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Hello and welcome to the next session.
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So now that we've established a bunch of these
things and looked at the exposure made.
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Sure that all this stuff works. Well our curves are
set up in a good way.
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Let's look at how easy it is to generate. Also just
different lighting, scenarios from all this.
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The first thing that I want to do here is I just want
to do a little
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bit of cleanup because what is really valuable to
do is
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to have a base post-process volume where you
just have your master settings and then like tidy.
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So the actual like setting. So what I'm going
to do is I'm going to just duplicate this,
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take the first one and I'm going to call it ppv.
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Whoops ppv.
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Face.
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And this is going to be my base post-process.
Volume here are like the settings, for example,
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like Bloom and this kind of stuff.
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I will turn off all these features here because
they are specific so to speak.
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Usually I have this stuff on here so we can like to
see if we want more. We have all this stuff.
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We have this stuff here.
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We also have like the Lumen settings film grain.
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So this is all good stuff.
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And now we're going to take this one here.
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And what we want to do here is we basically
want to turn off all these
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And here we really have
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time of day or setting specific things in here. So
for example, like the exposure settings,
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Then I turn of the vignette because all I'm doing
is I'm just making
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sure that everything is like normal good stuff
here.
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Going to turn of this as well because we have it
already.
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I am pretty sure I did not touch any of these, so
that's also good.
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I will make sure that all these are reset as well.
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Just going to set this here.
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Call this ppv,
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Sonny.
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and then,
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With this one selected.
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I'll just move the ppb sunny.
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Onto here.
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So now when I hide this stuff,
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we can see that we always have our base ppv
here with all
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the settings that are giving us like the look that
we want.
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And additionally, we just turn on the setting
specific settings over here.
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So that's pretty good.
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So now here's the thing, like this level came with
a bunch of settings already.
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And what I want to do is I want to like reuse
some of that data.
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So like I'm going to use for example the same
sky here but we going to completely
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get rid of all the stuff that's there and we're
going to do our own.
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So you'll see again how simple it.
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Actually is once we have all these things in
place to set up something really cool.
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So let's turn this off.
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And now we obviously see that everything that
we did not do here is go and away.
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One thing that I just realize certain, as back on,
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we do have our folk stuff here.
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Let's just make sure we are clean.
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Yes, up. This one is probably from the other one.
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Yeah, so we don't really need this one because
we used this one. That's the one that I set up.
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You.
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So we just take this,
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we move it to this layer here
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and it's always good to clean up a bit.
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We've also touched this one a bit.
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I'd actually already is here.
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Cool.
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Yeah, so we'll just do this because like we might
want to change these settings.
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For something else.
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All right,
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so I'm going to close this.
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I'm gonna
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turn this one on.
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And now what we need to do is we need to just
go
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through here and just like get rid of all the stuff.
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We don't want any of this.
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So we want to get rid of this one too because
we're going to do again our own.
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Why do I have two meshes like this?
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I don't need this.
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Going to remove the Skylight here as well,
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just to do my own thing
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and we have a directional light gonna just kill all
of these.
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So nothing here anymore.
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Good stuff.
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And now it gets fun.
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So
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here we just have like our Sunset Sky texture
and the sky dome
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is pretty much set up the way we've had it before
as well.
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So
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there's not really much stuff that is of
significance
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or any different than what we did before.
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So one of the things that we just need to figure
out when we do that is
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How do we want our Sky to be rotated and all
these kind of things?
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So we can we can just do that and I think Yep
this one works like this
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so maybe we want to do it like this.
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So we actually have it kind of like like this here.
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and I want to
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just
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move this a little bit here was actually rather
small sky.
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Because we can really see The Parallax from
from moving this,
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which is not something that usually should
happen because you have your sky.
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So big
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Yeah, that's interesting.
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So let's try and scale that up.
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Didn't change the look much.
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But now when I do this it is like because
otherwise we get a lot
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of like Parallax that we don't really want from our
sky like this.
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And now let's see.
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No, I kind of like want this to be like the sunny
pocket here. I think that's pretty cool.
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So now the first thing, while we have our lighting
Sunset layer selected here, going to save this.
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Make sure this is
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okay.
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So we save this and then we're going to add our
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Skylight in here.
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I was about to say, like, plz don't crash.
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We switch this to movable.
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We have all these settings. That's alright. I'm
gonna just add more resolution to this.
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It should have captured this by now.
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But we'll just get to all these things.
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Now,
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the next thing that we're going to do is we're
going to add our post-process volume
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I'm going to turn off the draw brush pulleys for
now.
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and I will get rid of the
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HDR visualization here.
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so,
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What we want to do now is we want to go down
here and say like infinite extent and
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we want priority 5 because we want to add our
modified settings to the base.
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And the most important thing that we're going to
do here again is our exposure.
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So
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if we remember from how we did things before,
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There's a multitude of ways that we can start
this.
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So one thing that we can do is we can potentially
just measure this
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Considering how it should be done for like
a sunset sky.
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And I need to go to my Wikipedia for that.
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so, if we look at this here again,
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Typical photographic seen at Sunrise or Sunset
is 25 Candela per square meter.
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So I would say, let's go just a little bit brighter.
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And and get a feel from from there.
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So again,
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we just go in here.
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Visualize
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HDR thing.
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I'm gonna open this material here.
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And I obviously have like my brightness,
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slider to the right?
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And I'm just going to like look at this here and
we can see this is like really, really, really dark.
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This is like - Evie.
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All right.
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So what we want is definitely like a lot more
here.
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So keep on sliding, I keep on sliding,
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you can see how the exposure is trying to catch
up down here.
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So Now we are on one net and our goal is to be
like,
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more, like 2025,
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like I'm going to just do something now.
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I'm just going to go with like,
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50 49 50.
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All right.
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And we can see that our average exposure. Is it
like 7.6?
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so now what we need to do is we need to get our
skylight
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We need to recapture the scene.
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My turn this off.
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And this is rather interesting. Now.
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Because it doesn't seem to be catching our
Skydome here.
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And this is stuff that can happen when you.
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when you use like content that you have not
built yourself,
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This kind of like always happen and this for
example is actually quite bad here.
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You would never want to have
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Shadows on this stuff on.
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So let's have a look at this.
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So here's the material instance.
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We have the skymaster material, which is by no
means.
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Anything special here.
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Just a few more controls here, but that's like
nothing of significance.
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And here we have this mesh being used.
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So, let's try something quickly.
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I'm gonna.
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Delete this.
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and this is,
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like when stuff doesn't really work,
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that's always kind of like the way to go
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is to try and delete it and re-add it
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So there is a sky sphere.
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Here. Anyways.
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Okay.
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So beautiful.
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So, let's do this.
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There we go.
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So I have no idea why it didn't work in the
beginning,
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but now we have this.
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And what we can do now is we can not rotate
this.
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and that is,
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Something with the UV math here.
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So, let's see if we can fix this quickly.
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I have no idea if this is going to work because
I haven't actually done this in like years.
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So I'm very, very sorry.
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It might actually be rotate about axes thing.
189
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Yeah, the seems to have screwed it completely.
190
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This is good stuff when you when you try to do
these things and then in the end,
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like you have no idea why stuff is or isn't
working.
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And again, I don't usually work with Skies like
this,
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I usually work with like very different Skies.
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Let's try the.
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Yeah.
196
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I don't really remember how to do this, to be
honest.
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So what I'm going to do is I'm just gonna
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use a different texture because that is usually
how how I do it.
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So, let's see what we have here.
200
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So, I'll be using a very different Sky, H TR.
201
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You guys probably know it already from some of
the from of the other
202
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sessions that we did.
203
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So,
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I will just take my
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editors fear here.
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There we go.
207
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Because here's the thing, like again I I used to
do a lot of Shader stuff,
208
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but when you don't do it all the time, you kind of
like forget how some things work.
209
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And what I don't like is this when you can only
rotate the texture via math,
210
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so I like to have control over it by, like,
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using the
212
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The sphere itself.
213
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And that is sadly, something that does not fully
work with this approach.
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so,
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I'm going to
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duplicate this and call it Sky sunset.
217
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and then,
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we're gonna
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Use this one for now.
220
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Oh, it's the texture Cube?
221
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Yeah.
222
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Let's, let's see here.
223
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Because like some of these,
224
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I imported as cube maps for the other tutorial
sessions and some I exported like this.
225
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So let's see what do we have here?
226
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Hey, this might not be super bad. We don't have
like as much like epic clouds or something,
227
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but it we could we could look at it and see what
we like.
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So, I'm going to browse this,
229
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and I'm going to put it onto my sphere.
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I will make this 50 15,000.
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and then we obviously need to, like,
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crank it
233
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And this is pretty much the rotation that I kind of
want it. Anyways,
234
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I wanted it to be like over there sort of.
235
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So,
236
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basically, that if we move this over here,
237
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kind of wanted this to be like this,
238
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the down Point sort of like here,
239
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so kind of like this.
240
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Now we have to again go in here to visualize
HDR
241
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and then we just like go up and we are quite low.
242
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So let's pump this too.
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50.
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Turn off this guy,
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take our skylight.
246
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Recapture and now we can already see that. It
has like quite a bit of a different flavor here.
247
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And one thing that we kind of want to do as well
as we really would love to.
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Get some proper exposure going here.
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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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