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Hello and welcome to the next part where we
going to look at some of the more localized
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settings here to make sure that we have some
good values that are are properly
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working for any time of day that we're going to
choose for this going forward.
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So,
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one of the things that I would like to do is
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I would like to.
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Add some new levels here.
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And we actually do have a bunch of things
already in here.
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So,
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we will reuse some of these.
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and,
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first of all,
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what we need to do is we need to move all the
stuff that we have right now into the correct
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layer or Level here because I want to turn some
of these off.
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so,
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let's
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See how we go with this?
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I will not change the post-process volume for
now.
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But what I will do is I will
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Take the frogs here, so let's double click this, so
it's highlighted.
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Now we see it's highlighted and then we can
select these
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actually, we can also rename them.
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So, let's do.
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This atmospheric fog, Sonny.
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Exponential Fork.
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Sunny
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and we select these and then we right click and
say move selected actors to level.
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So now they're in here.
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Then we go with.
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The skylight.
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We got to call this.
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Sunny.
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It's like that. We're going to move it here.
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Is that already in here?
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Yeah.
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Okay cool. So this one is already in here.
Perfect.
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And then we have our
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directional light and we can see here that this is
a different level. So we just move it over here.
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I'm going to save this.
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Alright. Now the last thing that we need is our
editors fear here.
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Let's just call it
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Sky Dome sunny.
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And let's move that one in here, too.
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Not really sure why this is taking so long now.
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There we go.
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Okay,
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perfect. So now when I click the little I icon I'm
going to move this off screen.
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We get this,
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and it may seem a bit counterintuitive, but this is
actually perfect.
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So,
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because here's the thing,
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And interior like this,
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it is not lit to like look great.
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When there's a lot of light from the outside
coming in and interior like this,
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it's usually lit in a way.
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So it works to look nice and cozy during
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darker times because that's what we use lights
for.
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also like there's
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there's this way less From like exterior lighting
and many cases.
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And so it this is kind of like done in a way. So it
looks nice and cozy and welcoming, right?
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So what we will do is we will hide all the exterior
lighting.
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So we can actually work with the proper
influences here.
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So but one thing that we need to sort of do is we
need to also figure
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out what are the type of lights that we actually
have in here.
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And
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exposure for something like, this is usually very
different than what we have outside.
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So this is our outside exposure.
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I'm just going to set this to five quickly so now
we can see like
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yep there's lots of light coming in now from the
exterior.
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But we also just want to see. Okay, so what do
we have to work with here?
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So we do have these
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Lamps here.
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We do have these lamps here,
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and this one's are interesting. Because the
ceiling lamps,
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we will most likely end up using spotlights for
these because they just like face in.
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In One Direction,
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these ones are a little bit more interesting
because they have this glow or thingy.
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Sort of like sadaiva like emit light in in in almost
all the directions.
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so we need to see how we do these
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And this is pretty much.
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All the light sources that I can see what is this?
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Okay, it's a vent cover.
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All right, great.
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So this is basically all the all the stuff that we
have.
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And here's one thing that everybody should
know about me.
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I I really like to do practical lighting so that
means that I really like to light My scenes.
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Based on the actual light sources that are in the
scene.
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So I'm not a big fan of like fill lights or fake lights
or movie lights, whatever you want to call them.
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They can be necessary.
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But what I really like is for example, when
you look at movies that are practically lit,
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what they do is like if they have something that
needs to be lit properly,
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they actually just really put a real light source
there so it works.
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They don't do like a fake light that suggests that
something is readable while it's actually not.
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So,
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usually what I like to do is I like to start by just
using all the
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light sources that are there and utilize them
properly.
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And when I see, it doesn't do the job.
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I think about,
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well, can I put new light sources somewhere? So
it makes sense, or like, how,
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how would I like to do this, right?
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So let's start by doing just that.
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So usually lights that we have inside.
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Have certain brightnesses that are that are
common,
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let's say that and you can you can see these
when
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you go to like websites of lamp manufacturers
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Just Looking here.
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Second. So,
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for example, let's say your have Philips light
bulbs, right?
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So we can actually go here.
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And you can see, okay, I want to choose by cab.
I want to choose by shape. What do I want,
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right? So let's go. Simple first, like let's say,
okay, just looking Oral bulb here.
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so,
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Now this is all the stuff that you can just buy at
the store. All right.
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And most lamps that we have inside. There are
also what we call warm wide.
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So,
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This is a rather bright one here. So let's just go
and look at this.
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Now, this does not really tell us much.
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So what we need to do is we need to see all the
specifications
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and here we can see a lot of things that are quite
good for us, right?
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So we can see that the color temperature is 2700
Kelvin
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and that the light intensity Is 1055 lumens.
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That is a very standard light bulb.
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So a lot of the light bulbs are between 800
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and let's say, 2400 ish lumens.
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While like 2400 is actually really on the bright
side.
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Like most light bulbs are around like this or
1,500.
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And this is what you have in your living room.
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So a lot of the light bulbs that are used for stuff
like this here is a bit more.
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Let's say moody,
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like they are not as bright usually,
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it can can be different as well.
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So this is sort of like the ballpark that we will
end up with,
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right.
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So the first thing that we can do is we can just
start here and for now,
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now, we going to Use spotlights,
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we're not really use anything else for now.
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Well switch this to movable.
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And then down here in the advanced section,
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we go down here and we switch this to lumens.
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And then what we also going to do is we're
going to hit this use temperature
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and here I don't remember if I already said it, but
I probably did.
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I would always use temperature when we work
with like normal light sources.
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Like there's other stuff like
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Lights that like you know like the sodium yada
yada lights thingies
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and like lights that have like specific Colours
and wavelengths.
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We don't use temperature for those like we can
for the warm ones but
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there's like cold ones that almost go towards
some greenish stuff.
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So it is better to just Google and To RGB values
for those.
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But for like normal light sources, they're pretty
much always on the temperature Spectrum.
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So we will keep the color here at White.
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And instead we will use the temperature and
I'm just going to set 2700 K now.
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So that's just what we do and this is going to be
a this is a rather warm color,
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right?
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so now for our intensity,
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let's just go with the
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value like this.
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And I'm just going to put it
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somewhere close to this thing here.
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And again like I'm not trying to make this like
super accurate or beautiful.
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What we're doing right now is we're actually
more interested in like value balancing.
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Okay?
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So,
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we're going to do this here.
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and now we can see that we like don't really
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A lot of this,
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which is also kind of expected, since this is like,
still, like daytime.
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And even though we just adjusted our exposure,
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it's not going to make the light like super visible
because that's just not how it works.
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So,
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I'm going to turn this off and I just realized that I
put this
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in the same layer because I had this one turned
on,
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so it placed it automatically in that layer.
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I'm going to switch here and say Move selected
actor to level.
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So now we're good.
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And now when I turn this off,
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We have this.
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All right.
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And now,
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what I want to do is I want to go into our
exposure.
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And now we need to make this look proper and
there's a bunch of ways to do so.
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So for now I'm going to rename this here and
call it Post process volume
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sunny.
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And I will put this back to one.
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And then I'm going to go down here.
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and,
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This is all good.
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Now we're going to add another post-process
volume.
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Right here.
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and for now I will just call this post-process
volume
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Interior,
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I will make this Unbound now, but we will
change that later.
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This is just really like, for now.
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And then I'm going to do priority just going to do
five. It could be one. Does it really matter?
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and now, when I go in here,
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I should be able to overwrite this,
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which I am right now.
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So,
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Now comes in like a lot of knowledge of stuff
that I like already have or did in the past.
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So now we can see,
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00:15:22,800 --> 00:15:24,800
now I'm choosing an EV of 3gb
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of 325, is more what you would have for an
interior like this.
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And now you can see something really
interesting happening
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because like first of all yep, you do see this one
here.
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At the same time,
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you see a lot from this This and this is purely a
missive
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lighting that happens from the sign here.
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And this may actually end up causing us some
problems
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because this one here will have an emissive as
well.
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And here's a problem with
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You can't really say that. A missive does not
contribute to the lighting.
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So as soon as he use emissive surfaces, you'll
always end up getting like emissive lighting.
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And then if you want to use an so we call the
placed light here,
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we call these analytical lights,
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you kind of end up getting twice the lighting to a
certain degree.
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But still,
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you'll get obviously more accurate Shadow
casting and more accurate
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specular from using a analytical light versus
doing emissive.
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But it is still kind of cool that we have this
because if I turn this off you
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can see like there is some like nice indirect
Shadow casting from this.
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So this is still pretty cool here.
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But we can also see. It's like way, way, way, way
way too bright.
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so, before we continue,
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Our local light here,
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we may as well go into our sign here.
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and,
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I don't know,
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I'm just doing something
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like do this like 200. So like I just lowered the
intensity from five thousand to two hundred,
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something more like this.
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And we can already see that it is
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doing a lot better job here,
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but let's ignore this for now and let's look at this.
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So now the question is, okay,
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so we have this at 1055
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Lou.
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And so do we want this to be the look like do we
want this to look this bride or hot?
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I'm not entirely sure if I want that.
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So what we can do is we can just raise this a bit
more and maybe do this.
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Because what we need to understand is we will
distribute this. Anyways,
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so there will be a lot more but again,
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it's still kind of hard to tell.
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So how do we fix this properly?
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And here's something that I like doing is first of
all, I just like to get a rough ballpark,
244
00:18:19,300 --> 00:18:21,100
which I did just now.
245
00:18:21,600 --> 00:18:24,400
And then we have this BP here,
246
00:18:25,100 --> 00:18:26,300
which is actually great.
247
00:18:26,700 --> 00:18:31,300
Because what we can do is we can just go into
the blueprint
248
00:18:38,400 --> 00:18:39,500
Which is over here
249
00:18:41,000 --> 00:18:46,500
and we can take our light here and just copy it
250
00:18:47,700 --> 00:18:49,500
into this thing here.
251
00:18:52,800 --> 00:18:54,900
And in the viewport, we now have this beauty,
252
00:18:55,000 --> 00:18:59,500
which is actually quite interesting that it rotates
it this way.
253
00:19:00,600 --> 00:19:01,500
So,
254
00:19:02,000 --> 00:19:03,300
let's just see.
255
00:19:03,800 --> 00:19:07,400
This should be okay - 90.
256
00:19:08,200 --> 00:19:13,500
So, we just put this in here and the one that
I have selected here.
257
00:19:13,600 --> 00:19:15,100
We delete it.
258
00:19:23,900 --> 00:19:28,200
Oh, actually haha, this is funny. Okay, now so
the blueprint is actually rotated.
259
00:19:28,700 --> 00:19:30,700
So we gonna go with 90 again.
260
00:19:31,900 --> 00:19:33,400
This is the right way.
261
00:19:36,000 --> 00:19:43,300
So now we have this and if we go into our
lighting only, we can see that.
262
00:19:43,300 --> 00:19:47,300
You're we're getting some GI from this,
263
00:19:47,900 --> 00:19:49,600
it's not too bad.
264
00:19:52,000 --> 00:19:58,700
It's also interesting that this one seems to be a
different one.
265
00:20:04,800 --> 00:20:08,300
And honestly, I just wonder why, I don't know.
266
00:20:29,800 --> 00:20:32,000
so here is a sad thing
267
00:20:33,400 --> 00:20:34,400
and unreal 4,
268
00:20:34,400 --> 00:20:39,100
you could right click and then select and then
you could select the same type
269
00:20:41,200 --> 00:20:45,000
This context menu seems to be gone which is
very
270
00:20:45,000 --> 00:20:47,600
unfortunate because it's a really cool feature.
271
00:20:49,300 --> 00:20:50,800
Let's have a look here, quickly,
272
00:20:50,800 --> 00:20:52,400
if there is actually
273
00:20:53,600 --> 00:20:54,800
shortcuts for this.
274
00:21:35,600 --> 00:21:37,900
Control shift a,
275
00:21:38,000 --> 00:21:39,600
that might be the one.
276
00:21:45,100 --> 00:21:45,500
It is,
277
00:21:45,800 --> 00:21:49,600
that's a bit unfortunate. Okay, let's try this
control shift a,
278
00:21:50,200 --> 00:21:51,000
there you go.
279
00:21:51,200 --> 00:21:52,900
So this is the other one.
280
00:21:54,100 --> 00:21:59,200
And so, all we can do is we can take this guy
here.
281
00:22:02,400 --> 00:22:03,000
and,
282
00:22:07,000 --> 00:22:07,800
Browse it?
283
00:22:09,900 --> 00:22:14,800
so we have it here and then we click these ones,
do this,
284
00:22:14,800 --> 00:22:17,400
and then we should be able to
285
00:22:18,900 --> 00:22:22,800
Replace selected actors with this one.
286
00:22:24,000 --> 00:22:24,600
Boom.
287
00:22:25,000 --> 00:22:25,700
All right.
288
00:22:26,300 --> 00:22:30,200
So I recommend this highly to just use
289
00:22:31,700 --> 00:22:39,200
Blueprint light sources because it just is so
much easier to get everything set up in a quick
290
00:22:39,200 --> 00:22:43,100
way rather than going here and spam all the
lights manually also
291
00:22:43,100 --> 00:22:46,700
very important is that all this is like slightly Off
the Grid.
292
00:22:47,100 --> 00:22:50,900
So like if you would just like to move these like
along this line,
293
00:22:51,200 --> 00:22:56,200
it is not necessarily working right out of the box
the way it should.
294
00:22:57,500 --> 00:22:59,800
So that is just something to keep.
295
00:23:00,000 --> 00:23:00,600
Mind.
296
00:23:01,000 --> 00:23:05,900
So now we can see a bunch of things here is the
first of all we get some really harsh shadows and
297
00:23:05,900 --> 00:23:11,400
that is because we don't have any Source radius
set on our light and we also
298
00:23:11,400 --> 00:23:18,400
get like this kind of thing here which is not really
what is happening like.
299
00:23:18,700 --> 00:23:22,100
It's basically like our angle is too too, too
narrow,
300
00:23:22,200 --> 00:23:23,800
we don't really want that.
301
00:23:25,200 --> 00:23:25,800
So,
302
00:23:26,000 --> 00:23:27,200
we're going to go in here.
303
00:23:28,200 --> 00:23:29,200
and first of all,
304
00:23:29,200 --> 00:23:33,500
I'm just going to drag this down a little bit more
like
305
00:23:34,800 --> 00:23:35,500
This.
306
00:23:39,000 --> 00:23:39,900
And it's a bit.
307
00:23:41,700 --> 00:23:43,400
Hard to see here.
308
00:23:51,400 --> 00:23:52,200
so,
309
00:23:52,700 --> 00:23:53,500
we gonna
310
00:23:55,100 --> 00:23:58,100
Increase our angle a bit.
311
00:24:04,800 --> 00:24:06,500
Very to something like this.
312
00:24:16,600 --> 00:24:19,400
Maybe we pull this one down,
313
00:24:19,500 --> 00:24:21,600
so we actually have it here as well.
314
00:24:24,200 --> 00:24:24,900
All right.
315
00:24:31,200 --> 00:24:36,300
And then what we can do is we can change
316
00:24:38,000 --> 00:24:42,900
our swords radius here a bit because here's the
thing, like, if we look at this,
317
00:24:43,900 --> 00:24:45,800
of course, there's one light bulb in here,
318
00:24:45,800 --> 00:24:50,100
but the actual light source is going to be this
illuminated piece of glass.
319
00:24:50,100 --> 00:24:53,100
This is sort of like what starts Distributing the
light.
320
00:24:53,300 --> 00:24:54,300
So the light is
321
00:24:55,500 --> 00:25:00,500
Not like, really being emitted from the center
here but it's like, emitted from, from out. Here,
322
00:25:00,700 --> 00:25:01,000
right?
323
00:25:01,000 --> 00:25:04,300
So it's a bit more like like an area light and what
we can do is
324
00:25:05,800 --> 00:25:07,700
We can like, tweak our source radius.
325
00:25:13,200 --> 00:25:16,800
Until we start seeing
326
00:25:19,000 --> 00:25:20,600
this is lagging a bit here.
327
00:25:20,700 --> 00:25:22,400
I'm not exactly sure why.
328
00:25:23,600 --> 00:25:25,800
So now, we can see this is our source radius,
right.
329
00:25:25,800 --> 00:25:30,200
And we don't want our search radius to look like
this. We wanted to sort of reflect this shape.
330
00:25:30,600 --> 00:25:32,500
So, let's do maybe 15.
331
00:25:32,600 --> 00:25:33,500
12,
332
00:25:33,900 --> 00:25:36,400
and 12. Seems kind of like good enough.
333
00:25:37,500 --> 00:25:39,800
And now what has happened? You can see here,
334
00:25:40,400 --> 00:25:43,800
we're actually getting like more soft shadows
and this is
335
00:25:43,800 --> 00:25:48,400
because of the virtual Shadow map that is doing
this.
336
00:25:48,400 --> 00:25:55,300
So this looks a bit more realistic than I'm going
to reset it back to zero like this looks bad, right?
337
00:25:55,400 --> 00:25:56,700
So 12,
338
00:25:57,500 --> 00:25:59,800
definitely not the same fidelity.
339
00:26:00,000 --> 00:26:01,300
As Ray traced Shadows,
340
00:26:02,000 --> 00:26:05,800
but still so much better.
341
00:26:07,700 --> 00:26:09,300
So now we have this.
342
00:26:10,900 --> 00:26:12,100
and when we look here,
343
00:26:14,700 --> 00:26:17,900
there is already a lot happening here,
344
00:26:18,300 --> 00:26:20,200
and we're also getting this issue.
345
00:26:20,800 --> 00:26:26,000
And that is because of the way that our light
source is like colliding here with the thing.
346
00:26:28,100 --> 00:26:33,700
And this is pretty cool here because we're
actually
347
00:26:33,700 --> 00:26:38,200
having a subsurface material from what I can
tell.
348
00:26:41,300 --> 00:26:45,900
So it means that when we have a light source
behind it, it actually starts making it glow.
349
00:26:47,800 --> 00:26:51,100
And here we also get our nice star-like shape.
350
00:26:53,000 --> 00:26:53,900
So let's have a look
351
00:26:55,300 --> 00:26:56,400
on our material.
352
00:27:04,800 --> 00:27:06,400
Okay, no, it's not subsurface.
353
00:27:06,800 --> 00:27:11,400
So this is basically just a bug from The Source
radius clipping through the object,
354
00:27:11,400 --> 00:27:14,600
as it seems that as something that can happen.
355
00:27:15,300 --> 00:27:21,800
So what we can do is we can just take the light
and we can like move it out the thing like this.
356
00:27:39,200 --> 00:27:40,000
All right.
357
00:27:41,900 --> 00:27:46,800
And then we can obviously go into our emissive
material here.
358
00:27:51,000 --> 00:27:53,000
And we can change this a bit.
359
00:27:53,900 --> 00:27:59,800
So this is a bit like sad, so to speak. Because
here we can't really choose like the, the color.
360
00:28:00,100 --> 00:28:01,100
It showed the same way.
361
00:28:03,100 --> 00:28:09,000
So we don't really know the exact value for our
2700 K,
362
00:28:09,300 --> 00:28:11,000
although there's online converters.
363
00:28:11,200 --> 00:28:13,600
So that's also like a thing that you can do
364
00:28:15,500 --> 00:28:18,400
and now we kind of like just wanna
365
00:28:20,300 --> 00:28:25,300
Up this and we can see it starts glowing here but
it doesn't really glow here.
366
00:28:25,300 --> 00:28:26,400
And that is because
367
00:28:27,500 --> 00:28:31,800
of the value not being HDR enough,
368
00:28:32,200 --> 00:28:33,200
most likely.
369
00:28:33,500 --> 00:28:36,600
So I'm just going to try something intense here.
370
00:28:39,700 --> 00:28:41,400
And it is not doing it.
371
00:28:47,200 --> 00:28:48,000
Beautiful.
372
00:28:54,800 --> 00:29:01,900
Oh, it's that one great. It was just derived from
Other instance, from another instance.
373
00:29:02,000 --> 00:29:04,600
So this is what happens when you're
374
00:29:05,700 --> 00:29:06,900
not focused.
375
00:29:12,300 --> 00:29:13,300
So put this in.
376
00:29:16,500 --> 00:29:19,800
And one thing that is also really important
to understand this,
377
00:29:20,100 --> 00:29:24,600
sometimes these like the light source itself can
feel incredibly
378
00:29:24,600 --> 00:29:29,300
bright but the actual lighting from it is not like.
379
00:29:29,600 --> 00:29:35,600
So what I mean by that is if you take a picture
with your camera of a light
380
00:29:35,600 --> 00:29:39,600
bulb in your living room and let's say it's a free
hanging lightbulb.
381
00:29:39,900 --> 00:29:44,500
The lightbulb will always be super bright on your
on your,
382
00:29:44,600 --> 00:29:45,600
on your photo.
383
00:29:46,200 --> 00:29:51,400
While the actual environment lighting from the
from the bulb may not be as bright.
384
00:29:51,400 --> 00:29:57,100
That is something that is important to
understand. Because like these things,
385
00:29:57,100 --> 00:30:01,600
they just glow so much. That is Very natural.
386
00:30:02,900 --> 00:30:08,900
That they blow out this much while the light
itself is not as extreme.
387
00:30:09,100 --> 00:30:12,900
So, now, what I would like to do is I actually feel
like this is a bit too,
388
00:30:13,000 --> 00:30:14,300
too much light here.
389
00:30:15,400 --> 00:30:23,500
So again, we can say, we stick with this and
we're gonna use this exposure.
390
00:30:23,700 --> 00:30:26,300
We can also say, like we change the exposure,
391
00:30:27,200 --> 00:30:29,400
so to something more like this.
392
00:30:32,100 --> 00:30:34,200
And this actually does feel quite good to me.
393
00:30:34,800 --> 00:30:35,400
However,
394
00:30:35,400 --> 00:30:38,100
what I would also say is probably
395
00:30:39,600 --> 00:30:40,800
this would be better.
396
00:30:41,500 --> 00:30:46,300
And the light itself is probably not 1055 Lumen.
397
00:30:47,300 --> 00:30:51,200
I think that, for a light source like this, especially
if they have so many,
398
00:30:51,500 --> 00:30:54,700
they would probably go with a lower Lumen
value.
399
00:30:54,900 --> 00:30:58,900
I'm gonna try something like 800 600,
400
00:31:03,400 --> 00:31:04,600
It kind of feels.
401
00:31:07,600 --> 00:31:07,800
like,
402
00:31:07,800 --> 00:31:10,800
it would be better to have it a bit more Moody
403
00:31:13,500 --> 00:31:18,500
And there's a lot of different light bulbs that do
like a lot less
404
00:31:19,600 --> 00:31:21,700
lighting especially in stuff like this,
405
00:31:21,700 --> 00:31:27,200
where you kind of want it to be more on the
Moody side of things.
406
00:31:31,000 --> 00:31:33,800
We're getting quite a bunch of interesting issues
here.
407
00:31:40,800 --> 00:31:41,500
So,
408
00:31:41,800 --> 00:31:42,900
I'm looking at this,
409
00:31:43,500 --> 00:31:46,200
we should tone down the emissive, also a little
bit.
410
00:31:54,600 --> 00:31:58,200
So, probably something like this feels quite
good to me.
411
00:32:03,800 --> 00:32:05,800
And I looking at this guy here again,
412
00:32:06,100 --> 00:32:10,600
we should definitely have a look at these colors.
413
00:32:12,200 --> 00:32:13,200
and,
414
00:32:14,400 --> 00:32:16,000
At the brightness values
415
00:32:18,200 --> 00:32:24,000
and it's always really good to also look at
reference while doing
416
00:32:24,000 --> 00:32:28,600
this to kind of like choose your battles here with
these colors.
417
00:32:32,800 --> 00:32:34,300
So, we got this.
418
00:32:45,500 --> 00:32:47,300
That's just what I've changed this here.
419
00:32:56,500 --> 00:32:58,500
Make this like really nice read.
420
00:33:10,500 --> 00:33:13,400
So, something like this feels kind of good to me.
421
00:33:28,900 --> 00:33:32,500
And I think here we were on something more like
this.
422
00:33:51,600 --> 00:33:53,500
All right, this is not too bad.
423
00:34:05,500 --> 00:34:07,200
Now, this one's going to be a bit tricky.
424
00:34:09,000 --> 00:34:10,900
So just going to choose a point light here.
425
00:34:19,199 --> 00:34:23,600
We need to see how that's going to mess up
because this is always a bit tricky
426
00:34:23,800 --> 00:34:28,800
when you do these kind of things to make sure
that it kind of like works.
427
00:34:29,400 --> 00:34:32,199
But now we need to,
428
00:34:32,300 --> 00:34:35,900
we need to see. I'm going to use the temperature
again 2700 here.
429
00:34:37,900 --> 00:34:39,300
This is kind of okay.
430
00:34:52,100 --> 00:34:57,900
Switch this here to lumens as well.
431
00:35:02,800 --> 00:35:06,000
And now we can see that even like four hundred
lumens is quite
432
00:35:06,000 --> 00:35:09,500
bright and here's an interesting thing. So like
Point lights,
433
00:35:09,500 --> 00:35:13,700
always look brighter than spotlights even
though with the
434
00:35:13,700 --> 00:35:18,100
same settings so that is just something to be
aware of.
435
00:35:19,100 --> 00:35:20,000
That's a thing.
436
00:35:21,100 --> 00:35:24,300
We also want to change this to.
437
00:35:25,400 --> 00:35:29,400
Something like this. And now we're starting to
get problems here.
438
00:35:31,900 --> 00:35:37,000
So we may be able to fix these problems by
making these emissive again.
439
00:35:40,600 --> 00:35:42,100
So, let's see about that.
440
00:35:44,500 --> 00:35:47,000
And we want to really do like some Moody
lighting here.
441
00:35:49,400 --> 00:35:54,100
I'm just going to see how much we're getting
here. I'm not trying to make this super accurate.
442
00:35:54,100 --> 00:35:56,800
This is just like a sort of like exploration here.
443
00:36:18,800 --> 00:36:22,800
So this is like the first step of starting to do this,
444
00:36:22,800 --> 00:36:25,100
just like figuring out a bit of things and then of
course,
445
00:36:25,100 --> 00:36:28,000
we should also add this to the blueprints
instead.
446
00:36:30,200 --> 00:36:32,900
Which will help a lot.
447
00:36:52,600 --> 00:36:55,500
Some just like pasting this onto the scene route.
448
00:36:55,900 --> 00:36:56,600
There we go.
449
00:36:58,000 --> 00:36:59,200
And then we move it down.
450
00:37:05,700 --> 00:37:06,500
Like so.
451
00:37:18,500 --> 00:37:26,100
So now we just need to do the same thing again
here where we select these control shift a
452
00:37:28,400 --> 00:37:29,200
or not.
453
00:37:31,400 --> 00:37:33,400
Let's just select these.
454
00:37:40,000 --> 00:37:42,400
Replace them with this one.
455
00:37:45,400 --> 00:37:47,700
And now like that, we have this.
456
00:37:49,100 --> 00:37:52,800
There's a few things that we can now think
about. So first,
457
00:37:52,800 --> 00:37:56,000
we will can think about how we do
the distribution
458
00:37:56,500 --> 00:37:59,100
but there's also more where we can say like,
459
00:37:59,200 --> 00:37:59,700
okay,
460
00:38:00,500 --> 00:38:04,000
Do we want these ones to be exactly the same?
461
00:38:04,600 --> 00:38:08,800
Do we want to change the colors around a bit?
462
00:38:09,300 --> 00:38:13,500
So there's a bunch of like really interesting
things to to figure out. Now.
463
00:38:14,800 --> 00:38:18,500
So let's stop with this here for now.
464
00:38:19,200 --> 00:38:23,200
And then we come back in the next session and
we got to make this look a bit more interesting.
465
00:38:23,200 --> 00:38:26,100
We're going to place this out a bit more where it
makes sense.
466
00:38:27,400 --> 00:38:32,400
And then we're going to just figure figure out
something that is nice and that we really like.
467
00:38:33,100 --> 00:38:34,608
So thank you so36627
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