19:35,566 let's render this whole frame 466 00:19:38,966 --> 00:19:40,366 yeah I think it's not bad 467 00:19:40,366 --> 00:19:43,566 maybe it's a bit too shiny if you feel it's too shiny 468 00:19:43,566 --> 00:19:47,266 you can up the roughness to spread uh 469 00:19:47,266 --> 00:19:50,433 the highlights a bit more make it feel less reflective 470 00:19:50,900 --> 00:19:52,933 more painted um 471 00:19:52,933 --> 00:19:54,866 but this is a pretty yeah 472 00:19:54,866 --> 00:19:56,900 let's leave it like this a little less shiny 473 00:19:56,900 --> 00:19:59,000 a little less reflective um 474 00:19:59,000 --> 00:20:01,966 let's take a look at another frame just to get a feel 475 00:20:03,166 --> 00:20:04,200 right here 476 00:20:09,733 --> 00:20:12,133 yeah that's not too bad at this point 477 00:20:12,133 --> 00:20:15,166 you want might wanna go up and um 478 00:20:17,600 --> 00:20:18,600 up the quality 479 00:20:18,600 --> 00:20:22,000 so let's say we go to 4 here 480 00:20:22,300 --> 00:20:24,600 um 3 on the diffuse 481 00:20:24,600 --> 00:20:28,000 3 on the glossy sample refraction doesn't really matter 482 00:20:28,000 --> 00:20:30,466 because we don't have anything refractive 483 00:20:30,766 --> 00:20:32,633 and we can do another render 484 00:20:36,666 --> 00:20:38,333 yeah and this is feeling nicer and 485 00:20:38,333 --> 00:20:39,400 and you can see that 486 00:20:39,400 --> 00:20:41,800 the little bit of graininess actually doesn't hurt 487 00:20:41,800 --> 00:20:42,900 on the white surface 488 00:20:42,900 --> 00:20:44,633 makes it feel a bit more real 489 00:20:44,766 --> 00:20:46,666 I think and not as clean 490 00:20:46,666 --> 00:20:49,900 cause the problem with CGI render is that they usually 491 00:20:49,900 --> 00:20:51,900 are too clean compared to plates 492 00:20:51,966 --> 00:20:53,866 so that's not what we're missing here 493 00:20:53,866 --> 00:20:55,300 if you want to render something out 494 00:20:55,300 --> 00:20:56,366 and test it in Nuke Force 495 00:20:56,366 --> 00:20:59,966 we need to up the test resolution to back to like 50% 496 00:21:00,200 --> 00:21:02,700 we also want to turn down the 497 00:21:03,000 --> 00:21:04,500 background image plane 498 00:21:04,500 --> 00:21:06,066 and we're missing motion blur 499 00:21:06,066 --> 00:21:08,033 so first let's set this up 500 00:21:08,700 --> 00:21:10,333 and uh this is very easy 501 00:21:10,333 --> 00:21:12,500 we go back to the render settings 502 00:21:12,866 --> 00:21:14,566 and go to motion blur 503 00:21:14,566 --> 00:21:16,000 and we enable it 504 00:21:16,166 --> 00:21:18,900 and now we just wanna set the emotion range 505 00:21:18,900 --> 00:21:21,766 and um like we felt before 506 00:21:21,766 --> 00:21:24,066 for some reason motion blur comes out really strong 507 00:21:24,066 --> 00:21:24,733 even in nuke 508 00:21:24,733 --> 00:21:27,800 so we might as well change it here to say point three 509 00:21:27,800 --> 00:21:30,200 and see if that gives us a bit more subtle 510 00:21:30,466 --> 00:21:31,366 motion blur 511 00:21:31,366 --> 00:21:34,033 and we can do another test render to see how it looks 512 00:21:36,600 --> 00:21:37,766 and you know it's haha 513 00:21:37,766 --> 00:21:38,866 it's funny because it's 514 00:21:38,866 --> 00:21:41,100 applying motion blur also to the um 515 00:21:41,333 --> 00:21:43,000 image plane of the background 516 00:21:43,000 --> 00:21:45,166 so that is feeling pretty nice 517 00:21:45,700 --> 00:21:47,766 let's go and select the camera 518 00:21:47,766 --> 00:21:49,833 and turn off the image plane there 519 00:21:51,600 --> 00:21:52,600 and 520 00:21:53,900 --> 00:21:55,400 now we can also 521 00:21:56,600 --> 00:21:59,000 yeah now you can see the emotional blur there 522 00:21:59,000 --> 00:22:01,866 and that bit of graininess is not bad either 523 00:22:01,866 --> 00:22:03,866 actually when you see it in the comp 524 00:22:04,533 --> 00:22:05,166 and that's good 525 00:22:05,166 --> 00:22:07,366 so all we need to do now is 526 00:22:07,666 --> 00:22:09,033 do a test render 527 00:22:09,533 --> 00:22:10,900 at half raise 528 00:22:11,466 --> 00:22:13,200 and also render out the AO 529 00:22:13,200 --> 00:22:14,800 so when you want to render out the AO 530 00:22:14,800 --> 00:22:17,933 all you need to do is go back to your render layer 531 00:22:17,933 --> 00:22:19,200 switch to the AO 532 00:22:19,400 --> 00:22:22,000 and everything in the AO is still kept the same 533 00:22:22,000 --> 00:22:25,066 because we used overrides here in the previous class 534 00:22:25,066 --> 00:22:26,566 so it separates 535 00:22:26,666 --> 00:22:27,466 the master layer 536 00:22:27,466 --> 00:22:30,500 shaders to the master layer and keeps 537 00:22:30,500 --> 00:22:32,800 the AO later with AO shaders 538 00:22:32,866 --> 00:22:36,266 so let's do these two and then check them up in nuke 539 00:22:36,600 --> 00:22:38,566 so I rendered out the frame 540 00:22:38,800 --> 00:22:42,566 1:26 and brought it into the new comp 541 00:22:42,666 --> 00:22:43,600 also rendered 542 00:22:43,600 --> 00:22:44,900 rendered the AO 543 00:22:45,466 --> 00:22:47,166 um layer of it 544 00:22:47,466 --> 00:22:50,700 and if we look at it in the context of the comp 545 00:22:50,700 --> 00:22:53,600 it's starting to look pretty nice I think 546 00:22:53,766 --> 00:22:57,466 um we definitely have a problem with the distortion 547 00:22:57,966 --> 00:22:59,500 same that we had before 548 00:22:59,500 --> 00:23:00,666 it's pulling the edges 549 00:23:00,666 --> 00:23:03,133 so we'll need to overscan in Maya 550 00:23:03,133 --> 00:23:04,300 the next time we render 551 00:23:04,300 --> 00:23:05,833 we need to set this up 552 00:23:06,000 --> 00:23:08,166 and I just wanna show you the important 553 00:23:08,166 --> 00:23:09,633 importance of the AO 554 00:23:09,733 --> 00:23:11,733 um before that 555 00:23:11,733 --> 00:23:13,700 I just color corrected the render 556 00:23:13,700 --> 00:23:16,866 a little bit to take out some of the yellowishness 557 00:23:17,266 --> 00:23:19,566 and make the whites a bit more white 558 00:23:19,566 --> 00:23:21,233 to kind of fit in here 559 00:23:21,700 --> 00:23:22,700 it's a little tweak 560 00:23:22,700 --> 00:23:24,700 I think that helps 561 00:23:25,666 --> 00:23:27,400 and to put in the area 562 00:23:27,400 --> 00:23:29,133 we wanna use the merge note 563 00:23:29,133 --> 00:23:31,300 then we wanna set it to multiply 564 00:23:31,300 --> 00:23:32,466 so basically 565 00:23:32,566 --> 00:23:34,800 everything that's darker than white in 566 00:23:34,800 --> 00:23:37,700 the ambient occlusion will darken the render 567 00:23:37,700 --> 00:23:39,866 so let's set this to multiply 568 00:23:40,366 --> 00:23:41,200 and now it's lost 569 00:23:41,200 --> 00:23:43,466 because if we don't connect anything here 570 00:23:43,466 --> 00:23:45,000 we connect generally black 571 00:23:45,000 --> 00:23:47,400 so it just multiplies everything to zero 572 00:23:47,400 --> 00:23:49,600 if we add the ambient occlusion 573 00:23:49,866 --> 00:23:51,733 and you can immediately see the difference 574 00:23:51,733 --> 00:23:54,400 the ambient occlusion really intensifies 575 00:23:54,466 --> 00:23:56,400 the shading or the shadowing 576 00:23:56,500 --> 00:23:58,800 and it adds definition it 577 00:23:58,800 --> 00:23:59,666 adds contrast 578 00:23:59,666 --> 00:24:01,800 but usually you don't wanna just mix it 579 00:24:01,800 --> 00:24:03,633 hold all the way in 580 00:24:03,933 --> 00:24:05,500 you wanna use a little bit of it 581 00:24:05,500 --> 00:24:08,366 just to give some more definition to your render 582 00:24:08,366 --> 00:24:09,433 depending on 583 00:24:09,466 --> 00:24:10,833 how it looks in comp 584 00:24:10,866 --> 00:24:12,000 so the AO is 585 00:24:12,000 --> 00:24:14,200 is always very useful 586 00:24:14,666 --> 00:24:18,266 here's another rendered frame frame 1:56 587 00:24:18,533 --> 00:24:20,366 and the ambient occlusion 588 00:24:20,366 --> 00:24:21,900 is doing its thing 589 00:24:22,466 --> 00:24:23,666 and it's looking nice 590 00:24:23,666 --> 00:24:24,733 but the more I look at it 591 00:24:24,733 --> 00:24:27,133 the more I realize we're missing an element on 592 00:24:27,133 --> 00:24:28,300 the railing 593 00:24:28,366 --> 00:24:29,533 I mean right now 594 00:24:29,533 --> 00:24:30,400 think of it 595 00:24:30,566 --> 00:24:32,766 you can easily go in between 596 00:24:32,766 --> 00:24:33,700 the vertical 597 00:24:33,700 --> 00:24:34,866 poles and just 598 00:24:34,900 --> 00:24:36,433 fall off the balcony 599 00:24:36,466 --> 00:24:39,266 so we need something to add there to make this 600 00:24:40,066 --> 00:24:41,900 so that this really makes sense 601 00:24:41,900 --> 00:24:42,900 so you know 602 00:24:42,900 --> 00:24:44,733 it's always good to see things in context 603 00:24:44,733 --> 00:24:46,200 sometimes you realize these things 604 00:24:46,200 --> 00:24:48,300 so let's go back to Maya 605 00:24:48,300 --> 00:24:50,166 and add this little detail 606 00:24:51,000 --> 00:24:52,900 so what I think we wanna add 607 00:24:52,900 --> 00:24:56,233 and that's a common design element in railings is two 608 00:24:56,266 --> 00:24:58,833 horizontal thin bars 609 00:24:58,966 --> 00:25:01,666 that go through the entire length of the railing 610 00:25:02,133 --> 00:25:03,400 so let's do that 611 00:25:03,400 --> 00:25:05,200 go back to perspective 612 00:25:06,500 --> 00:25:08,000 we wanna create 613 00:25:09,333 --> 00:25:11,033 a cylinder for that 614 00:25:12,266 --> 00:25:14,800 and let's make the radius 615 00:25:14,800 --> 00:25:18,833 we wanted it like thin pretty thin and the height 616 00:25:19,900 --> 00:25:21,600 1000 as usual 617 00:25:21,600 --> 00:25:25,966 and of course we want to rotate it um 618 00:25:27,166 --> 00:25:28,200 on the z 619 00:25:31,700 --> 00:25:34,433 and now we probably wanna go to 620 00:25:36,166 --> 00:25:37,300 the top view 621 00:25:39,466 --> 00:25:43,466 and move it to be right under there also change too 622 00:25:44,766 --> 00:25:48,800 so we want to align it with the bars of the railing 623 00:25:52,466 --> 00:25:56,200 and now we can go to side view 624 00:26:01,166 --> 00:26:03,233 move it up to a position 625 00:26:08,333 --> 00:26:10,400 and let's look in perspective 626 00:26:14,533 --> 00:26:17,066 and again it might be useful to click insert 627 00:26:17,066 --> 00:26:18,800 at this point and move the 628 00:26:18,900 --> 00:26:22,066 pivot point closer to the edge there 629 00:26:27,700 --> 00:26:29,633 and now we can line it 630 00:26:33,400 --> 00:26:38,233 and let's move the pivot point right here to the center 631 00:26:41,533 --> 00:26:42,866 and now we can 632 00:26:44,200 --> 00:26:45,466 duplicate 633 00:26:49,500 --> 00:26:51,633 and rotate this cylinder 634 00:27:00,466 --> 00:27:03,200 and now we can select both cylinders 635 00:27:04,333 --> 00:27:07,600 duplicate again and move down 636 00:27:10,600 --> 00:27:14,600 yep something like this solves the issue of the railing 637 00:27:14,600 --> 00:27:16,666 adds another little nice detail 638 00:27:17,133 --> 00:27:18,633 let's group all these 639 00:27:20,100 --> 00:27:23,733 and we basically wanna copy the same material 640 00:27:23,733 --> 00:27:27,033 as the other railing so we can go and 641 00:27:27,533 --> 00:27:29,600 assign existing material 642 00:27:29,766 --> 00:27:31,833 and look for the railing material 643 00:27:32,800 --> 00:27:35,200 and let's do a test render 644 00:27:38,733 --> 00:27:40,200 and see how this looks 645 00:27:48,600 --> 00:27:51,100 yeah no need to render all the way through 646 00:27:51,666 --> 00:27:53,300 that's probably what we need 647 00:27:54,333 --> 00:27:55,333 now in the next class 648 00:27:55,333 --> 00:27:57,733 we're gonna create some plants to put 649 00:27:57,733 --> 00:27:58,900 um on the balcony 650 00:27:58,900 --> 00:28:00,400 and of course we need pots 651 00:28:00,700 --> 00:28:03,300 um or you know bowls or whatever 652 00:28:03,766 --> 00:28:04,833 to hold them in 653 00:28:05,133 --> 00:28:06,666 and I wanna quickly 654 00:28:06,666 --> 00:28:08,900 in the little time we have left for these glass 655 00:28:08,900 --> 00:28:10,266 just quickly show you 656 00:28:10,733 --> 00:28:12,166 one way of modelling of course 657 00:28:12,166 --> 00:28:13,466 modelling things like parts 658 00:28:13,466 --> 00:28:14,666 there are many ways to do it 659 00:28:14,666 --> 00:28:16,466 and it's up to you to choose 660 00:28:16,700 --> 00:28:19,400 whichever way you feel most comfortable with um 661 00:28:19,400 --> 00:28:22,466 I I don't feel so comfortable working with splines and 662 00:28:22,466 --> 00:28:23,200 and nerves and I 663 00:28:23,200 --> 00:28:27,133 I usually like working with polygons and subdivision 664 00:28:27,133 --> 00:28:29,900 and one nice thing about Arnold is that you can 665 00:28:30,400 --> 00:28:32,800 put a Lorez Poly model in there 666 00:28:32,800 --> 00:28:35,266 and it will do the subdivision at render time 667 00:28:35,266 --> 00:28:36,866 it's not really necessary 668 00:28:36,866 --> 00:28:38,533 for the kind of model we have here 669 00:28:38,533 --> 00:28:39,166 which is very 670 00:28:39,166 --> 00:28:40,300 very simple 671 00:28:40,400 --> 00:28:42,966 but when you have very heavy scenes 672 00:28:42,966 --> 00:28:46,366 it's very useful to keep all the subdivision 673 00:28:46,600 --> 00:28:48,033 only for render time 674 00:28:48,266 --> 00:28:49,966 um so let's do a quick one 675 00:28:49,966 --> 00:28:52,333 um just as a little exercise 676 00:28:52,333 --> 00:28:54,333 and then you can go ahead and do your own 677 00:28:54,333 --> 00:28:55,966 so I'll start with the 678 00:28:55,966 --> 00:28:57,700 um and we can do it on a 679 00:28:57,966 --> 00:29:00,866 an empty scene because you can save them somewhere else 680 00:29:00,866 --> 00:29:03,000 and then import them into the scene and scale them 681 00:29:03,000 --> 00:29:04,566 so scale is not really 682 00:29:04,866 --> 00:29:06,033 an issue here 683 00:29:06,166 --> 00:29:08,566 let's just create a cylinder 684 00:29:08,866 --> 00:29:10,033 and a default 685 00:29:10,400 --> 00:29:12,766 and let's just scale it up a little bit 686 00:29:13,600 --> 00:29:16,366 and we'll select faces 687 00:29:16,933 --> 00:29:19,666 and we wanna select all the faces at the top 688 00:29:19,700 --> 00:29:21,133 so select this 689 00:29:21,133 --> 00:29:21,666 and then this 690 00:29:21,666 --> 00:29:22,866 select all that 691 00:29:23,266 --> 00:29:25,500 and now let's go to edit mesh 692 00:29:25,500 --> 00:29:27,466 and uh extrude 693 00:29:28,000 --> 00:29:31,133 and we just wanna offset a little bit to create the rim 694 00:29:31,133 --> 00:29:33,266 and you can hold control to make this 695 00:29:33,266 --> 00:29:35,200 uh a finer movement here 696 00:29:35,900 --> 00:29:39,100 and then we can press G just to repeat extrude 697 00:29:39,333 --> 00:29:40,433 and then we can 698 00:29:40,666 --> 00:29:41,566 extrude it down 699 00:29:41,566 --> 00:29:44,166 and we can look at wire frame to see that we're 700 00:29:44,166 --> 00:29:45,566 not going through the bottom 701 00:29:45,566 --> 00:29:49,500 something like this and um 702 00:29:51,000 --> 00:29:54,700 okay let's go back to vertix and we might wanna 703 00:29:55,500 --> 00:29:57,600 change this and we wanna give it some shape 704 00:29:57,600 --> 00:29:59,466 so maybe we want to lower it 705 00:29:59,466 --> 00:30:00,866 make it a bit lower 706 00:30:01,100 --> 00:30:02,833 and then take the whole bottom 707 00:30:03,000 --> 00:30:04,866 let's look again in wire frame to see that 708 00:30:04,866 --> 00:30:07,100 we're selecting both and just 709 00:30:08,366 --> 00:30:11,400 take the whole bottom and just scale it down 710 00:30:12,700 --> 00:30:14,600 that looks more like a pot 711 00:30:16,533 --> 00:30:17,900 maybe a little lower 712 00:30:18,900 --> 00:30:21,400 and then we wanna add some detail to it 713 00:30:21,400 --> 00:30:24,000 and even at this stage if you look at the object 714 00:30:24,000 --> 00:30:27,466 you can just press 2 to see it subdivided 715 00:30:27,466 --> 00:30:31,000 or 3 to see it subdivided without the cage 716 00:30:31,333 --> 00:30:34,066 um let's go back to one 717 00:30:34,566 --> 00:30:37,166 and now we wanna add some um 718 00:30:37,466 --> 00:30:38,666 some divisions here 719 00:30:38,666 --> 00:30:40,300 so let's go to edit Mesh 720 00:30:40,300 --> 00:30:42,100 Insert edge loop tool 721 00:30:42,366 --> 00:30:45,233 and we can insert an edge loop here 722 00:30:45,766 --> 00:30:48,400 and now we wanna select all these faces 723 00:30:50,566 --> 00:30:52,700 so we go like this 724 00:30:53,133 --> 00:30:55,666 but we don't wanna select the inner faces 725 00:30:55,666 --> 00:30:58,266 so we can just hold control 726 00:30:58,333 --> 00:31:01,933 do this and now we only have these three faces 727 00:31:01,933 --> 00:31:04,166 we can go and do another extrude 728 00:31:05,300 --> 00:31:10,200 and change the thickness to add a bit of a rim there 729 00:31:10,866 --> 00:31:12,300 something like this 730 00:31:13,366 --> 00:31:18,233 and um again let's look at it subdivided 731 00:31:18,566 --> 00:31:21,366 and it looks nice but it's a little soft overall 732 00:31:21,366 --> 00:31:22,733 the curves it's too curvy 733 00:31:22,733 --> 00:31:25,066 so we wanna make it more like a plant pot 734 00:31:25,066 --> 00:31:26,666 and let's turn off the grid 735 00:31:26,666 --> 00:31:27,966 we don't really need that 736 00:31:27,966 --> 00:31:29,600 so at this point 737 00:31:29,933 --> 00:31:33,000 um we might look here it's more helpful again 738 00:31:33,000 --> 00:31:37,866 we just wanna add some edge loops one at the bottom 739 00:31:40,366 --> 00:31:42,400 and maybe one over here 740 00:31:44,133 --> 00:31:48,033 make it more of a pot and we can leave the rim kind of 741 00:31:48,333 --> 00:31:49,866 circular like this 742 00:31:55,500 --> 00:31:57,500 let's go back to object mode 743 00:31:59,000 --> 00:32:01,500 you know and that could be a basis for 744 00:32:01,500 --> 00:32:03,966 making more of these um 745 00:32:03,966 --> 00:32:06,800 so you wanna probably do 746 00:32:07,200 --> 00:32:09,366 several different variations of these 747 00:32:09,366 --> 00:32:10,800 just like you have on a balcony 748 00:32:10,800 --> 00:32:13,133 have different sizes and type 749 00:32:13,133 --> 00:32:16,200 also these usually stand on a kind of a shallow plate 750 00:32:16,200 --> 00:32:17,300 you wanna make these 751 00:32:17,300 --> 00:32:19,366 and you can use the same procedure 752 00:32:19,533 --> 00:32:20,966 and then in the um 753 00:32:20,966 --> 00:32:22,266 in the next class 754 00:32:22,600 --> 00:32:24,733 I will throw some textures on them 755 00:32:24,733 --> 00:32:27,700 and do a little shader or you can go ahead and do that 756 00:32:27,933 --> 00:32:30,066 for Arnold just um 757 00:32:30,066 --> 00:32:32,500 when you render a test renders in Arnold 758 00:32:32,500 --> 00:32:34,133 and you wanna see how something look 759 00:32:34,133 --> 00:32:36,000 don't forget to put a ground underneath it 760 00:32:36,000 --> 00:32:37,833 just put a plane with a grade 761 00:32:38,066 --> 00:32:39,966 grey shader there 762 00:32:39,966 --> 00:32:42,300 otherwise the lighting will not feel right 763 00:32:42,300 --> 00:32:43,866 and you can just throw in 764 00:32:44,700 --> 00:32:49,066 a Skydome light and just do your shaders based on that 765 00:32:49,133 --> 00:32:50,966 then when you bring it into the 766 00:32:50,966 --> 00:32:51,800 the actual scene 767 00:32:51,800 --> 00:32:54,200 you can always tweak the colors or the 768 00:32:54,333 --> 00:32:55,566 specs and so forth 769 00:32:55,566 --> 00:32:57,266 so in the next class 770 00:32:57,266 --> 00:32:58,866 or we're gonna go into 771 00:32:58,866 --> 00:33:01,366 we're gonna create some of these and then go 772 00:33:01,666 --> 00:33:02,866 into speed tree 773 00:33:03,100 --> 00:33:06,066 and create some plants for the balcony 774 00:33:06,066 --> 00:33:08,366 and maybe even animate some of them 775 00:33:08,366 --> 00:33:11,166 so I'll see you all next week bye bye 54986

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