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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,100 --> 00:00:02,800 Hello and welcome to the next session. 2 00:00:03,600 --> 00:00:08,600 So now that we've established a bunch of these things and looked at the exposure made. 3 00:00:08,600 --> 00:00:12,800 Sure that all this stuff works. Well our curves are set up in a good way. 4 00:00:14,000 --> 00:00:21,000 Let's look at how easy it is to generate. Also just different lighting, scenarios from all this. 5 00:00:21,800 --> 00:00:24,300 The first thing that I want to do here is I just want to do a little 6 00:00:24,300 --> 00:00:29,500 bit of cleanup because what is really valuable to do is 7 00:00:30,600 --> 00:00:37,800 to have a base post-process volume where you just have your master settings and then like tidy. 8 00:00:37,800 --> 00:00:41,700 So the actual like setting. So what I'm going to do is I'm going to just duplicate this, 9 00:00:42,200 --> 00:00:47,500 take the first one and I'm going to call it ppv. 10 00:00:48,000 --> 00:00:50,100 Whoops ppv. 11 00:00:52,400 --> 00:00:53,000 Face. 12 00:00:54,500 --> 00:00:59,700 And this is going to be my base post-process. Volume here are like the settings, for example, 13 00:01:00,400 --> 00:01:02,700 like Bloom and this kind of stuff. 14 00:01:03,500 --> 00:01:13,300 I will turn off all these features here because they are specific so to speak. 15 00:01:15,100 --> 00:01:20,700 Usually I have this stuff on here so we can like to see if we want more. We have all this stuff. 16 00:01:21,100 --> 00:01:23,800 We have this stuff here. 17 00:01:24,100 --> 00:01:28,100 We also have like the Lumen settings film grain. 18 00:01:28,300 --> 00:01:29,700 So this is all good stuff. 19 00:01:30,200 --> 00:01:32,100 And now we're going to take this one here. 20 00:01:34,300 --> 00:01:39,900 And what we want to do here is we basically want to turn off all these 21 00:01:41,000 --> 00:01:43,000 And here we really have 22 00:01:44,100 --> 00:01:50,000 time of day or setting specific things in here. So for example, like the exposure settings, 23 00:01:51,700 --> 00:01:56,700 Then I turn of the vignette because all I'm doing is I'm just making 24 00:01:56,700 --> 00:02:00,800 sure that everything is like normal good stuff here. 25 00:02:02,800 --> 00:02:06,100 Going to turn of this as well because we have it already. 26 00:02:08,600 --> 00:02:12,700 I am pretty sure I did not touch any of these, so that's also good. 27 00:02:17,900 --> 00:02:23,700 I will make sure that all these are reset as well. 28 00:02:38,400 --> 00:02:39,800 Just going to set this here. 29 00:02:49,200 --> 00:02:50,700 Call this ppv, 30 00:02:52,700 --> 00:02:53,300 Sonny. 31 00:02:56,800 --> 00:02:58,200 and then, 32 00:03:00,700 --> 00:03:02,200 With this one selected. 33 00:03:02,900 --> 00:03:06,800 I'll just move the ppb sunny. 34 00:03:08,700 --> 00:03:09,600 Onto here. 35 00:03:12,400 --> 00:03:14,600 So now when I hide this stuff, 36 00:03:16,200 --> 00:03:19,400 we can see that we always have our base ppv here with all 37 00:03:19,400 --> 00:03:23,200 the settings that are giving us like the look that we want. 38 00:03:24,100 --> 00:03:30,100 And additionally, we just turn on the setting specific settings over here. 39 00:03:33,800 --> 00:03:35,500 So that's pretty good. 40 00:03:37,000 --> 00:03:43,700 So now here's the thing, like this level came with a bunch of settings already. 41 00:03:45,000 --> 00:03:49,100 And what I want to do is I want to like reuse some of that data. 42 00:03:49,100 --> 00:03:55,700 So like I'm going to use for example the same sky here but we going to completely 43 00:03:55,700 --> 00:03:59,300 get rid of all the stuff that's there and we're going to do our own. 44 00:03:59,600 --> 00:04:01,900 So you'll see again how simple it. 45 00:04:02,000 --> 00:04:07,200 Actually is once we have all these things in place to set up something really cool. 46 00:04:07,700 --> 00:04:09,100 So let's turn this off. 47 00:04:10,100 --> 00:04:17,000 And now we obviously see that everything that we did not do here is go and away. 48 00:04:19,000 --> 00:04:23,000 One thing that I just realize certain, as back on, 49 00:04:23,900 --> 00:04:28,700 we do have our folk stuff here. 50 00:04:34,800 --> 00:04:37,400 Let's just make sure we are clean. 51 00:04:40,300 --> 00:04:44,900 Yes, up. This one is probably from the other one. 52 00:04:46,500 --> 00:04:52,400 Yeah, so we don't really need this one because we used this one. That's the one that I set up. 53 00:04:59,800 --> 00:05:00,300 You. 54 00:05:01,000 --> 00:05:02,200 So we just take this, 55 00:05:02,500 --> 00:05:04,500 we move it to this layer here 56 00:05:06,000 --> 00:05:08,700 and it's always good to clean up a bit. 57 00:05:10,600 --> 00:05:12,100 We've also touched this one a bit. 58 00:05:24,200 --> 00:05:25,600 I'd actually already is here. 59 00:05:28,800 --> 00:05:29,300 Cool. 60 00:05:29,400 --> 00:05:32,900 Yeah, so we'll just do this because like we might want to change these settings. 61 00:05:34,100 --> 00:05:36,100 For something else. 62 00:05:37,300 --> 00:05:37,900 All right, 63 00:05:38,000 --> 00:05:40,200 so I'm going to close this. 64 00:05:40,200 --> 00:05:40,800 I'm gonna 65 00:05:41,900 --> 00:05:43,700 turn this one on. 66 00:05:45,600 --> 00:05:48,100 And now what we need to do is we need to just go 67 00:05:48,100 --> 00:05:52,500 through here and just like get rid of all the stuff. 68 00:05:54,100 --> 00:05:55,600 We don't want any of this. 69 00:06:00,800 --> 00:06:08,400 So we want to get rid of this one too because we're going to do again our own. 70 00:06:14,000 --> 00:06:17,100 Why do I have two meshes like this? 71 00:06:26,800 --> 00:06:28,000 I don't need this. 72 00:06:31,400 --> 00:06:33,500 Going to remove the Skylight here as well, 73 00:06:34,000 --> 00:06:36,300 just to do my own thing 74 00:06:37,500 --> 00:06:42,600 and we have a directional light gonna just kill all of these. 75 00:06:50,300 --> 00:06:51,900 So nothing here anymore. 76 00:06:52,700 --> 00:06:53,500 Good stuff. 77 00:06:59,700 --> 00:07:00,700 And now it gets fun. 78 00:07:01,200 --> 00:07:01,900 So 79 00:07:03,000 --> 00:07:06,500 here we just have like our Sunset Sky texture and the sky dome 80 00:07:06,500 --> 00:07:11,100 is pretty much set up the way we've had it before as well. 81 00:07:11,600 --> 00:07:12,400 So 82 00:07:13,500 --> 00:07:18,500 there's not really much stuff that is of significance 83 00:07:18,500 --> 00:07:21,000 or any different than what we did before. 84 00:07:21,700 --> 00:07:25,000 So one of the things that we just need to figure out when we do that is 85 00:07:26,500 --> 00:07:30,500 How do we want our Sky to be rotated and all these kind of things? 86 00:07:32,500 --> 00:07:38,600 So we can we can just do that and I think Yep this one works like this 87 00:07:39,900 --> 00:07:42,200 so maybe we want to do it like this. 88 00:07:43,000 --> 00:07:46,600 So we actually have it kind of like like this here. 89 00:07:48,200 --> 00:07:50,500 and I want to 90 00:07:53,300 --> 00:07:54,100 just 91 00:07:55,700 --> 00:07:59,900 move this a little bit here was actually rather small sky. 92 00:08:02,800 --> 00:08:06,900 Because we can really see The Parallax from from moving this, 93 00:08:06,900 --> 00:08:11,000 which is not something that usually should happen because you have your sky. 94 00:08:11,000 --> 00:08:11,800 So big 95 00:08:14,000 --> 00:08:15,000 Yeah, that's interesting. 96 00:08:15,100 --> 00:08:17,500 So let's try and scale that up. 97 00:08:20,600 --> 00:08:21,800 Didn't change the look much. 98 00:08:21,800 --> 00:08:25,300 But now when I do this it is like because otherwise we get a lot 99 00:08:25,300 --> 00:08:29,400 of like Parallax that we don't really want from our sky like this. 100 00:08:30,700 --> 00:08:31,700 And now let's see. 101 00:08:34,100 --> 00:08:38,400 No, I kind of like want this to be like the sunny pocket here. I think that's pretty cool. 102 00:08:40,600 --> 00:08:47,400 So now the first thing, while we have our lighting Sunset layer selected here, going to save this. 103 00:08:49,300 --> 00:08:50,100 Make sure this is 104 00:08:51,300 --> 00:08:51,700 okay. 105 00:08:53,000 --> 00:08:56,900 So we save this and then we're going to add our 106 00:09:01,100 --> 00:09:02,400 Skylight in here. 107 00:09:08,700 --> 00:09:10,500 I was about to say, like, plz don't crash. 108 00:09:12,600 --> 00:09:14,100 We switch this to movable. 109 00:09:15,800 --> 00:09:21,600 We have all these settings. That's alright. I'm gonna just add more resolution to this. 110 00:09:25,900 --> 00:09:28,800 It should have captured this by now. 111 00:09:30,300 --> 00:09:32,300 But we'll just get to all these things. 112 00:09:34,700 --> 00:09:34,800 Now, 113 00:09:34,800 --> 00:09:39,700 the next thing that we're going to do is we're going to add our post-process volume 114 00:09:44,100 --> 00:09:48,600 I'm going to turn off the draw brush pulleys for now. 115 00:09:52,000 --> 00:09:53,600 and I will get rid of the 116 00:09:55,400 --> 00:09:57,300 HDR visualization here. 117 00:09:58,700 --> 00:09:59,200 so, 118 00:10:01,100 --> 00:10:05,600 What we want to do now is we want to go down here and say like infinite extent and 119 00:10:05,600 --> 00:10:11,100 we want priority 5 because we want to add our modified settings to the base. 120 00:10:12,700 --> 00:10:16,700 And the most important thing that we're going to do here again is our exposure. 121 00:10:17,900 --> 00:10:18,600 So 122 00:10:19,800 --> 00:10:23,100 if we remember from how we did things before, 123 00:10:25,500 --> 00:10:29,300 There's a multitude of ways that we can start this. 124 00:10:30,200 --> 00:10:35,100 So one thing that we can do is we can potentially just measure this 125 00:10:37,000 --> 00:10:41,800 Considering how it should be done for like a sunset sky. 126 00:10:45,400 --> 00:10:47,700 And I need to go to my Wikipedia for that. 127 00:10:54,200 --> 00:10:55,600 so, if we look at this here again, 128 00:10:56,900 --> 00:11:02,500 Typical photographic seen at Sunrise or Sunset is 25 Candela per square meter. 129 00:11:04,300 --> 00:11:09,300 So I would say, let's go just a little bit brighter. 130 00:11:12,300 --> 00:11:14,500 And and get a feel from from there. 131 00:11:16,000 --> 00:11:17,300 So again, 132 00:11:17,800 --> 00:11:19,400 we just go in here. 133 00:11:19,400 --> 00:11:20,600 Visualize 134 00:11:23,200 --> 00:11:25,500 HDR thing. 135 00:11:26,800 --> 00:11:29,400 I'm gonna open this material here. 136 00:11:31,400 --> 00:11:33,700 And I obviously have like my brightness, 137 00:11:33,800 --> 00:11:35,400 slider to the right? 138 00:11:36,800 --> 00:11:44,200 And I'm just going to like look at this here and we can see this is like really, really, really dark. 139 00:11:44,200 --> 00:11:46,200 This is like - Evie. 140 00:11:46,400 --> 00:11:47,100 All right. 141 00:11:47,800 --> 00:11:51,400 So what we want is definitely like a lot more here. 142 00:11:52,500 --> 00:11:55,500 So keep on sliding, I keep on sliding, 143 00:11:55,700 --> 00:11:58,800 you can see how the exposure is trying to catch up down here. 144 00:11:59,500 --> 00:12:05,400 So Now we are on one net and our goal is to be like, 145 00:12:05,900 --> 00:12:07,200 more, like 2025, 146 00:12:08,700 --> 00:12:10,800 like I'm going to just do something now. 147 00:12:11,300 --> 00:12:12,500 I'm just going to go with like, 148 00:12:12,700 --> 00:12:14,800 50 49 50. 149 00:12:15,000 --> 00:12:15,900 All right. 150 00:12:16,500 --> 00:12:20,400 And we can see that our average exposure. Is it like 7.6? 151 00:12:26,900 --> 00:12:33,400 so now what we need to do is we need to get our skylight 152 00:12:39,900 --> 00:12:42,100 We need to recapture the scene. 153 00:12:45,900 --> 00:12:47,100 My turn this off. 154 00:12:57,400 --> 00:12:59,700 And this is rather interesting. Now. 155 00:13:08,400 --> 00:13:14,500 Because it doesn't seem to be catching our Skydome here. 156 00:13:24,500 --> 00:13:27,600 And this is stuff that can happen when you. 157 00:13:30,000 --> 00:13:34,800 when you use like content that you have not built yourself, 158 00:13:38,100 --> 00:13:41,700 This kind of like always happen and this for example is actually quite bad here. 159 00:13:41,800 --> 00:13:43,300 You would never want to have 160 00:13:44,400 --> 00:13:46,300 Shadows on this stuff on. 161 00:13:56,100 --> 00:13:57,400 So let's have a look at this. 162 00:13:57,500 --> 00:13:59,500 So here's the material instance. 163 00:14:00,200 --> 00:14:05,700 We have the skymaster material, which is by no means. 164 00:14:06,200 --> 00:14:07,900 Anything special here. 165 00:14:14,900 --> 00:14:20,600 Just a few more controls here, but that's like nothing of significance. 166 00:14:27,100 --> 00:14:29,800 And here we have this mesh being used. 167 00:14:40,500 --> 00:14:42,900 So, let's try something quickly. 168 00:14:45,800 --> 00:14:46,700 I'm gonna. 169 00:14:56,500 --> 00:14:57,400 Delete this. 170 00:14:59,300 --> 00:14:59,700 and this is, 171 00:15:00,000 --> 00:15:01,800 like when stuff doesn't really work, 172 00:15:01,800 --> 00:15:05,000 that's always kind of like the way to go 173 00:15:06,100 --> 00:15:09,800 is to try and delete it and re-add it 174 00:15:11,300 --> 00:15:14,500 So there is a sky sphere. 175 00:15:16,900 --> 00:15:18,100 Here. Anyways. 176 00:15:32,500 --> 00:15:33,300 Okay. 177 00:15:46,800 --> 00:15:47,700 So beautiful. 178 00:15:53,700 --> 00:15:55,000 So, let's do this. 179 00:15:58,300 --> 00:15:59,000 There we go. 180 00:15:59,200 --> 00:16:02,700 So I have no idea why it didn't work in the beginning, 181 00:16:02,800 --> 00:16:05,700 but now we have this. 182 00:16:09,800 --> 00:16:14,700 And what we can do now is we can not rotate this. 183 00:16:20,200 --> 00:16:21,600 and that is, 184 00:16:25,900 --> 00:16:28,100 Something with the UV math here. 185 00:16:35,400 --> 00:16:37,300 So, let's see if we can fix this quickly. 186 00:17:02,700 --> 00:17:06,800 I have no idea if this is going to work because I haven't actually done this in like years. 187 00:17:07,000 --> 00:17:08,500 So I'm very, very sorry. 188 00:17:10,000 --> 00:17:12,400 It might actually be rotate about axes thing. 189 00:17:24,500 --> 00:17:26,599 Yeah, the seems to have screwed it completely. 190 00:17:28,500 --> 00:17:31,700 This is good stuff when you when you try to do these things and then in the end, 191 00:17:31,700 --> 00:17:35,600 like you have no idea why stuff is or isn't working. 192 00:17:42,200 --> 00:17:46,500 And again, I don't usually work with Skies like this, 193 00:17:47,100 --> 00:17:50,800 I usually work with like very different Skies. 194 00:17:53,900 --> 00:17:55,200 Let's try the. 195 00:18:12,100 --> 00:18:12,900 Yeah. 196 00:18:15,900 --> 00:18:18,300 I don't really remember how to do this, to be honest. 197 00:18:19,300 --> 00:18:21,800 So what I'm going to do is I'm just gonna 198 00:18:23,400 --> 00:18:29,700 use a different texture because that is usually how how I do it. 199 00:18:31,000 --> 00:18:33,200 So, let's see what we have here. 200 00:18:37,200 --> 00:18:41,700 So, I'll be using a very different Sky, H TR. 201 00:18:41,800 --> 00:18:47,600 You guys probably know it already from some of the from of the other 202 00:18:48,800 --> 00:18:50,300 sessions that we did. 203 00:18:51,600 --> 00:18:51,900 So, 204 00:18:51,900 --> 00:18:53,700 I will just take my 205 00:18:55,200 --> 00:18:56,700 editors fear here. 206 00:18:57,800 --> 00:18:58,700 There we go. 207 00:19:06,700 --> 00:19:10,300 Because here's the thing, like again I I used to do a lot of Shader stuff, 208 00:19:10,300 --> 00:19:14,300 but when you don't do it all the time, you kind of like forget how some things work. 209 00:19:15,300 --> 00:19:20,100 And what I don't like is this when you can only rotate the texture via math, 210 00:19:21,800 --> 00:19:24,000 so I like to have control over it by, like, 211 00:19:24,000 --> 00:19:24,900 using the 212 00:19:26,500 --> 00:19:27,900 The sphere itself. 213 00:19:29,800 --> 00:19:34,200 And that is sadly, something that does not fully work with this approach. 214 00:19:36,900 --> 00:19:37,600 so, 215 00:19:37,600 --> 00:19:38,400 I'm going to 216 00:19:41,700 --> 00:19:46,500 duplicate this and call it Sky sunset. 217 00:19:52,700 --> 00:19:53,500 and then, 218 00:19:53,700 --> 00:19:54,400 we're gonna 219 00:19:56,700 --> 00:19:58,100 Use this one for now. 220 00:20:03,600 --> 00:20:05,100 Oh, it's the texture Cube? 221 00:20:05,400 --> 00:20:05,900 Yeah. 222 00:20:07,800 --> 00:20:09,200 Let's, let's see here. 223 00:20:11,800 --> 00:20:12,800 Because like some of these, 224 00:20:12,800 --> 00:20:18,600 I imported as cube maps for the other tutorial sessions and some I exported like this. 225 00:20:19,000 --> 00:20:20,700 So let's see what do we have here? 226 00:20:25,100 --> 00:20:30,000 Hey, this might not be super bad. We don't have like as much like epic clouds or something, 227 00:20:30,600 --> 00:20:34,300 but it we could we could look at it and see what we like. 228 00:20:37,000 --> 00:20:38,700 So, I'm going to browse this, 229 00:20:39,500 --> 00:20:43,800 and I'm going to put it onto my sphere. 230 00:20:45,500 --> 00:20:49,100 I will make this 50 15,000. 231 00:20:52,400 --> 00:20:53,900 and then we obviously need to, like, 232 00:20:53,900 --> 00:20:54,800 crank it 233 00:21:00,000 --> 00:21:03,400 And this is pretty much the rotation that I kind of want it. Anyways, 234 00:21:03,400 --> 00:21:06,100 I wanted it to be like over there sort of. 235 00:21:07,000 --> 00:21:07,500 So, 236 00:21:07,700 --> 00:21:11,200 basically, that if we move this over here, 237 00:21:12,000 --> 00:21:14,300 kind of wanted this to be like this, 238 00:21:15,200 --> 00:21:17,200 the down Point sort of like here, 239 00:21:18,300 --> 00:21:19,700 so kind of like this. 240 00:21:22,000 --> 00:21:27,000 Now we have to again go in here to visualize HDR 241 00:21:27,800 --> 00:21:32,600 and then we just like go up and we are quite low. 242 00:21:33,300 --> 00:21:36,500 So let's pump this too. 243 00:21:41,600 --> 00:21:42,200 50. 244 00:21:47,900 --> 00:21:51,100 Turn off this guy, 245 00:21:51,600 --> 00:21:52,800 take our skylight. 246 00:21:56,100 --> 00:22:01,500 Recapture and now we can already see that. It has like quite a bit of a different flavor here. 247 00:22:06,300 --> 00:22:11,100 And one thing that we kind of want to do as well as we really would love to. 248 00:22:12,800 --> 00:22:15,600 Get some proper exposure going here. 249 00:22:17,100 --> 00:22:22,200 And also get maybe a little bit of sun lighting, even though it may not really have a son here. 250 00:22:23,000 --> 00:22:27,400 So we're going to do is we're going to go to this one. 251 00:22:30,300 --> 00:22:33,200 And now we're going to set something that we actually like here. 252 00:22:33,200 --> 00:22:36,300 So you may have remembered like when it was showing us to stuff, 253 00:22:36,300 --> 00:22:38,400 it was like being around like 7:00. 254 00:22:39,100 --> 00:22:42,400 So now that I look descend there's like not much difference. 255 00:22:45,300 --> 00:22:47,000 And I think we should 256 00:22:48,300 --> 00:22:53,400 actually go down a bit. I would love to go down a bit. I'm gonna change this again. 257 00:22:53,800 --> 00:22:57,800 So in this is like just something that like you have to iron out a little bit. 258 00:22:57,800 --> 00:22:59,100 So I'm gonna go down here. 259 00:23:00,200 --> 00:23:02,200 So I will actually go to 25. 260 00:23:05,500 --> 00:23:08,900 And there's a reason why these values are measured and why they work. 261 00:23:09,800 --> 00:23:10,300 So 262 00:23:11,700 --> 00:23:12,400 now, 263 00:23:13,500 --> 00:23:14,900 We have this locked here. 264 00:23:16,300 --> 00:23:19,700 Let's go to maybe eight. 265 00:23:20,900 --> 00:23:22,000 Something like this. 266 00:23:29,300 --> 00:23:32,300 And we can see how this is already working quite well, 267 00:23:32,300 --> 00:23:36,000 with all the the values that we've chosen in here. 268 00:23:37,100 --> 00:23:40,200 And this one is obviously a bit too dark. 269 00:23:43,000 --> 00:23:46,400 But again, this is a sunset. This is a lot like night. 270 00:23:46,500 --> 00:23:48,100 So this is where I expected. 271 00:23:49,100 --> 00:23:50,200 To look like this. 272 00:23:50,900 --> 00:23:52,900 And then we can bring in our 273 00:23:57,000 --> 00:23:58,100 Rational light here. 274 00:24:02,400 --> 00:24:08,800 And the first thing I make this movable and then I need to just crank this. So we see something. 275 00:24:13,400 --> 00:24:15,300 Let's switch the orientation here. 276 00:24:19,200 --> 00:24:22,200 And kind of wanted to come from here, 277 00:24:23,000 --> 00:24:24,000 then I'll do this. 278 00:24:33,200 --> 00:24:34,300 And we really 279 00:24:35,400 --> 00:24:36,700 want to have. 280 00:24:38,700 --> 00:24:40,500 Something very long here. 281 00:24:42,600 --> 00:24:49,200 And looking at these colors, we do need a very, very different color here. 282 00:24:54,400 --> 00:24:56,500 So we really need something more like this 283 00:24:57,800 --> 00:25:03,600 and now you guys can already see how this is starting to to blend in a lot better. 284 00:25:16,400 --> 00:25:22,500 I'm not entirely sure right now regarding the intensity. 285 00:25:23,900 --> 00:25:28,800 Because the light is really really, really low intensity. When we have these things, 286 00:25:29,200 --> 00:25:31,900 especially when it's like so far back there, 287 00:25:32,800 --> 00:25:34,900 but I think we can do a bit more than 50. 288 00:25:36,200 --> 00:25:39,100 Let's do like maybe 80 or like a hundred 289 00:25:40,700 --> 00:25:45,700 and that's why we still do get like nice highlights and we get these very very long Shadows here. 290 00:25:47,500 --> 00:25:52,100 And one thing when we have very long shadows, as will also get very soft Shadows. 291 00:25:52,700 --> 00:25:59,500 So, looking at this here, we can see that our shadows are not super soft. 292 00:25:59,500 --> 00:26:06,800 So we can actually crank the source angle here to create some very very soft Shadows. 293 00:26:14,600 --> 00:26:17,400 And now this works a lot better already. 294 00:26:22,900 --> 00:26:26,800 And as you can see, it was really rather simple to do this. 295 00:26:26,900 --> 00:26:28,000 Like it was super quick, 296 00:26:28,000 --> 00:26:29,100 despite our little 297 00:26:30,700 --> 00:26:36,800 Ade say with the sky but that is not something that is super important. 298 00:26:37,300 --> 00:26:37,900 So 299 00:26:39,100 --> 00:26:46,600 we can just like do our things and see how much we kind of like want this. 300 00:26:49,300 --> 00:26:51,800 So now that we have this in place, 301 00:26:52,400 --> 00:26:54,800 we can do a bunch of cool things here. 302 00:26:55,700 --> 00:26:59,400 So the first thing that we're going to do is we going to add 303 00:27:00,500 --> 00:27:01,200 Our. 304 00:27:06,900 --> 00:27:08,400 Where's our folk thing? 305 00:27:09,400 --> 00:27:12,500 Well, let's start with the exponential height fog, 306 00:27:13,700 --> 00:27:15,800 just throw that guy in here. 307 00:27:34,600 --> 00:27:35,600 Where is the old one? 308 00:27:46,400 --> 00:27:48,200 Oh, that is really interesting. 309 00:27:48,700 --> 00:27:52,000 So it only allows me to place a sky atmosphere. 310 00:27:52,000 --> 00:27:52,500 Now 311 00:27:54,100 --> 00:27:58,700 And not the actual atmospheric. Fuck component. 312 00:27:59,700 --> 00:28:02,700 Now, I'm kind of curious because I didn't really look at it before. 313 00:28:06,900 --> 00:28:08,300 but if I 314 00:28:10,500 --> 00:28:11,200 Save this 315 00:28:13,200 --> 00:28:14,300 and I'll hide this 316 00:28:15,400 --> 00:28:17,800 and I'll bring back this guy. 317 00:28:24,800 --> 00:28:27,000 So here we have actually the atmospheric fog, 318 00:28:27,700 --> 00:28:32,200 this is interesting because it kind of like doesn't allow us to place the old folk here anymore. 319 00:28:32,800 --> 00:28:36,900 So what I'm going to do is I'm gonna duplicate this 320 00:28:46,500 --> 00:28:50,100 Because there's a bunch of things where like they want to change certain things. 321 00:28:50,100 --> 00:28:54,200 And I have not used this guy atmosphere, if I'm not using the sky system, 322 00:28:54,300 --> 00:28:56,800 which is why this year uses the atmospheric fog. 323 00:28:56,800 --> 00:29:00,400 It's like the predecessor of the atmospheric sky and I think, 324 00:29:00,400 --> 00:29:03,600 which is reused the one that was there and sometimes 325 00:29:03,600 --> 00:29:06,900 you can't really play some of the old actors anymore. 326 00:29:08,000 --> 00:29:10,100 But they are still really, really good. 327 00:29:10,200 --> 00:29:14,100 There's probably somewhere where you can find it still and I have 328 00:29:14,100 --> 00:29:17,900 it here because it's obviously like Legacy content right now. 329 00:29:18,500 --> 00:29:20,000 So, which is duplicate this, 330 00:29:20,200 --> 00:29:23,900 we gonna select this guy 331 00:29:25,400 --> 00:29:26,800 and then we just gonna 332 00:29:28,300 --> 00:29:29,500 Move this over. 333 00:29:30,900 --> 00:29:32,800 And then we gonna hide this one again. 334 00:29:35,700 --> 00:29:37,000 So, in theory, 335 00:29:37,000 --> 00:29:42,300 the sky atmosphere should be doing pretty much the same thing as the atmospheric fog. 336 00:29:43,400 --> 00:29:47,700 So that is something to remember. 337 00:29:49,600 --> 00:29:50,600 So, if I do this, 338 00:29:51,300 --> 00:29:54,700 we can see that there are some things happening with the 339 00:29:57,600 --> 00:29:58,000 like this, 340 00:29:59,500 --> 00:30:01,800 with the With the height. Fuck. 341 00:30:01,800 --> 00:30:04,900 So let's try to make this really clean and make some sense of this. 342 00:30:05,000 --> 00:30:05,800 So first of all, 343 00:30:05,800 --> 00:30:07,600 we going to hide the 344 00:30:09,100 --> 00:30:10,900 App, the exponential height flop. 345 00:30:12,300 --> 00:30:16,300 And then we do was so now we have these two. 346 00:30:18,200 --> 00:30:22,700 Turn this off. So now if I turn on the atmospheric fog, 347 00:30:23,000 --> 00:30:25,200 or if I let's say, if I turn it off, 348 00:30:28,000 --> 00:30:29,800 So, this is the kind of look that I'm getting. 349 00:30:38,100 --> 00:30:41,500 That's very similar but also like a little bit different. 350 00:30:45,900 --> 00:30:46,200 now, 351 00:30:46,200 --> 00:30:50,100 I want to test something here together with you so we can all 352 00:30:52,700 --> 00:30:54,700 Understand some of these things better. 353 00:30:56,100 --> 00:30:59,200 So first of all, we need to make our directional light. 354 00:31:04,700 --> 00:31:06,100 Atmosphere sunlight. 355 00:31:06,900 --> 00:31:07,500 Okay. 356 00:31:13,100 --> 00:31:13,900 That's great. 357 00:32:05,100 --> 00:32:07,600 Sorry, just revert. All these things. 358 00:32:14,600 --> 00:32:16,800 So this is rather interesting. 359 00:32:20,400 --> 00:32:22,000 Because this is supposed to be blue. 360 00:32:43,000 --> 00:32:45,400 It might be due to 361 00:32:46,700 --> 00:32:47,800 know. We hit the, 362 00:32:48,800 --> 00:32:49,800 we hit the Sky 363 00:32:51,200 --> 00:32:51,800 Dome. 364 00:33:00,000 --> 00:33:01,000 This is really interesting. 365 00:33:01,000 --> 00:33:05,000 So it's clearly rendering the atmosphere which is why we have the the light here. 366 00:33:05,600 --> 00:33:07,100 But at the same time, 367 00:33:08,600 --> 00:33:13,000 It is also not really rendering anything here. 368 00:34:08,900 --> 00:34:13,500 It might actually be that we're having this problem just because of our son brightness, 369 00:34:14,100 --> 00:34:16,699 because if we have a son that is so low, 370 00:34:16,699 --> 00:34:22,000 it may not actually scatter enough and then we just have this really, really, 371 00:34:22,000 --> 00:34:24,300 really dark Behavior here. 372 00:34:25,000 --> 00:34:26,600 So in theory, 373 00:34:27,199 --> 00:34:31,500 if I go in here and crank my son a lot 374 00:34:33,600 --> 00:34:38,600 We are actually starting to get something a lot more here. 375 00:34:41,800 --> 00:34:42,400 Like this. 376 00:34:44,500 --> 00:34:46,199 So again, 377 00:34:48,000 --> 00:34:52,500 this is just like, when you have these, like, this is because it's so physically based like, 378 00:34:52,500 --> 00:34:56,500 when you have these low values, it kind of, like, starts losing a bunch of things, 379 00:34:57,500 --> 00:35:02,100 which is nothing really that concerns us because 380 00:35:08,500 --> 00:35:09,500 We have. 381 00:35:10,800 --> 00:35:11,400 This thing. 382 00:35:20,500 --> 00:35:23,400 I was just at first a bit confused, but the thing is, 383 00:35:24,800 --> 00:35:27,700 We don't have like all the values in place. 384 00:35:29,100 --> 00:35:31,600 In a way that is tweaked for the sky atmosphere. 385 00:35:32,100 --> 00:35:37,400 So all we want from this is sort of like the the distance rendering stuff here. 386 00:35:38,400 --> 00:35:39,600 So we just get like 387 00:35:41,400 --> 00:35:41,900 A bit. 388 00:35:50,800 --> 00:35:51,500 Let's do this. 389 00:36:03,800 --> 00:36:08,300 And one funny thing that we can try as like you guys have seen that there was sort of like 390 00:36:08,300 --> 00:36:13,300 a sun disk and the thing is the sky atmosphere renders at like a very very big distance. 391 00:36:13,600 --> 00:36:20,500 So the Skydome right now is actually occluding the sun disk from the atmosphere. 392 00:36:20,800 --> 00:36:23,600 So we can try as we can try 393 00:36:25,700 --> 00:36:27,200 Scaling this up. 394 00:36:33,900 --> 00:36:35,400 100,000. 395 00:36:37,100 --> 00:36:38,300 And at some point, 396 00:36:38,400 --> 00:36:43,200 we will reach a size that is so big that the sun disc will start popping in, 397 00:36:51,200 --> 00:36:52,800 but it I don't remember actually, 398 00:36:52,800 --> 00:36:53,800 which size it was 399 00:37:01,100 --> 00:37:04,400 And also I have not done this with the sky atmosphere, 400 00:37:04,400 --> 00:37:06,400 so maybe that actually does not work, 401 00:37:06,500 --> 00:37:08,400 it used to work with the atmospheric fog. 402 00:37:13,300 --> 00:37:13,700 Wow. 403 00:37:15,500 --> 00:37:18,900 Now, we're getting to some really extreme values here. 404 00:37:18,900 --> 00:37:22,400 I'm just going to continue right now just to try and see if it 405 00:37:22,400 --> 00:37:27,200 actually works but it seems like it's not working anymore, 406 00:37:27,300 --> 00:37:32,100 no matter how much we actually put here. 407 00:37:33,600 --> 00:37:35,200 Let's do this. 408 00:37:35,900 --> 00:37:37,200 So this is interesting. 409 00:37:38,200 --> 00:37:40,100 It doesn't really seem to work anymore. 410 00:37:43,100 --> 00:37:45,500 Which is a bit sad. 411 00:37:46,900 --> 00:37:51,500 I'm also still curious how we could get the old actor back. 412 00:38:13,700 --> 00:38:14,100 Well. 413 00:38:16,600 --> 00:38:23,100 It doesn't really seem to to be here and in this way anymore which is a bit unfortunate, 414 00:38:24,000 --> 00:38:27,600 but it's also not really anything to get stressed over. 415 00:38:28,100 --> 00:38:30,400 So which is going to use the 416 00:38:31,800 --> 00:38:33,600 Exponential height, fuck, then here. 417 00:38:34,000 --> 00:38:37,500 And now we have the similar problem as we used to have that, 418 00:38:37,600 --> 00:38:39,500 even though our exposure is way lower, 419 00:38:39,700 --> 00:38:44,500 we still have that issue with the with the brightness and the in scattering colors. 420 00:38:45,100 --> 00:38:46,600 So what we want to do is 421 00:38:48,000 --> 00:38:50,100 I just want to crank this right now. 422 00:38:51,600 --> 00:38:53,000 to something like this 423 00:38:54,100 --> 00:38:54,600 and 424 00:38:57,700 --> 00:38:59,200 When I hit enter here. 425 00:39:00,200 --> 00:39:06,000 and now, which is when I go in here and start sliding these values around a bit, 426 00:39:06,600 --> 00:39:08,400 so we'll actually get something 427 00:39:19,000 --> 00:39:20,000 like this. 428 00:39:26,400 --> 00:39:27,300 And now, of course, 429 00:39:27,300 --> 00:39:29,200 what we need to do is we need to 430 00:39:30,300 --> 00:39:31,800 dial this back down. 431 00:39:34,400 --> 00:39:38,100 Because we don't need this much maybe 80. 432 00:39:40,800 --> 00:39:43,100 That feels quite good to me. 433 00:39:44,800 --> 00:39:45,700 Yeah, this looks nice. 434 00:39:48,100 --> 00:39:48,800 so, 435 00:39:50,200 --> 00:39:55,600 What we can do here then is we can go into the directional in scattering as well 436 00:39:57,600 --> 00:40:00,700 and start lifting that up. So we get gonna like this effect here. 437 00:40:01,300 --> 00:40:04,400 And what we can do is we can really put like an emphasis 438 00:40:04,500 --> 00:40:07,400 on the warmth coming from the Sun here. 439 00:40:09,800 --> 00:40:11,600 So if we just like, 440 00:40:12,600 --> 00:40:16,800 look at this, we replace it from the sun's Direction with something. 441 00:40:16,800 --> 00:40:18,300 That is really nice and warm. 442 00:40:19,800 --> 00:40:23,100 also one thing quickly if we have the editor sphere here 443 00:40:23,100 --> 00:40:27,700 selected and we want to really like Place hour 444 00:40:29,500 --> 00:40:33,700 Our son properly, if you like turn this off, you can see the sun is over here, right? 445 00:40:34,700 --> 00:40:38,200 So we can just Go in here, 446 00:40:40,200 --> 00:40:44,000 just really put this down here. 447 00:40:46,100 --> 00:40:49,100 Maybe like hide it. Slightly kind of like this. 448 00:40:58,600 --> 00:41:01,000 And we can go back to our edit, the sphere. 449 00:41:14,000 --> 00:41:14,600 so, 450 00:41:19,200 --> 00:41:26,300 And one thing that happens when you have the atmospheric setup is that when 451 00:41:26,300 --> 00:41:32,100 you lower the angle of the sun, it actually does adjust the intensity slightly. 452 00:41:32,900 --> 00:41:38,100 So you may want to bring it back a bit because it kind of like messes 453 00:41:38,100 --> 00:41:41,500 with the values because it's trying to physically emulate this a bit. 454 00:41:43,300 --> 00:41:48,200 So already getting somewhere where this kind of looks actually quite nice here. 455 00:41:48,400 --> 00:41:48,900 Whoops. 456 00:41:49,500 --> 00:41:52,500 And of course, right? You can do crazy stuff like this, 457 00:41:52,800 --> 00:41:59,000 which was totally not intended by me. I was just hitting this way too strong. 458 00:42:00,800 --> 00:42:01,600 but like, 459 00:42:03,900 --> 00:42:09,400 You can see how you can create something a lot more striking in case you want to. 460 00:42:10,400 --> 00:42:12,000 Personally, I'm just like, 461 00:42:12,100 --> 00:42:16,000 more a fan of like this more laid-back look like this. 462 00:42:18,000 --> 00:42:20,200 so this is something that I actually quite like, 463 00:42:22,100 --> 00:42:25,400 and since we have our fog here, 464 00:42:33,700 --> 00:42:35,600 why do we have the second one again? 465 00:42:37,400 --> 00:42:37,600 oh, 466 00:42:37,600 --> 00:42:39,000 I think that was the one that I 467 00:42:40,300 --> 00:42:46,700 potentially placed before that. So we can turn on the volumetrics again. 468 00:42:46,700 --> 00:42:51,000 Here it will change a little bit as you can see because what it's doing is, 469 00:42:51,000 --> 00:42:56,700 it's basically replacing the fake Fork over here with some actual 470 00:42:57,800 --> 00:42:59,800 in scattering from the Sun. 471 00:43:01,600 --> 00:43:07,200 So, one thing that is definitely worth trying, here is going back to the directional light. 472 00:43:10,900 --> 00:43:16,000 And then what we can do is we can go into our volumetric 473 00:43:16,000 --> 00:43:19,600 scattering intensity and we can try to crank this a bit, 474 00:43:20,700 --> 00:43:28,300 so it will blend in a bit more with this and we make sure that we see something here. 475 00:43:31,700 --> 00:43:34,800 And let's just try some stuff here. There we go. 476 00:43:37,500 --> 00:43:40,200 So you can see, this is obviously like way too extreme, 477 00:43:40,200 --> 00:43:46,100 but now you can see how the Sun is really like hitting into this so where we are in the sun. 478 00:43:46,100 --> 00:43:51,000 We get a lot of this scattering going and out here. Not so much, 479 00:43:51,000 --> 00:43:54,600 but this is obviously way too much, so we have to tweak this Tastefully. 480 00:43:55,900 --> 00:43:59,700 Maybe something like this is not so bad. 481 00:44:01,400 --> 00:44:05,300 And if you want this pronounced effect of the Sun hitting through here. 482 00:44:05,700 --> 00:44:11,400 So there's one thing that you can do and it's basically down here on the 483 00:44:13,300 --> 00:44:15,500 Sort of on the directional light. 484 00:44:16,000 --> 00:44:19,600 We have this really cool thing called light shafts, 485 00:44:20,200 --> 00:44:26,400 and light shafts are sort of Faking this volumetric scattering effect to a certain degree. 486 00:44:26,600 --> 00:44:27,900 As you can see here, 487 00:44:27,900 --> 00:44:28,500 where 488 00:44:29,800 --> 00:44:36,100 Basically the volumetrics are being hit by the sun here, so behind the like inside the shadow. 489 00:44:36,200 --> 00:44:38,300 So to speak there, occluded, 490 00:44:38,400 --> 00:44:38,800 right? 491 00:44:39,300 --> 00:44:44,600 And there's this feature called light, shaft, seclusion and light shaft seclusion. 492 00:44:44,600 --> 00:44:47,100 As you can see, it's basically doing this. 493 00:44:47,500 --> 00:44:52,000 It's kind of like like an occlusion effect that we're getting here. 494 00:44:53,700 --> 00:44:59,800 So this is one thing and then there's also the Light shaft Bloom which is this thing here. 495 00:45:00,100 --> 00:45:03,200 Which is something that people kind of know. 496 00:45:03,200 --> 00:45:08,100 As like this screen space kind of like Bloom effect here. 497 00:45:09,600 --> 00:45:10,800 And it is quite cool. 498 00:45:11,100 --> 00:45:14,000 Especially when you combine all these things together, 499 00:45:14,000 --> 00:45:16,200 you can get some really cool looking stuff. 500 00:45:16,700 --> 00:45:25,100 So again here this is really just about tweaking it Tastefully and not going completely ham 501 00:45:25,900 --> 00:45:31,400 and we can obviously change the color of the blue. Make this like really nice and orange. 502 00:45:32,000 --> 00:45:35,200 So if we go away with this and then 0.1, 503 00:45:37,100 --> 00:45:40,900 and then re bringing this guy and we do like, 504 00:45:45,200 --> 00:45:45,500 Sir, 505 00:45:45,500 --> 00:45:46,800 put two five 506 00:45:48,000 --> 00:45:49,900 zero point, zero one. 507 00:45:52,900 --> 00:45:54,200 So we can see that. 508 00:45:55,500 --> 00:45:58,300 There's a lot of blue happening here and then we have the 509 00:45:58,300 --> 00:46:03,000 seclusion which really just like occludes all this stuff. 510 00:46:04,300 --> 00:46:06,600 and we kind of want to make sure 511 00:46:10,300 --> 00:46:13,800 That we okay, so it works actually this way around. 512 00:46:15,400 --> 00:46:20,800 So we don't have it too strong, so we want a little bit but we don't want it to be too strong. 513 00:46:21,500 --> 00:46:25,700 And this one here is quite intense as well. So we go with like 0.05. 514 00:46:27,700 --> 00:46:31,200 And now we have like a nice combination and that 515 00:46:31,200 --> 00:46:34,400 will also sort of like trying to get slower here. 516 00:46:35,900 --> 00:46:38,200 This will also work here quite well. 517 00:46:39,200 --> 00:46:40,100 As you can see, 518 00:46:40,400 --> 00:46:41,900 get these like, cool effects. 519 00:46:43,400 --> 00:46:44,200 Trees. 520 00:46:48,500 --> 00:46:49,600 And again, 521 00:46:50,700 --> 00:46:57,000 all of this is meant to be like tasteful and not like too insane. 522 00:46:59,800 --> 00:47:03,700 So we have a nice nice combination of all these things. 523 00:47:09,000 --> 00:47:11,400 And yeah, like this is actually pretty. 524 00:47:12,600 --> 00:47:13,800 Pretty good-looking here. 525 00:47:14,800 --> 00:47:18,800 So, we have some really, really nice contrast here. 526 00:47:22,100 --> 00:47:26,200 So I would say let's do as we always do. 527 00:47:27,500 --> 00:47:33,400 Grab ourself a nice camera that is supposed to be somewhere here. 528 00:47:47,000 --> 00:47:50,500 So, I think there is some overrides here in the exposure. 529 00:47:59,100 --> 00:47:59,800 Lens. 530 00:48:00,100 --> 00:48:01,200 Exposure. 531 00:48:01,300 --> 00:48:01,700 Boo. 532 00:48:11,700 --> 00:48:16,000 Having, we can create some pretty pretty cool shots with this. 533 00:48:17,500 --> 00:48:17,600 so, 534 00:48:17,600 --> 00:48:18,500 I kind of wanna 535 00:48:23,200 --> 00:48:24,200 Kind of want to do this, 536 00:48:25,000 --> 00:48:25,900 I do like this. 537 00:48:26,200 --> 00:48:30,600 So for here, what I'm going to do is I'm going to go to the scalability settings, 538 00:48:30,600 --> 00:48:35,900 it just put this to cinematic. So we have like the most detail ever. 539 00:48:38,900 --> 00:48:40,100 So let's do one like this. 540 00:48:53,200 --> 00:48:56,500 and let's jump out of this guy here 541 00:48:57,900 --> 00:48:59,900 performance is a bit tanky, but again, 542 00:48:59,900 --> 00:49:02,000 this is to be expected when we 543 00:49:03,300 --> 00:49:04,500 when we do the 544 00:49:07,000 --> 00:49:08,900 Cinematic scalability option. 545 00:49:28,100 --> 00:49:30,900 Let's see how we want to push this. 546 00:50:08,200 --> 00:50:12,900 There's always a bit like a tricky to find like a nice spot here. 547 00:50:18,900 --> 00:50:20,700 Let's try something for this one. 548 00:50:20,800 --> 00:50:21,900 Just going here. 549 00:50:24,500 --> 00:50:25,100 and, 550 00:50:33,300 --> 00:50:35,100 Have a pop a little bit more. 551 00:50:48,300 --> 00:50:49,000 All right. 552 00:51:31,900 --> 00:51:39,200 I'm going to do one for this as well, but before I do that I will just go into all level sequence. 553 00:51:39,200 --> 00:51:40,400 I'm going to open this. 554 00:51:40,500 --> 00:51:45,800 So the lady back in the bar is actually doing something proper here. 555 00:51:55,800 --> 00:51:56,800 Yeah, let's do this. 556 00:52:04,000 --> 00:52:04,800 So yeah, 557 00:52:05,400 --> 00:52:09,800 now we do have some cool little shots here. 558 00:52:11,700 --> 00:52:17,500 And overall it took us about like 40 minutes to get here and then we had a bunch of 559 00:52:17,500 --> 00:52:23,200 stuff Sky struggles and so on which is not a biggie. So like this can be done really, 560 00:52:23,200 --> 00:52:30,600 really quickly and we're going to do more of these with the next session just to show 561 00:52:30,600 --> 00:52:36,300 you how much variety you can bring to to all these things with a few simple steps. 562 00:52:37,500 --> 00:52:42,400 And we will also look at how we can make the exposure work. Well, 563 00:52:42,700 --> 00:52:45,600 because like, right now, if we go in here, 564 00:52:47,100 --> 00:52:52,700 we met when I have this a bit brighter than what we have right now. 565 00:52:53,400 --> 00:52:57,800 So obviously we can set up another exposure curve for this as well. 566 00:52:58,000 --> 00:53:01,600 And then just have this look like really, really nice. 567 00:53:02,300 --> 00:53:02,600 So44012

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