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hi everyone and welcome to class No. 7 of Nuke 3:09
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and this week we pick up exactly from where we left uh
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in the previous class
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uh we just finished creating a texture for the floor
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we wanna go back to Maya
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do the texturing
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shading and of course lighting to get our first render
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so let's go to the render layers and we
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in the previous class
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we did some am interclusion renders
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and for doing some lighting test
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we probably wanna
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reduce the test resolution even further
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too heavy going really fast
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so let's go to options
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test resolution changes to 25%
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and now the ambient conclusion goes really fast
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and of course now we wanna go back to our master
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layer and do the lighting there
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now let's select all the Geo that we have here
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and assign a shader to them
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assign new material
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and we want the Arnold AI standard
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and this is the one
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Arnold shader that is basically used to create
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almost any kind of material
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very useful
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and we just wanna put a general kind of grayish
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material over everything
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so we can set up the lighting
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and then go and assign specific shaders to each piece
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um so let's go to our standard shader
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and we'll just change the color to say medium gray
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and now we can do a test render
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and of course it will be totally black
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because we have no lights and Arnold doesn't
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um take into consideration
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the Maya default light setup
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so you have to add
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at least one light source
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and the first light source we wanna
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add is the sky light
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is the ambient light
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our shot is pretty much ambient
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there is some directional light
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but it's not like a
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a blue sky kind of contrasty shot
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so um the the ambient light is very important
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so uh you can just click on this um
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little icon here
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or you can go to Arnold
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Lights and add a Skydome light
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it's the same thing
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let's add one
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and you can see it's adding a sphere
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and if we look in the perspective view
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here's the sphere
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you can scale it up or down
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it doesn't really matter
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let's select it
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and just scale it up
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it could be tiny or big
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it will do the same work
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it's virtual
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and at this point
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I like to switch to viewport 2
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which gives a better indication of lighting
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and textures
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just a better
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open Geo preview
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so if you have the correct car
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that will work beautifully
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let's go back to
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our camera and
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well let's choose this area
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and let's do a little test render
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and now you can see
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um that we have something that looks a little
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bit like ambient occlusion
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much grainier though
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because now we're doing
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direct reflection of surfaces over surfaces
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and so forth
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and so let's talk
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briefly about
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quality settings in Arnold
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let's open the render settings
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and there's a bunch of different parameters in
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Arnold to set things
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but really the area where you wanna concentrate
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uh at least this stage is here
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and it's a bunch of numbers for
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a samples diffuse
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glossy and refraction
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and very clearly
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the higher the numbers
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the more sampling goes on
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the smoother it will be
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less noisy um
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what you have to remember is that the first one
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that's called a samples is basically
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a multiplier for the others
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so if you change that one
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it will also multiply these
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even though you don't see those numbers here
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specifically being multiplied
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and if we take that and um save it
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and then we go
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and change these to us say
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5 and re render
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you see that it takes longer
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um but there is an improvement
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in the amount of noise and graininess that happens
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additionally
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you can specifically change
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the sampling for diffuse which is
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which is a general color for glossy
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especially when you have a very bright materials
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or glossy materials
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it starts flickering or getting artifact
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and refraction which has to do with transparency
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which we basically will not need here
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because we don't have any transparent surface
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so for now you really don't wanna uh
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have anything slow you down
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so we can change it back to say 3
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2 2 the way it was set up
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and that's totally fine
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that will be fast
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and actually that little bit of amount of graininess
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sometimes helps make things look more rough more real
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not too clean
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um later on
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we'll of course
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take these numbers and go
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higher up with them to get a cleaner render
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for now that's fine
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so we got a general ambient color here
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maybe at this point
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it's a good idea to bring back our background
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so that we can see these in context of the shot
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so let's close this for a moment
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go to our camera
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go back to environment
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to the image plane
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and turn it back on to
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RGB or RGBA
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and now we can see this will help
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if we do another test render
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it just helps kind of getting a feel of the sky
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of the environment even her
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so this is still not there
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let's go back to our skylight sky dome
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and now it's set to white
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which is always a good start
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and our sky is kind of whitish
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uh what I like to do usually is
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at least make a little gradient
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and we're not even using an HDRI image here
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um which you can of course
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but it's not really necessary for this shot
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uh we just need a
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you know a general sky
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ambient color and a directional light
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to give it some kick
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it would be nice to at least make this
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gradient so it's not
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constant throughout
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so let's select the ramp here
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and let's re render again
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and the default
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ramp in Maya has this great Technicolor setting
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which you see
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you can see now
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we can actually turn on the IPR
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so that we will update in real time
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you can select a small area
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and that will update
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so let's get rid of the red
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let's get rid of the
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of the green
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let's go to the blue and change this back to white
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and all we wanna do now is add another
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point for the gradient at the bottom and make it
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uh a bit darker grayish
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and that's basically what happens
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usually we sky
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the horizon is a little bit darker more hazy
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especially if the sun is up in the sky
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the top of the dome will be brighter
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and we want to have just that little thing
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and you can see that if I move the gray point higher up
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it's going to affect the amount of light on the scene
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so let's keep it down like this
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and what else can we do
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we can go and make it brighter overall
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um you can change the exposure
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and that's already way too much
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let's just add a tiny little bit
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let's say point three just to make it slightly brighter
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we still don't have shaders
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just to remind you
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everything right now is just gray
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so that will be a basic setup for now for the Skydome
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let's close the render window now
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because we want to go and add a directional light
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and we can switch to perspective
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and let's just create a directional light
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and move it up a little bit
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and it's pretty tiny so we wanna scale it up
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so we can actually see then the arrow
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and now it's pointing straight forward
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uh we wanted
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we wanna start it pointing basically down
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uh let's look at the rotation
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so we want it like minus 90
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that is all the way straight from the top of the sky
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now we don't want it coming totally straight down
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uh as you remember when you looked at the shots
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the light and here is another thing
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the light in our plate
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the light on her is not the same lighting exactly as
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we have on the background
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I mean we're cheating there
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so we wanna get something here that's in between
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that will help us kind of connect between
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the foreground plate and the background plate
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so what we wanna do is make the light
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coming slightly from the right side
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so we wanna rotate this a little bit
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something like this
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and also make it come
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um wait let's say
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yeah something like minus 7 here
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but we also wanna heat it
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from the camera and not have it totally back lit
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so we can see some features and some highlights
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so we wanna cheat this also a little bit
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and around minus 70 here
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and that should be it
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and let's do another IPR now
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and you can see that everything has gone brighter
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and if we take the Skydome for a moment
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uh and just turn the intensity all the way down to zero
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what we're seeing now is our
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um directional light and it's not strong enough
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the sun is strong there
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so let's go and change the intensity to three
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you see the shadows are really
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really strong here
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so what we can do is go to shadows
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make the shadow color a bit more grayish
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something like this
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because really there are no strong shadows on the plate
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or even in the background
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and another thing we can do
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is make the shadows more diffused
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more blurred and that is done
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uh in the light angle
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so the higher the light angle number is
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the more spread out the shadows are
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as you can see
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um let's put it at like 5
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um so now we've got this
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um kind of bright light and
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getting some nice shadowing here
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we also wanna make it slightly yellowish
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I mean it is the sun and now it's totally white
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so let's go here
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turn it toward orange
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yellow and just slightly give it a tint
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that you can see
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and now we can go back to the Skydome
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and bring it back up
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and now we've got these really strong
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kind of blown up light over everything
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let's keep it like this because our scene is very um
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strongly lit
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and will tweak the lights when we
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start putting on the shaders and the correct
281
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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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