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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:02,100 --> 00:00:04,400 Hello, and welcome everyone to our next lesson. 2 00:00:05,700 --> 00:00:06,300 So, 3 00:00:06,500 --> 00:00:07,300 last time, 4 00:00:08,000 --> 00:00:12,200 one of the things that I explained is that the sky is one 5 00:00:12,200 --> 00:00:15,100 of the most important light sources that we can use, 6 00:00:15,300 --> 00:00:16,600 and it has a very, 7 00:00:17,000 --> 00:00:21,400 very big impact on on what we get and how our seed will look like. 8 00:00:22,000 --> 00:00:23,100 So this time around, 9 00:00:23,800 --> 00:00:29,900 I want to go into another topic that I would say is actually even more important 10 00:00:29,900 --> 00:00:35,100 than the Skylight because it's something that is incredibly fundamental. 11 00:00:35,500 --> 00:00:41,600 To how we render images and how we perceive the world. Not only as people in real life, 12 00:00:42,100 --> 00:00:46,300 but also as Gamers or digital artists, 13 00:00:47,400 --> 00:00:55,700 And what I would like to talk about now is actually cameras and exposure in 14 00:00:55,700 --> 00:01:02,100 that sense because you remember that earlier in the first lesson, I said that. 15 00:01:02,900 --> 00:01:07,500 Some of the relationships that we work with with digital lighting, 16 00:01:07,500 --> 00:01:10,300 they are actually sort of like arbitrary. 17 00:01:10,300 --> 00:01:19,500 So they they are relative in many ways where we can like the example that I 18 00:01:19,500 --> 00:01:22,900 gave was we can have values that are vastly different from one another, 19 00:01:22,900 --> 00:01:26,900 but we could actually make them look the same and that is a very 20 00:01:26,900 --> 00:01:31,100 interesting and super important concept to understand. 21 00:01:31,100 --> 00:01:37,200 And I also think that Even though it's a little bit like more on the technical side of things, 22 00:01:37,200 --> 00:01:42,400 it is actually something that will make your your work stand out. 23 00:01:42,400 --> 00:01:44,600 If you understand these Concepts and in the beginning, 24 00:01:44,600 --> 00:01:51,500 it might be a little bit more hard to follow through with these ideas or two. You know, 25 00:01:51,500 --> 00:01:54,500 like constantly think about what might be right. 26 00:01:54,500 --> 00:02:02,300 But at some point it will become very natural and you will just sort of like feel what's right to 27 00:02:02,300 --> 00:02:06,300 a certain degree because based on All the experience that you have accumulated 28 00:02:06,600 --> 00:02:09,300 and that's actually something how it works for me, these days. 29 00:02:09,300 --> 00:02:15,000 So like I have a lot of the numbers kind of like, in my brain already. I do know, 30 00:02:15,000 --> 00:02:19,800 a lot of the relationships and I've worked extensively with these systems. 31 00:02:20,400 --> 00:02:22,000 So for me, 32 00:02:22,000 --> 00:02:27,000 it's way more creative now and when I started learning it was a bit 33 00:02:27,000 --> 00:02:29,900 more technical but when you have the technical aspects down, 34 00:02:30,400 --> 00:02:33,500 it actually becomes something. That is incredibly. 35 00:02:33,600 --> 00:02:34,400 Creative. 36 00:02:34,900 --> 00:02:37,000 So let's Jump Right In with that. 37 00:02:37,700 --> 00:02:43,600 And the first thing that I would like to show you and that is very important to understand as 38 00:02:43,600 --> 00:02:47,100 something that I actually found here to serve as a pretty 39 00:02:47,100 --> 00:02:51,600 good illustration here and if I just zoom in a bit 40 00:02:52,700 --> 00:02:59,800 so one of the big problems that exists within the realm of lighting and digital 41 00:03:00,000 --> 00:03:05,200 Work is basically the difference of how the human eye sees light, 42 00:03:05,600 --> 00:03:07,900 and how a camera sees light. 43 00:03:08,900 --> 00:03:15,200 And these things are fundamentally different because the camera is basically just raw data. 44 00:03:16,100 --> 00:03:22,700 And and that is also how our eyes work, like our eyes sample data. 45 00:03:23,400 --> 00:03:24,700 The big problem though is, 46 00:03:24,700 --> 00:03:30,700 is that like we have a brain and our brain does something with that information. 47 00:03:31,100 --> 00:03:37,200 And that is also fairly interesting because when you take photos with, like, a normal camera, like, 48 00:03:37,200 --> 00:03:37,400 you know, 49 00:03:37,400 --> 00:03:42,000 like a DSLR Just like a another like digital camera like a small 50 00:03:42,000 --> 00:03:45,500 camera or like even a camera that uses old school film. 51 00:03:46,300 --> 00:03:49,700 It looks vastly different than what you, for example, 52 00:03:49,700 --> 00:03:55,400 can see on an iPhone because I found actually has some smart software in the back. 53 00:03:55,500 --> 00:04:00,300 That does something so iPhone actually Alters the images when you take them 54 00:04:00,300 --> 00:04:03,800 because what they want is that when you take a picture with an iPhone, 55 00:04:04,100 --> 00:04:11,400 they want that the picture of looks sort of like what you saw And so it matches like the memory 56 00:04:11,400 --> 00:04:15,400 that you have of when you took the pictures like this Sunset it looked so good. 57 00:04:15,600 --> 00:04:19,700 And that is actually because again there is smart Tech behind it. 58 00:04:19,700 --> 00:04:26,600 So it's sort of like a brain in a certain way and the thing is that human 59 00:04:26,600 --> 00:04:31,500 eyes have a higher dynamic range than a camera does. 60 00:04:31,800 --> 00:04:34,100 So like you can see here like a compact camera is 61 00:04:34,100 --> 00:04:37,100 between five and seven stops of dynamic range. 62 00:04:37,400 --> 00:04:39,000 Dslrs can be high Sure. 63 00:04:40,200 --> 00:04:46,000 And then we have the human eye, which is between 10 to 14 stops. 64 00:04:46,600 --> 00:04:48,900 However, we have the brain aspect. 65 00:04:49,000 --> 00:04:51,300 So, here, you can see the image on the left is like, 66 00:04:51,300 --> 00:04:56,200 if you would focus your eyes on the horizon line in the sky, 67 00:04:56,600 --> 00:04:58,900 that is kind of like what you would get. 68 00:04:59,300 --> 00:05:03,400 And if you would like, focus on the foreground, and by the way, these also match, 69 00:05:03,400 --> 00:05:05,100 like what you would get with photography, 70 00:05:05,200 --> 00:05:09,800 right? So like you either like, expose the image for like so that the sky, 71 00:05:10,000 --> 00:05:14,600 Has nice colors at nice values of usually end up with something, dark here and a sunset, 72 00:05:15,200 --> 00:05:20,800 or you like exposed for the foreground and then the back, we'll just like blow out completely. 73 00:05:21,200 --> 00:05:27,100 So the thing is now, our eyes constantly adjust for the different values. And then our brain, 74 00:05:27,100 --> 00:05:29,200 actually creates the image on the right, 75 00:05:29,900 --> 00:05:33,100 which is sort of like very balanced and very natural. 76 00:05:33,500 --> 00:05:36,100 And the problem is that cameras just don't do that. 77 00:05:36,800 --> 00:05:37,400 So, 78 00:05:37,900 --> 00:05:39,800 like when when you work in, 79 00:05:39,900 --> 00:05:41,100 A cinematic way. 80 00:05:42,000 --> 00:05:48,700 Then like you have to make a decision if you like want to work really more, like, 81 00:05:48,700 --> 00:05:53,200 how a camera doesn't work or if you want to work more with like, 82 00:05:53,200 --> 00:05:59,300 how the eye perceives things and we can use these light 83 00:05:59,300 --> 00:06:02,400 units that Mentioned in the Exile and the video before, 84 00:06:03,000 --> 00:06:06,000 where like we can use actual physicalized units. 85 00:06:06,200 --> 00:06:11,100 And then if we use like proper camera, exposure settings and stuff like that, 86 00:06:11,300 --> 00:06:13,300 we actually run into these issues. 87 00:06:14,000 --> 00:06:17,900 And so some games decide to narrow the range and 88 00:06:17,900 --> 00:06:21,500 all these kind of things to bring it more together. 89 00:06:21,500 --> 00:06:24,100 Like for example when you have like a competitive 90 00:06:24,100 --> 00:06:29,600 shooter and you kind of want to be inside, 91 00:06:29,600 --> 00:06:33,600 and See the outside properly or you want to be outside and you want to see the inside properly. 92 00:06:33,600 --> 00:06:37,400 So you can shoot people quickly and make decisions because you have good visibility. 93 00:06:37,700 --> 00:06:40,400 So, these games usually work with like a compressed, 94 00:06:40,500 --> 00:06:45,900 or condensed range and to sort of like illustrate. What that means. 95 00:06:46,600 --> 00:06:48,300 I'm going to Draw Something Beautiful. Again, 96 00:06:48,700 --> 00:06:51,400 as I like imagine, 97 00:06:51,500 --> 00:06:52,100 like, 98 00:06:52,300 --> 00:06:55,200 over here, we have like super pitch-black. 99 00:06:56,300 --> 00:06:58,400 And then over here, 100 00:06:58,500 --> 00:07:02,800 we have like the It is thing that you can imagine and that does 101 00:07:02,800 --> 00:07:06,300 not even have to be like the sunlight. This can be like, 102 00:07:06,900 --> 00:07:07,400 I don't know, 103 00:07:07,400 --> 00:07:12,200 like some weird like Star exploding and space such as 104 00:07:12,200 --> 00:07:15,300 creating the brightest flare that you like ever seen. 105 00:07:16,100 --> 00:07:22,400 So like now the thing is, is that like our human eyes then basically like see, 106 00:07:23,000 --> 00:07:23,900 let's make it like this. 107 00:07:24,100 --> 00:07:26,500 Let's say like on the left, there is like pure black, right? 108 00:07:26,600 --> 00:07:30,900 So let's say like, somewhere over here is Maybe Like a candle. 109 00:07:31,400 --> 00:07:35,100 So candle light is very dark. It's not super bright. 110 00:07:36,200 --> 00:07:36,900 and then, 111 00:07:38,500 --> 00:07:40,200 Let's say over here, 112 00:07:40,600 --> 00:07:42,700 we have bright sunlight. 113 00:07:43,800 --> 00:07:50,000 So our eyes now they can sort of like see 114 00:07:51,100 --> 00:07:52,800 this range really well. 115 00:07:54,300 --> 00:07:59,000 and a camera can sort of like, only see like, 116 00:08:01,000 --> 00:08:02,300 This range really well. 117 00:08:03,300 --> 00:08:08,800 And then what that means is that if we, because like, we can move our camera exposure on this, 118 00:08:08,800 --> 00:08:09,600 like, scale, 119 00:08:09,800 --> 00:08:12,300 if we like, in this range. So we see the candle, nice, 120 00:08:12,300 --> 00:08:18,400 it means that everything that is outside here in this basically part, 121 00:08:18,600 --> 00:08:21,300 it will blow out and become white. 122 00:08:22,100 --> 00:08:29,000 The other way around is if we would expose for this site here so we can see the sunlight nicely. 123 00:08:29,200 --> 00:08:30,600 Everything that is like, for example, 124 00:08:30,800 --> 00:08:32,600 Inside a building over here, 125 00:08:33,000 --> 00:08:38,100 where the candle is it will be almost pitch black. Like we will not see it with the camera, 126 00:08:38,299 --> 00:08:43,000 but since the eyes constantly adjust, and then the brain computes a final image, 127 00:08:43,299 --> 00:08:45,900 the human eye does not necessarily run into this problem. 128 00:08:46,400 --> 00:08:49,100 And this is very, very important to understand. 129 00:08:49,800 --> 00:08:50,800 And again, 130 00:08:51,100 --> 00:08:53,900 like, depending on what type of content you make, 131 00:08:54,000 --> 00:08:56,400 you can shrink these ranges. 132 00:08:56,600 --> 00:09:01,200 So you can basically say like, well, I will only make the Sun. So Right that it's over here. 133 00:09:01,400 --> 00:09:05,600 So then these both fit into the same range and of course 134 00:09:05,600 --> 00:09:08,700 you will create an image that is a bit more flat. 135 00:09:09,500 --> 00:09:14,200 So there is like nothing really that you can do against that if you do that. 136 00:09:14,200 --> 00:09:19,200 But it's like a conscious decision that when you work with camera exposure and 137 00:09:19,800 --> 00:09:23,000 one of the things that I also want to say before we like move on with this, 138 00:09:23,000 --> 00:09:23,700 is that 139 00:09:24,800 --> 00:09:33,000 Nailing your exposure and your value balance is probably one of the most important things when 140 00:09:33,000 --> 00:09:39,900 working with lighting like at all like it's usually when I look at like student work 141 00:09:39,900 --> 00:09:45,200 for example or other other people's work, we're like they're less experienced, 142 00:09:45,900 --> 00:09:47,700 oftentimes I see. 143 00:09:49,300 --> 00:09:53,500 Of course, for example, problems like colors being all over the place. That's, 144 00:09:53,500 --> 00:09:55,200 that's also a very common problem, 145 00:09:55,600 --> 00:10:00,600 but the biggest problem that I usually see is that the values don't feel, right, 146 00:10:00,900 --> 00:10:03,700 that they feel imbalanced, 147 00:10:04,000 --> 00:10:09,000 and they in turn, don't create a super pleasing image. Because like, 148 00:10:09,300 --> 00:10:14,500 it's not always about realism often, it's just really, like, what feels good. 149 00:10:15,000 --> 00:10:16,100 Luckily, though, 150 00:10:16,300 --> 00:10:23,700 there are a bunch of Helpers that can actually help us to nail these things down because like, 151 00:10:23,700 --> 00:10:24,600 first of all, 152 00:10:24,900 --> 00:10:31,500 a lot of this stuff with the photography elements is replicated in game engines engines as well. 153 00:10:31,800 --> 00:10:36,700 So that means that because we look into the virtual world with the camera. 154 00:10:37,400 --> 00:10:41,100 There's a lot of knowledge that is around there in the world, 155 00:10:41,100 --> 00:10:46,900 regarding how cameras work and how people have been taking photographs for like years. 156 00:10:47,300 --> 00:10:52,500 And we can Can leverage that knowledge and that is actually very fun to do. 157 00:10:52,500 --> 00:11:01,100 It's very exciting and also it helps us to create something more like pleasing in that sense. 158 00:11:01,800 --> 00:11:09,500 So here I have a scene which is completely dark right now and if you want to work with this to 159 00:11:10,600 --> 00:11:11,500 right now, 160 00:11:11,700 --> 00:11:17,800 like I chose one of the samples so you can like just go in here samples and scroll down. 161 00:11:18,600 --> 00:11:21,600 And it is the archivist interior that I chose. 162 00:11:22,500 --> 00:11:26,000 There are a few tiny little modifications that I made. 163 00:11:26,400 --> 00:11:30,500 So the project runs on r-tx. So I like turn these things off. 164 00:11:30,900 --> 00:11:33,900 I removed all the lights that were in the scene as well. 165 00:11:34,600 --> 00:11:36,700 So that is something, 166 00:11:37,100 --> 00:11:39,600 you know, just so to be aware of that. 167 00:11:39,600 --> 00:11:41,200 I did a little bit of cleanup here 168 00:11:42,300 --> 00:11:48,100 and now, the first thing that I want to do is I want to start with my sky. 169 00:11:48,200 --> 00:11:54,300 And the way that I do my sky is if I'm using a static Sky, 170 00:11:54,300 --> 00:12:00,700 I always go to the engine content folder. And in case you don't see that you can go to Settings, 171 00:12:01,200 --> 00:12:04,800 and you can go to show engine content. 172 00:12:05,100 --> 00:12:08,300 And then in the surge, I just type sphere. 173 00:12:10,000 --> 00:12:16,200 And somewhere here is the editors fear and we did that in the last session as well. 174 00:12:16,200 --> 00:12:20,700 I use this one because it has the perfect UVS for for what I need. 175 00:12:21,200 --> 00:12:25,700 So this is a good thing and then 176 00:12:27,500 --> 00:12:30,800 I have my sky material again like this. 177 00:12:31,800 --> 00:12:35,100 This is just like the setup that I chose for now. 178 00:12:36,200 --> 00:12:36,800 So, 179 00:12:37,400 --> 00:12:40,800 before we actually apply that quickly, let's make sure. 180 00:12:42,100 --> 00:12:42,800 Excuse me, 181 00:12:43,800 --> 00:12:46,600 that we have all the Shadows turned off here. 182 00:12:47,200 --> 00:12:48,000 Okay, great. 183 00:12:55,600 --> 00:12:58,600 And then we apply this one and suddenly everything goes, boom, 184 00:12:58,800 --> 00:12:59,500 obviously. 185 00:13:00,600 --> 00:13:04,600 So we have like our huge light source in here now and this is one of the 186 00:13:04,600 --> 00:13:09,300 great things with Lumen it's ampuls emissive materials, completely. 187 00:13:09,600 --> 00:13:15,800 So like you do get a lot of lighting from it and I really like this here where it can actually see 188 00:13:15,800 --> 00:13:20,600 how these little pockets of light go through it and also go into like the reflections here. 189 00:13:20,900 --> 00:13:26,600 Giving you some nice soft Reflections from the trees and stuff really Really beautiful. 190 00:13:27,100 --> 00:13:28,100 I like this a lot. 191 00:13:28,600 --> 00:13:30,000 So nevertheless though, 192 00:13:30,000 --> 00:13:32,900 we need to blow this thing up because it's going to be our Sky though. 193 00:13:32,900 --> 00:13:37,600 So I'm going to do fifteen thousand with the scale locked. 194 00:13:38,400 --> 00:13:39,900 And now we actually have this 195 00:13:41,100 --> 00:13:42,800 and now you can see that. 196 00:13:44,300 --> 00:13:49,000 Kind of like not really a lot is happening besides this just blowing out completely, 197 00:13:49,100 --> 00:13:49,700 right? 198 00:13:50,400 --> 00:13:58,100 So now, one of the things that we need to do is we need to sort of find a balance for this, 199 00:13:58,200 --> 00:13:58,800 right? 200 00:13:59,400 --> 00:14:03,100 And there's a bunch of ways that we can do this. 201 00:14:04,600 --> 00:14:05,100 so, 202 00:14:06,200 --> 00:14:07,600 if we look at the texture, 203 00:14:09,700 --> 00:14:12,400 so I would argue, we can apply some exposure bias, 204 00:14:12,400 --> 00:14:16,300 your so I would argue that this is somewhat a 205 00:14:18,400 --> 00:14:23,800 Well maybe like 3:00 or something like it's definitely afternoon like it's 206 00:14:23,800 --> 00:14:28,500 not like midday because you can also like if we see the Shadows, 207 00:14:28,900 --> 00:14:33,800 they're not super long but then again they're also not like 12 oclock Shadows. 208 00:14:34,000 --> 00:14:38,100 So this is potentially like maybe 3:00 so we know. Okay, 209 00:14:38,100 --> 00:14:42,300 this is like early early afternoon here. 210 00:14:43,500 --> 00:14:43,900 So, 211 00:14:44,000 --> 00:14:46,200 let's keep that in mind. 212 00:14:47,400 --> 00:14:48,700 And now, 213 00:14:49,300 --> 00:14:51,800 if I just find my 214 00:14:53,100 --> 00:14:54,600 Window again here. 215 00:14:55,700 --> 00:14:56,900 with the 216 00:14:58,300 --> 00:14:59,600 exposure stuff. 217 00:15:01,800 --> 00:15:05,500 So here is a very interesting thing that you can find 218 00:15:05,500 --> 00:15:09,500 if you search for orders of magnitude luminance. 219 00:15:10,400 --> 00:15:11,500 And this is very, 220 00:15:12,500 --> 00:15:19,100 very interesting because what this basically is is someone went out into nature 221 00:15:19,400 --> 00:15:26,100 and measured the brightness which is here like Candela per square meter or 222 00:15:28,300 --> 00:15:29,200 what is this like 223 00:15:30,800 --> 00:15:34,200 Yeah, it's like I don't actually know if it's like kilo or like whatever. 224 00:15:34,400 --> 00:15:39,300 But so basically these are the CD values so this is like 10,000. 225 00:15:40,700 --> 00:15:42,900 And here we have the small values. 226 00:15:43,200 --> 00:15:46,800 So this is the luminance for a night sky, for example, 227 00:15:47,100 --> 00:15:49,200 which is like incredibly dark. 228 00:15:49,400 --> 00:15:52,500 And here, you can already see what I described before that. 229 00:15:52,500 --> 00:15:56,800 The range has between certain things are incredibly huge. 230 00:15:57,200 --> 00:15:57,800 Alright, 231 00:15:58,300 --> 00:16:05,200 so here, for example, we can see that a white illuminated cloud in like full day. 232 00:16:05,200 --> 00:16:09,800 Time basically is 10,000 Candela per square meter. 233 00:16:10,600 --> 00:16:18,100 Sometimes you will see a value called nits and gnats is sort of like the new value like 234 00:16:18,100 --> 00:16:22,500 or did they like how its name today? Like a lot of like this place and stuff like that. 235 00:16:22,700 --> 00:16:24,900 It used to be Candela per square meter but now they 236 00:16:24,900 --> 00:16:28,400 call it knits but the actual value is there the same. 237 00:16:28,600 --> 00:16:32,000 Like if you calibrate your display to like 120 Candela, 238 00:16:32,600 --> 00:16:34,800 it's the same as like 120 minutes. 239 00:16:35,400 --> 00:16:38,300 So sometimes you just see these different names but like 240 00:16:38,300 --> 00:16:40,800 Candela per square meter in its is this Same thing. 241 00:16:41,500 --> 00:16:45,100 So now we basically have a number here, right? 242 00:16:46,200 --> 00:16:51,500 And one interesting thing as well, is that I told you guys for example, 243 00:16:51,500 --> 00:16:51,900 that 244 00:16:53,000 --> 00:16:59,400 The sunlight in like, super strong daytime, it's it can be like 120,000 Luxe. 245 00:17:00,100 --> 00:17:08,300 It can also be like 85 or 50 thousand depending on cloud coverage, like how the atmosphere is, 246 00:17:08,400 --> 00:17:10,500 there's a lot of factors to this, right? 247 00:17:10,800 --> 00:17:12,800 So like the idea here, 248 00:17:12,800 --> 00:17:17,000 is that we create a pleasing balance between our sky and 249 00:17:17,000 --> 00:17:22,099 our son for a setting that kind of fits this time of day. 250 00:17:22,300 --> 00:17:25,500 Day and there's a bunch of different ways of doing this. 251 00:17:25,500 --> 00:17:31,500 So the first way is to basically start with balancing the sky, 252 00:17:32,800 --> 00:17:33,700 and for that, 253 00:17:33,700 --> 00:17:39,100 I'm going to just fly out and we can see that our Auto exposure is adjusting right now, 254 00:17:39,100 --> 00:17:41,800 because if we go to the Post volume, 255 00:17:43,500 --> 00:17:47,600 We actually have nothing set here. So what you can see here per default, 256 00:17:47,600 --> 00:17:50,900 we are an auto exposure and some people really disliked it. 257 00:17:50,900 --> 00:17:55,600 But I'm going to show you how we can tame this and actually have a do what we want 258 00:17:55,800 --> 00:18:02,900 because I honestly believe that most people that Really struggle with auto exposure. 259 00:18:03,300 --> 00:18:06,600 They don't really know the right tools on how to actually 260 00:18:06,600 --> 00:18:08,900 balance it out in a way that it that it really works. 261 00:18:08,900 --> 00:18:11,300 And I'm also going to explain to you why Auto exposure 262 00:18:11,300 --> 00:18:15,600 is actually a great thing if you can control it correctly. 263 00:18:16,500 --> 00:18:19,300 So for now I'm keeping it like this. 264 00:18:19,700 --> 00:18:25,200 And also you can see that the sky is right now, like the emissive value is so bright. 265 00:18:25,500 --> 00:18:26,000 Ted, 266 00:18:27,000 --> 00:18:27,500 of course, 267 00:18:27,500 --> 00:18:32,300 everything becomes like really black Back but also we don't really have working lighting. 268 00:18:32,300 --> 00:18:34,400 So let's let's consider that too. 269 00:18:34,900 --> 00:18:40,000 But for now so what we want to do is we kind of want to look at 270 00:18:40,000 --> 00:18:44,800 these clouds here and then find a spot where and this is up. 271 00:18:44,800 --> 00:18:50,700 We also like I have to mention there's like some artistic freedom in this because like, 272 00:18:50,700 --> 00:18:54,700 we can't actually because like, this is a photo, right? 273 00:18:54,700 --> 00:18:58,300 Like we don't know what the brightness actually was of these clouds, 274 00:18:58,600 --> 00:19:03,700 but we can sort of like Derive something and be like smart about it so let's do that. 275 00:19:04,600 --> 00:19:07,000 The first thing that we're going to do is we're going to go to show 276 00:19:07,500 --> 00:19:11,200 and then we go to visualize and then we're going to go to HDR. 277 00:19:12,600 --> 00:19:15,800 And this thing here, it might be confusing, 278 00:19:15,900 --> 00:19:22,700 but it's super cool and very important because it helps us a lot with like, 279 00:19:23,800 --> 00:19:28,500 sort of, controlling our exposure, and measuring different values. 280 00:19:28,800 --> 00:19:32,000 And I'm not going to give you guys a break down of this right now. 281 00:19:32,200 --> 00:19:32,700 However, 282 00:19:32,700 --> 00:19:35,800 what I will say is we will look into all of this on the 283 00:19:35,800 --> 00:19:39,000 Fly and we will learn how to use and interpret it. 284 00:19:39,700 --> 00:19:41,700 So right away that you can see here. 285 00:19:42,400 --> 00:19:46,100 Have this little square and these numbers below here, 286 00:19:46,100 --> 00:19:49,000 they actually measure just what's inside that square. 287 00:19:49,400 --> 00:19:53,500 Sadly, I don't know any way to make the square and you bigger. 288 00:19:53,500 --> 00:19:57,200 So like I don't know if that is like a possibility, 289 00:19:57,200 --> 00:20:01,900 somehow to increase the area on where where things get measured. 290 00:20:02,700 --> 00:20:03,300 So 291 00:20:04,400 --> 00:20:04,800 we'll, 292 00:20:05,600 --> 00:20:08,900 we'll have to work with this because like, if you can increase this, 293 00:20:08,900 --> 00:20:11,800 you can get a bigger average of something that you measure. 294 00:20:12,300 --> 00:20:17,000 But then again, so like here we can see the nits which is the same as the Candela per M2 here. 295 00:20:17,000 --> 00:20:21,500 We can see the locks which is a totally different way of calculating this and then 296 00:20:21,500 --> 00:20:28,600 we can also see what EV 100 this is and we'll also going to get more into this. 297 00:20:29,500 --> 00:20:32,200 So if we remember that, 298 00:20:32,200 --> 00:20:33,700 when we look at our 299 00:20:35,600 --> 00:20:38,300 Data here is that, okay, 300 00:20:38,400 --> 00:20:39,800 white, illuminated clout. 301 00:20:40,000 --> 00:20:45,300 So that is like 10,000 and then we also have around 7,000 for the average, clear sky. 302 00:20:45,700 --> 00:20:47,900 So the thing is this, 303 00:20:48,100 --> 00:20:51,200 this is not an average clear sky even though there is some clear 304 00:20:51,200 --> 00:20:58,200 sky but we will probably not really reach that necessarily. 305 00:20:59,400 --> 00:21:03,900 So one thing that I also think it's important is that 306 00:21:05,000 --> 00:21:05,500 this 307 00:21:06,600 --> 00:21:11,700 varies a lot between here and here. So like you can see, this is like an average white cloud. 308 00:21:12,000 --> 00:21:16,000 And we can read here that is like 18,000 309 00:21:17,300 --> 00:21:21,800 And we can also like read over here where we are in 7,000. 310 00:21:22,100 --> 00:21:24,900 So why is that even though they're both white. 311 00:21:25,000 --> 00:21:25,700 So the thing is, 312 00:21:25,900 --> 00:21:28,000 this one here, here's the sun disk. 313 00:21:28,100 --> 00:21:30,700 So this one is incredibly close to the sun, 314 00:21:30,800 --> 00:21:33,400 right? So the values are super, super high, 315 00:21:34,100 --> 00:21:37,700 and if I would just apply some exposure compensation here, 316 00:21:38,100 --> 00:21:43,700 you can see that the values read the same. So the data is always the same, right? 317 00:21:43,700 --> 00:21:45,600 We're just exposing the image differently, 318 00:21:45,900 --> 00:21:49,600 so you can see that this Is still even though I made the whole image darker, 319 00:21:49,600 --> 00:21:51,700 this is still way brighter than this one. 320 00:21:52,100 --> 00:21:56,500 So here we have to make a smart decision of where 321 00:21:56,500 --> 00:22:00,300 are we actually going to pick our like 10,000, right? 322 00:22:01,100 --> 00:22:04,000 And I would argue that, it's not here, 323 00:22:04,800 --> 00:22:07,300 like I think like this is the wrong value here. 324 00:22:08,000 --> 00:22:10,400 I think that this is actually 325 00:22:11,500 --> 00:22:15,200 a more like working value here and we can see where like, 326 00:22:15,200 --> 00:22:17,000 an eight thousand seven thousand nine, 327 00:22:17,100 --> 00:22:17,500 Red, 328 00:22:17,700 --> 00:22:22,000 which means that over here, we're like an 11 12 on this part. 329 00:22:22,600 --> 00:22:27,500 So now what I'm going to say is actually I think that this is good. 330 00:22:28,300 --> 00:22:34,800 I think that's great because the 10,000 is also for like more like a midday. 331 00:22:35,000 --> 00:22:37,700 So in the afternoon it does get slightly darker. 332 00:22:37,700 --> 00:22:40,700 Which means that even though we have a white cloud over here, 333 00:22:41,100 --> 00:22:44,300 you can see that we are more like on for. 334 00:22:45,800 --> 00:22:47,100 5,000. 335 00:22:47,600 --> 00:22:53,700 And that means that we will not reach this like super, super high, daytime intensity, 336 00:22:53,900 --> 00:22:55,700 because that's not what it is anymore. 337 00:22:55,900 --> 00:22:57,100 It is an afternoon. 338 00:22:57,500 --> 00:23:03,600 So we will not have the same intensities as we would have on a midday and that will also reflect 339 00:23:03,600 --> 00:23:09,200 in how much power we will give to the sunlight if we would like to change this, however, 340 00:23:09,300 --> 00:23:10,400 like if we would say, 341 00:23:10,400 --> 00:23:11,300 like okay 342 00:23:12,600 --> 00:23:15,300 this let's make this midday right? 343 00:23:15,600 --> 00:23:21,100 So we would probably go like to somewhere like here where we can see like okay White Cloud, 344 00:23:21,100 --> 00:23:28,600 perfect, but we're only on 4000 and the way to change this is to actually open our Sky material. 345 00:23:29,700 --> 00:23:35,300 And then we just crank the intensity and some people might look at this value and say like 346 00:23:36,400 --> 00:23:43,300 that is that is a huge number that feels very unintuitive and initially, I would say like yeah, 347 00:23:43,300 --> 00:23:44,000 I agree, 348 00:23:44,200 --> 00:23:46,600 but this is one of the important things to understand 349 00:23:46,600 --> 00:23:48,900 when you work with more physicalized values, 350 00:23:49,500 --> 00:23:55,900 the values can be very large because that's really how it is in real life, too. 351 00:23:56,400 --> 00:23:59,900 So, don't be afraid of large values. It's going to be Lately fine. 352 00:24:00,300 --> 00:24:01,800 It's going to be no problem with this. 353 00:24:02,300 --> 00:24:05,100 So, let's assume you want to hit something different here. 354 00:24:05,200 --> 00:24:05,600 So, 355 00:24:05,600 --> 00:24:08,600 I'm just gonna go like with 5,000 356 00:24:09,800 --> 00:24:10,800 And we can see, 357 00:24:11,100 --> 00:24:16,000 we're on 6000. So maybe let's, let's, let's go like nuts. Let's do 12,000. 358 00:24:17,500 --> 00:24:19,100 And that was way too much. 359 00:24:19,900 --> 00:24:21,900 So let's go with 8,000 360 00:24:23,500 --> 00:24:25,200 And now we are on. 361 00:24:25,600 --> 00:24:27,000 Is that 10,000? 362 00:24:27,100 --> 00:24:29,100 Is that a zero? Yeah, that's a zero. 363 00:24:29,300 --> 00:24:33,600 Okay, so now we're on 10,900. So let's go with 7500. 364 00:24:35,700 --> 00:24:36,200 Okay, 365 00:24:36,500 --> 00:24:41,300 so now we have the sky balanced out and you can see it looks exactly the same as before, 366 00:24:41,500 --> 00:24:44,300 and that is because our Auto exposure is constantly, 367 00:24:44,300 --> 00:24:49,400 trying to adjust to an overall pleasing value for this image. 368 00:24:49,700 --> 00:24:53,000 So now it gets brighter because I'm looking at it dark tree and 369 00:24:53,000 --> 00:24:55,500 now it gets darker because I'm looking at the bright Sun. 370 00:24:55,800 --> 00:24:59,800 So like the auto exposure is constantly following along and the actual 371 00:24:59,800 --> 00:25:03,300 value that I'm ciosing here right now doesn't really matter. 372 00:25:04,000 --> 00:25:12,000 So this would be what you could choose if you would then want to like go for a stronger 373 00:25:12,000 --> 00:25:19,300 contrast between the Sun and the sky but I'm going to go back to my 2,500 here 374 00:25:19,600 --> 00:25:23,200 and you can see it got darker of horse and now the exposure adjusts again. 375 00:25:23,400 --> 00:25:30,700 So I'm going to say hey I'm actually quite happy with being it around here with these values. 376 00:25:30,700 --> 00:25:35,000 So here we have like the 11,000 in this At 10,000 here. 377 00:25:35,000 --> 00:25:40,500 We have like five thousand because again midday so I'm kind of happy with this. All right. 378 00:25:41,900 --> 00:25:49,600 So now what we can do is we like or let's do the first thing actually. Let's go to our skylight. 379 00:25:52,000 --> 00:25:57,600 And actually capture this data because right now you can see we don't really have any lighting. 380 00:25:58,600 --> 00:26:02,300 So I'm just going to go to visualize for now turn this off 381 00:26:02,600 --> 00:26:05,800 and the Skylight even though it is set to movable, 382 00:26:06,700 --> 00:26:10,100 it doesn't automatically capture these textured changes. 383 00:26:10,400 --> 00:26:12,600 And if we turn on real-time capture, 384 00:26:12,600 --> 00:26:16,700 it does not work with this guy like this because real-time capture is built 385 00:26:16,700 --> 00:26:21,300 for the atmospheric system for constantly updating the skyline. 386 00:26:21,800 --> 00:26:26,400 What we need to do, when we like, altered these values to actually see what has been happening, 387 00:26:26,800 --> 00:26:29,800 we need to old-school. Go down here and hit recapture. 388 00:26:30,300 --> 00:26:32,500 And now you can see we have something 389 00:26:33,600 --> 00:26:37,200 and what you can also see is it kind of like some of these 390 00:26:37,200 --> 00:26:41,000 colors start like matching up with what we see here. 391 00:26:41,200 --> 00:26:45,200 So if we look at the shadow side here and we look at this shed outside, 392 00:26:45,400 --> 00:26:51,000 we're actually starting to get some values that seem like a rather close which is 393 00:26:51,000 --> 00:26:55,100 a really nice this thing and now you can see the thing that I was saying before, 394 00:26:55,500 --> 00:27:02,200 like the inside is completely dark but Ever since I have Auto exposure, turned on. 395 00:27:02,200 --> 00:27:03,700 What happens if we go in here? 396 00:27:06,600 --> 00:27:10,500 So now it actually starts exposing for this. 397 00:27:11,700 --> 00:27:16,600 I will get some really nice stuff and this might be a little bit crazy which is 398 00:27:16,600 --> 00:27:20,900 why again we need to sort of tell the auto exposure what to do as well. 399 00:27:21,000 --> 00:27:26,900 Because right now it might be overdoing it and we also get this and one quick thing 400 00:27:26,900 --> 00:27:30,500 that I'm going to do is because I actually changed the bloom settings so let's 401 00:27:32,800 --> 00:27:33,800 Revert. This. 402 00:27:36,100 --> 00:27:38,700 And it is very intense. 403 00:27:39,800 --> 00:27:43,100 So we can either change the intensity, 404 00:27:43,100 --> 00:27:46,800 or what we actually should do is we should change the threshold 405 00:27:47,000 --> 00:27:52,500 because the threshold is not meant for values. This High, 406 00:27:53,100 --> 00:27:56,200 the threshold here is actually set for non-physical values. 407 00:27:56,600 --> 00:28:00,000 So what we need to do is you see, even eight doesn't do it. 408 00:28:00,800 --> 00:28:02,900 So, what happens if I do 5,000? 409 00:28:03,100 --> 00:28:05,700 So now we can see since we're using physical value. 410 00:28:05,800 --> 00:28:06,100 Use, 411 00:28:06,200 --> 00:28:12,100 we need to tell it to not bloom like crazy with this incredibly high value that we have from the 412 00:28:12,100 --> 00:28:18,700 sky right now and per default. Again, these values are tweaked for non-physical values, 413 00:28:19,000 --> 00:28:21,900 so I'm just going to try and find something that works here, 414 00:28:22,700 --> 00:28:23,800 and I think, 415 00:28:26,500 --> 00:28:29,600 We could actually do maybe like 20,000. 416 00:28:30,900 --> 00:28:31,400 oops, 417 00:28:32,800 --> 00:28:34,600 so we get a little bit of Bloom still 418 00:28:36,600 --> 00:28:37,600 Let's do any team 419 00:28:39,900 --> 00:28:42,400 but yeah that's secondary for now so we can see. 420 00:28:42,400 --> 00:28:44,800 Now we have this kind of like working and there's like 421 00:28:44,800 --> 00:28:48,100 some lighting in sight but again it is not yet beautiful. 422 00:28:48,800 --> 00:28:54,100 So this is the first step of getting something to work and I think 423 00:28:54,100 --> 00:28:57,700 this is kind of like a really nice way of setting it up. 424 00:28:57,900 --> 00:29:01,200 So we're going to close off with this lesson here and 425 00:29:01,200 --> 00:29:04,000 in the next lesson we're going to bring in the sun, 426 00:29:04,200 --> 00:29:08,800 we gonna start actually Getting the exposure and I'm going to show you a few tricks of 427 00:29:08,800 --> 00:29:13,300 how to balance these things out. So thank you so much for watching and see you37982

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