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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,060 --> 00:00:09,420 Hey hey! Gleb Alexandrov here! and in this tutorial  we're gonna come up with a formula for beautiful   2 00:00:09,420 --> 00:00:15,180 cinematic lighting for the object shots of  any kind. we're gonna start from scratch and   3 00:00:15,180 --> 00:00:20,100 then gradually explore all the steps of this  formula so it can be applied to variety of   4 00:00:20,100 --> 00:00:26,280 different locations and shots. this formula is  extremely versatile, after setting it all up   5 00:00:26,280 --> 00:00:30,720 its components can be mixed to your taste and  adapted to the needs of the project no matter   6 00:00:30,720 --> 00:00:38,340 if it's a dramatic moody composition or an upbeat  and evocative still life. to not reinvent the wheel   7 00:00:38,340 --> 00:00:44,280 and keep it simple you can reuse the components  of this scheme or this formula in your own work. 8 00:00:47,640 --> 00:00:52,740 so our subject or rather object for demoing  this lighting scheme is going to be this bunch   9 00:00:52,740 --> 00:00:58,380 of minerals. it is a nice little object that has  variety of textural details and has a little bit   10 00:00:58,380 --> 00:01:04,800 of everything in terms of materials. it is fairly  reflective but not super reflective at the same   11 00:01:04,800 --> 00:01:11,580 time it shows a fair bit of variable roughness  so it's neither super glossy nor super diffuse   12 00:01:11,580 --> 00:01:17,460 it even allows a bit of light to pass through it  with the help of the subsurface scattering which   13 00:01:17,460 --> 00:01:22,860 we will discuss a bit later on. so as I've said  it's a little bit of everything, it's a perfect   14 00:01:22,860 --> 00:01:29,820 demo object for this kind of lighting setup. now  an important note, even though the subsurface   15 00:01:29,820 --> 00:01:36,780 scattering looks beautiful, for the purpose of  the tutorial to keep things simple I guess we   16 00:01:36,780 --> 00:01:43,620 will turn it off. so once you open that demo scene  in Blender, you will find out that the subsurface   17 00:01:43,620 --> 00:01:49,680 is turned off, is switched off, it will make our  minerals look like they are made of clay which is   18 00:01:49,680 --> 00:01:57,480 perfect for our training purposes. so let's keep  moving! :) okay before actually getting our hands   19 00:01:57,480 --> 00:02:03,900 dirty we should probably set our Bblender up, our  Cycles up and have a look at the scene. why do we use 20 00:02:03,900 --> 00:02:09,960 Cycles Render engine for this lighting tutorial?  first of all it is a pure path tracing render   21 00:02:09,960 --> 00:02:15,300 engine which means it's the closest we can get in  Blender to the way light actually behaves in the   22 00:02:15,300 --> 00:02:20,940 real world. with Cycles the light just behaves  realistically right out of the bat so we don't   23 00:02:20,940 --> 00:02:26,580 have to even think for the most part about global  illumination and other realistic lighting effects,   24 00:02:26,580 --> 00:02:32,340 so we can focus on what truly matters, which is  creating cinematic and yet believable lighting.   25 00:02:33,420 --> 00:02:37,500 thanks to the recent advancements in  Blender such as general speed up and   26 00:02:37,500 --> 00:02:42,660 denoising, raytraced rendering became much  faster than it used to be. in the old days   27 00:02:42,660 --> 00:02:48,360 one frame of path traced animation could easily  take a few days to render, but fortunately these   28 00:02:48,360 --> 00:02:53,880 days are over and with the rise of gpus and  the advancements in technology the viewport   29 00:02:53,880 --> 00:03:00,420 rendering in Blender as well became a thing. in  other words, we'll leave the burden of technical   30 00:03:00,420 --> 00:03:05,820 lighting calculations to Cycles and focus on  the creative side of it. 4152

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