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Hello everyone.
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In this lesson, I'll show you how to set up
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our pixel art compositor to give our index that pixel art look.
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So to begin with, let's click on this cube we credit in the previous lesson,
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press X to delete and then click Delete.
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Now let's create a little taste seen over here to make it a bit
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easier to see what we're actually doing in the compositing section.
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So let's press Shift a to add and then add a mesh and select UV sphere.
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And let's press S to scale. And in type 1.6.
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And press Enter.
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And let's press G to grab and z to move it on the z axis.
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And then just move that up to the top of our frame.
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And we're doing all of this in the camera view.
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So if you're not in camera view,
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remember you can just press numpad 0 to go back into camera view.
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And now let's create a plane for our sphere to stand on.
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And to do that, Let's press Shift a again,
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go to Mesh and select plane.
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Now we can press S to scale again,
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and the N-type silicon to make it seven times bigger and press Enter.
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Now let's go into front view quickly with numpad 1.
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Just so that we can see what we're doing. Zoom in a little bit.
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Press G to grab Z,
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to move it on the z-axis.
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And then just move that to just below the sphere like that.
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And click to apply. And let's go back into camera view with NumPy at 0,
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and then click on the sphere,
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and then right-click and select Shade Smooth.
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They regard.
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As you can see, we still have a default white materials applied to our objects.
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So with our sphere selected,
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let's go to the material properties.
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And then instead of clicking new,
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let's click on this little drop-down and select
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that taste wood material that we made in a previous lesson.
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And for the testing purposes,
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let's just turn the roughness up all the way to one,
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just to make that a little bit less reflective
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so that we can get a more accurate idea of what we're actually doing.
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And let's click on the plane.
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And let's create a new material for a plane. So let's click New.
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And then under base color,
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let's click on this white color and then change it to a green color.
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And I played around with a few sittings.
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And I found these work well.
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So click on hue and make that 0.3.
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For the saturation, we're going to make that 0.7.
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And for the value, you're going to make that 0.085 and press Enter.
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So now we have a nice dark green color for our plane.
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We just turn the roughness up to one as well, goo.
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And now we can go to our compositing section.
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So let's click on the compositing tab at the top over here.
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You'll see it says compositing.
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So let's click on that and then click on Use nodes.
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And it should add these two nodes for you automatically.
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If you're not seeing them, let me just delete them quickly.
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If you're not seeing them, you can easily just add them in.
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Just make sure Use nodes is enabled.
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And then press Shift a to add.
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And then under input,
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select render layers and click and click into place that down.
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Then press Shift a again to add in G2 output and select composite.
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And left-click to place that down.
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Now we can just connect the image pin,
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click and drag and plug that into the image Ben, for our composite.
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Cool.
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And what this does now is when we press if 12 to render, let's press F2.
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And it shows us our rendered image over here.
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What's actually happening is Blender renders
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the image through the camera and our 3D scene.
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That image gets sent to the render layers node.
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And then from image, it gets passed on to the composite node.
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And this composite node is actually what we're seeing.
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We increase F2.
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So if we disconnected that and it prints if 12,
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we now only see a black image because we are only seeing the default value,
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which is just a black color.
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So we can just plug that back in and press F2 Alpha again.
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And now we see our image again.
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And the cool thing about this is we can move part of it.
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And now we can add a whole bunch of extra nodes and processing
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in-between these so that we can take the original rendered image,
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make some changes to it,
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and then pass it on to the composite node.
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So to be able to see what we're doing is add a viewer node to this workspace.
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And to do that, we can simply hold down control and
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shift and then left-click on our render layers node.
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See it added the viewer node.
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And that's because we have Node Wrangler enabled,
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like I showed in the first lesson.
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So now we have this viewer node.
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And this little image shows us what the viewer node is seeing basically,
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now with the viewer node selected,
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we can click and drag and make this larger and smaller and move that around.
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But for pixel art, we want to make that a precise integer value.
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In other words, we want to scale it exactly two or three or four times, et cetera.
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And if you adjusted, drag it like this,
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you see we get that weird pixel flickering and some strange pixel artifacts.
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And we won't be able to see the exact image that we are getting.
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So to make that an exact value is press in on our keyboard to bring up the side menu.
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And under View you see we can sit the zoom value.
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So let's just make that F4 and press Enter.
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And now we have a nice integers scaled value,
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and each pixel will be displayed as exactly four by four pixels on the screen.
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Is pressed in again to close that menu.
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And we can click and then drag and place that in the top right corner for us,
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which is movies, another way of it.
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And now we can use the middle mouse button to move our workspace around.
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And as you can see, that preview image is staying in the top right the whole time,
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no matter how we zoom or move around in our workspace.
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Cool.
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Now the first thing we can do is change the shading of
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our object so that we don't have a nice smooth shading going from light to dark.
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And that'll help us give it more of a 2D drone look.
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And to do that, Let's press Shift a on our keyboard to add.
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And instead of going through all these sections
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and looking for the specific nodes that we want,
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we can simply click on Search and then type ramp.
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So we're looking for a color ramp and you can see color ramps and it's
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click on Color Ramp and then drop that on that line,
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going to the composite node and left-click to apply Qu.
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And that is see what this color ramp is doing.
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We can hold down Control and Shift and left-click on it.
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And you can actually see a preview of what it's doing.
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And I can see it's basically just giving us a black and white version of our image.
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And if we were to click and drag these little points around,
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we can adjust what that image looks like as you can see.
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So let's move those back to the edges
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and zoom in a bit so that we can see what we're doing.
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Now we want to add some more points in between these.
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And to do that, you can simply hold down control and left-click.
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Leg lift.
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So let's add three more points in between those first two points.
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And that'll give us a total of five points on this gradient.
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I've played around with these and gotten a few values that I found that work well.
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So you can use these or just using as a starting point to create your own as well.
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So to change a value,
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let's click on this little triangle above the first box.
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And we can click on this large black box to change the color.
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Just move this up a little bit.
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And we want to brighten this up just a little bit so it's not completely black.
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So let's change the value.
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So click on that and n-type zero-point 000 and press Enter.
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Cool. Now let's click on our second.
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Click on its color and give that a value of 0.012 and press Enter.
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And the third one,
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Let's give that a value of 0.22 and press enter to kinda fourth, click on the color.
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And for this value we're going to make it 0.6 and press Enter.
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And then our brightest value can stay white.
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And that's already set to one.
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And now we can reposition these nodes a bit.
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So the first one can stay right there where it is.
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The second one, if we click and drag and move this around,
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you'll see this position changes as well.
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And we can also click on this position and move that around.
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We can click on this box once and then enter an exact position.
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So for the second it's at 0.27 and press Enter for the next one.
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Click over here and type 0.34 and press Enter,
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and then click on the next one.
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Click on the position and type 0.44 and press Enter,
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and then click on the last one and click on position and set that to 0,
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54 and press Enter.
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And I can see our image got a lot darker when we did this to,
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to brighten up the whole thing.
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We can either move all of these nodes around.
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But an easier way to do that is simply add a multiply node in front of this node.
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So let's just zoom out a tiny little bit with our mouse wheel.
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Then press to add and then click Search and type math.
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While our functions like add and subtract and multiply,
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you can find those in the math node.
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So let's click on the Math node and then drop that onto that line.
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And it'll hook it up automatically.
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Now you can see it's set to add at the moment.
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Let's click on that and select Multiply.
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And it's changed that to a value of four.
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And I can see we're starting to get some detail back in our image.
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Let's zoom in again and this color ramp.
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And you can see we still have a smooth gradient in-between these points,
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even though there are much closer together now.
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And to change those into definite steps,
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we can simply click on this drop-down, which is linear.
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So click on that and select constant.
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And as you can see now we have definite steps between the different brightness values.
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And also with the shadow on our object of a day.
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You can see we have nicely defined steps going from bright to dark.
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And that'll help give us the exact look that we're looking for.
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So now let's zoom out and now we only have
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a black and white image coming from this color ramp.
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So what we need to do is take the original color image and then
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mix that back in with our color ramp that before we mix those together,
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Let's just make some adjustments to our original image.
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And to do that, we're going to add a curves node.
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So we can press Shift a again and then click on Search,
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and then type curves.
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And select RGB curves and drop that down. Cool.
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And now we can connect the image pen from
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our render layers into the image pin of our RGB curves.
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So you can just click and drag and plug that in.
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And now to see what this node is doing,
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we can hold down Control and Shift and left-click.
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And they can see our color image again.
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Now at this node does, is it takes an input image and impulses it through this curve.
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And as we make adjustments to this curve,
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we can make adjustments to the intensity of the dark and the light parts.
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Let me show you if you click and drag on this curve, we drag that up.
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You can see our whole image gets brighter.
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If you drag that down,
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the whole image gets darker.
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So again, to add some points on this curve.
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And with that point selected,
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we can simply type in the x and y values over here.
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And again, these are values that I've tasted and
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found that they work well for our purposes.
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So click on the X and make that 0.1,
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and then click on Y and make that 0.1 as well.
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And I can see it's not making any changes to our curve yet,
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but that will just keep that point in place as we make more changes to this curve.
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So let's click to add another point.
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And with that point selected, we can click on X.
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And let's set that to 0.45.
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Then click on y and set that to 0.85 and press Enter.
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And I can see our image just looks a bit more vibrant.
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And let's say we wanted to see what difference this node was making.
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We can simply click on it to selected,
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and then we can move to this node by pressing M on our keyboard.
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So if you press M, You see it as a red line through the node.
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And now it no longer affects our image.
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So that is what the raw rendered image looks like.
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And you press him again to unmute.
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That is what this node is doing.
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So it makes it a bit more vibrant and make the colors pop out a bit more goo.
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And how we can mix these two together.
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And to do that, we're going to use a mixed node.
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So we can press, Shift a again,
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click on Search and type mix,
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and then select the mixed nerve and drop that on this line.
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And allocator RGB curves up to the top image input.
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And then we can click and drag from this color ramp and plug that into the bottom image,
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input image you can see it's only showing us the shading again.
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And that's because our blending mode is set to mix.
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And what that does is it mixes between these
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two depending on the factor that we sit over here.
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Surface all the way to 0, we'll only see the first image.
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And if it's all the way to one,
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will only see the second image.
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But we can change this blending mode.
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And that'll change how blender mixes between these two images.
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So let's click on this drop-down.
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And for our purposes, let's select Soft Light.
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And now as you can see, as we turn that down,
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we go from the original image.
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And then it adds that shading back into our image,
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but we still keep the colors and everything.
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So it's turned us down to 0.75 for now.
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And press Enter and then mix add a use saturation value node after this.
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So press Shift a again,
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click on Search and type hue and insulate, use saturation value.
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So we click and then drop that on the line by clicking again.
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And that'll hook it up automatically.
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Now the hue we can leave it as is or else
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we're going to change the colors. As you can see.
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Let's undo that saturation.
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We can turn up to 1.15.
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And that will make the colors come out a bit more.
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And the value we can turn up to 1.85 and press into h2 and we are almost day.
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The last thing we want to do is add a pattern to the darker areas of our image.
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And with the resources for this class,
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I've included a delay pattern image that you can download and use for this.
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So to add that to our compositor,
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we can press Shift a again,
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then click on Search and n-type image, and then select image.
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And click to place it down.
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Let's zoom in on that a bit.
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And we can click on the Open button and then just go
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to where you downloaded the delta image for this one,
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I'm going to use the 128 by 128 dither.
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Let's click Open.
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And if you want to view what that looks like,
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we can hold down control and shift and click on the node.
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So that's basically what we have,
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just a black and white chicken Devitt pattern.
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Let's zoom out Tibet.
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Back, make some space.
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We're going to add another mixed node after the US saturation value node.
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So to do that, press Shift a again,
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click on Search and type mix.
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Let's just disconnect this for now and then connect the US saturation value to
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the first image and connect our data image to the second image input.
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And now sit that to multiply.
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And as you can see, that's applying the digit image to our entire image now.
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So we need to somehow tell this mixed node where to place.
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This did a pattern and way not to place it.
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And for that we're going to need the ambient occlusion of our Render.
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And to get that, we need to make some changes to our view layer properties.
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So we can go to this stack of images.
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And if you hover over that, it says View layer properties.
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So click on that. And then you'll see parses and underpasses is I liked section.
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And at the bottom of the light section you'll see ambient occlusion.
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So let's click to enable that.
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And you can see it added an AO pen to our render layers node and see what
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that's actually doing is hold down Control and
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Shift and then click on that pen to preview that pen.
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And now we have nothing way.
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And that's because we just need to update our render.
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So press if 12 to render.
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And now you can see it's showing our ambient occlusion over there.
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And as you can see, what ambient occlusion does is it
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darkens the ambient light as objects get closer together.
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So we can use this now to tell blender way to add this dither pattern.
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So it's just hold Control and Shift and click on this last node again.
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So we can see our image.
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And now to give us a more control over the ambient occlusion,
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let's add in another color ramp node like this one that we had here.
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So we can press, Shift a,
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click on Search and type ramp,
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and then select Color Ramp.
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And it's placed that right above the other colorRamp.
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And after that input,
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we're going to click and drag from
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our ambient occlusion pen and plug that into the factor.
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And then from this image,
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we're going to click and drag and drop that into the factor of our Multiply node.
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And I can see it's starting to do something.
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But you may have noticed that it's the wrong way around.
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In other words, the darker parts are not getting
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the dividend pattern and the brighter parts are getting the divot pattern.
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So to switch that around,
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we can easily just click and drag on these pins.
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Move this one to the left,
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and then click and drag and move this one all the way to the right.
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So now I flip them around.
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And as you can see, it's starting to add the date
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the patent only in the darker areas now.
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So let's move this one alphabet is change it from completely white.
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Let's click on this and give that a value of 0.8 and press Enter.
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And that'll just make the effect a little bit more subtle.
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And we're going to sit the position of my pens,
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the bright one, I'm going to set that to 0.5.
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Press into.
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And for the darker one, I'm going to set that to 0.875 and press Enter.
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And you're welcome to move these around and play around with them a bit.
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As you can see as we move them,
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we can get a different effect to our image.
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But I'm going to leave mine at those values that I gave you for now.
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And now one last thing, this press F2 again.
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And as you can see are rendered image is still just showing us the color ramp output.
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And that is because the colorant output is plugged into our composite node.
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So to fix that, we simply need to take this final node,
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click and drag and plug that into the image input for our composite net.
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Let's press F2 again.
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There we go.
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Now we get a final image in our composite note as well.
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And if you want to see the difference these nodes are making,
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we can simply hold down control and shift and click on our render layers node.
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That's the rule rendered image and control shift click on this node.
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And that is our final image.
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As you can see, it's quite a bit different and a bit more stylized as well.
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Cool. And that is it for this lesson.
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