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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:01,380 Hello everyone. 2 00:00:01,380 --> 00:00:03,110 In this lesson, I'll show you how to set up 3 00:00:03,105 --> 00:00:07,125 our pixel art compositor to give our index that pixel art look. 4 00:00:07,125 --> 00:00:10,815 So to begin with, let's click on this cube we credit in the previous lesson, 5 00:00:10,815 --> 00:00:13,595 press X to delete and then click Delete. 6 00:00:13,590 --> 00:00:16,790 Now let's create a little taste seen over here to make it a bit 7 00:00:16,785 --> 00:00:20,105 easier to see what we're actually doing in the compositing section. 8 00:00:20,100 --> 00:00:26,850 So let's press Shift a to add and then add a mesh and select UV sphere. 9 00:00:26,850 --> 00:00:31,860 And let's press S to scale. And in type 1.6. 10 00:00:31,860 --> 00:00:34,100 And press Enter. 11 00:00:34,095 --> 00:00:39,655 And let's press G to grab and z to move it on the z axis. 12 00:00:39,650 --> 00:00:42,770 And then just move that up to the top of our frame. 13 00:00:42,770 --> 00:00:45,610 And we're doing all of this in the camera view. 14 00:00:45,605 --> 00:00:47,105 So if you're not in camera view, 15 00:00:47,105 --> 00:00:51,475 remember you can just press numpad 0 to go back into camera view. 16 00:00:51,470 --> 00:00:55,370 And now let's create a plane for our sphere to stand on. 17 00:00:55,370 --> 00:00:57,920 And to do that, Let's press Shift a again, 18 00:00:57,920 --> 00:01:00,220 go to Mesh and select plane. 19 00:01:00,215 --> 00:01:02,905 Now we can press S to scale again, 20 00:01:02,900 --> 00:01:07,460 and the N-type silicon to make it seven times bigger and press Enter. 21 00:01:07,460 --> 00:01:11,030 Now let's go into front view quickly with numpad 1. 22 00:01:11,030 --> 00:01:14,690 Just so that we can see what we're doing. Zoom in a little bit. 23 00:01:14,690 --> 00:01:17,150 Press G to grab Z, 24 00:01:17,150 --> 00:01:18,890 to move it on the z-axis. 25 00:01:18,890 --> 00:01:22,240 And then just move that to just below the sphere like that. 26 00:01:22,235 --> 00:01:26,585 And click to apply. And let's go back into camera view with NumPy at 0, 27 00:01:26,585 --> 00:01:28,205 and then click on the sphere, 28 00:01:28,205 --> 00:01:31,445 and then right-click and select Shade Smooth. 29 00:01:31,445 --> 00:01:33,125 They regard. 30 00:01:33,125 --> 00:01:37,885 As you can see, we still have a default white materials applied to our objects. 31 00:01:37,880 --> 00:01:39,640 So with our sphere selected, 32 00:01:39,635 --> 00:01:42,055 let's go to the material properties. 33 00:01:42,050 --> 00:01:43,900 And then instead of clicking new, 34 00:01:43,895 --> 00:01:46,195 let's click on this little drop-down and select 35 00:01:46,190 --> 00:01:49,420 that taste wood material that we made in a previous lesson. 36 00:01:49,415 --> 00:01:50,995 And for the testing purposes, 37 00:01:50,990 --> 00:01:53,920 let's just turn the roughness up all the way to one, 38 00:01:53,915 --> 00:01:56,525 just to make that a little bit less reflective 39 00:01:56,525 --> 00:01:59,635 so that we can get a more accurate idea of what we're actually doing. 40 00:01:59,630 --> 00:02:01,480 And let's click on the plane. 41 00:02:01,475 --> 00:02:05,615 And let's create a new material for a plane. So let's click New. 42 00:02:05,615 --> 00:02:07,435 And then under base color, 43 00:02:07,430 --> 00:02:10,610 let's click on this white color and then change it to a green color. 44 00:02:10,610 --> 00:02:12,640 And I played around with a few sittings. 45 00:02:12,635 --> 00:02:14,365 And I found these work well. 46 00:02:14,360 --> 00:02:18,220 So click on hue and make that 0.3. 47 00:02:18,215 --> 00:02:22,355 For the saturation, we're going to make that 0.7. 48 00:02:22,355 --> 00:02:28,745 And for the value, you're going to make that 0.085 and press Enter. 49 00:02:28,745 --> 00:02:31,855 So now we have a nice dark green color for our plane. 50 00:02:31,850 --> 00:02:35,090 We just turn the roughness up to one as well, goo. 51 00:02:35,090 --> 00:02:37,250 And now we can go to our compositing section. 52 00:02:37,250 --> 00:02:40,340 So let's click on the compositing tab at the top over here. 53 00:02:40,340 --> 00:02:42,020 You'll see it says compositing. 54 00:02:42,020 --> 00:02:45,610 So let's click on that and then click on Use nodes. 55 00:02:45,605 --> 00:02:48,865 And it should add these two nodes for you automatically. 56 00:02:48,860 --> 00:02:51,730 If you're not seeing them, let me just delete them quickly. 57 00:02:51,725 --> 00:02:54,605 If you're not seeing them, you can easily just add them in. 58 00:02:54,605 --> 00:02:56,725 Just make sure Use nodes is enabled. 59 00:02:56,720 --> 00:02:59,110 And then press Shift a to add. 60 00:02:59,105 --> 00:03:00,565 And then under input, 61 00:03:00,560 --> 00:03:05,480 select render layers and click and click into place that down. 62 00:03:05,480 --> 00:03:11,300 Then press Shift a again to add in G2 output and select composite. 63 00:03:11,300 --> 00:03:13,580 And left-click to place that down. 64 00:03:13,580 --> 00:03:16,090 Now we can just connect the image pin, 65 00:03:16,085 --> 00:03:20,065 click and drag and plug that into the image Ben, for our composite. 66 00:03:20,060 --> 00:03:20,570 Cool. 67 00:03:20,570 --> 00:03:25,390 And what this does now is when we press if 12 to render, let's press F2. 68 00:03:25,385 --> 00:03:28,735 And it shows us our rendered image over here. 69 00:03:28,730 --> 00:03:31,100 What's actually happening is Blender renders 70 00:03:31,100 --> 00:03:33,650 the image through the camera and our 3D scene. 71 00:03:33,650 --> 00:03:36,790 That image gets sent to the render layers node. 72 00:03:36,785 --> 00:03:41,185 And then from image, it gets passed on to the composite node. 73 00:03:41,180 --> 00:03:43,850 And this composite node is actually what we're seeing. 74 00:03:43,850 --> 00:03:45,040 We increase F2. 75 00:03:45,035 --> 00:03:48,875 So if we disconnected that and it prints if 12, 76 00:03:48,875 --> 00:03:53,245 we now only see a black image because we are only seeing the default value, 77 00:03:53,240 --> 00:03:55,130 which is just a black color. 78 00:03:55,130 --> 00:03:59,510 So we can just plug that back in and press F2 Alpha again. 79 00:03:59,510 --> 00:04:01,520 And now we see our image again. 80 00:04:01,520 --> 00:04:05,500 And the cool thing about this is we can move part of it. 81 00:04:05,495 --> 00:04:08,815 And now we can add a whole bunch of extra nodes and processing 82 00:04:08,810 --> 00:04:12,110 in-between these so that we can take the original rendered image, 83 00:04:12,110 --> 00:04:13,510 make some changes to it, 84 00:04:13,505 --> 00:04:16,045 and then pass it on to the composite node. 85 00:04:16,040 --> 00:04:20,210 So to be able to see what we're doing is add a viewer node to this workspace. 86 00:04:20,210 --> 00:04:22,790 And to do that, we can simply hold down control and 87 00:04:22,790 --> 00:04:26,950 shift and then left-click on our render layers node. 88 00:04:26,945 --> 00:04:29,165 See it added the viewer node. 89 00:04:29,165 --> 00:04:31,435 And that's because we have Node Wrangler enabled, 90 00:04:31,430 --> 00:04:33,310 like I showed in the first lesson. 91 00:04:33,305 --> 00:04:35,965 So now we have this viewer node. 92 00:04:35,960 --> 00:04:40,550 And this little image shows us what the viewer node is seeing basically, 93 00:04:40,550 --> 00:04:42,110 now with the viewer node selected, 94 00:04:42,110 --> 00:04:46,100 we can click and drag and make this larger and smaller and move that around. 95 00:04:46,100 --> 00:04:50,000 But for pixel art, we want to make that a precise integer value. 96 00:04:50,000 --> 00:04:54,070 In other words, we want to scale it exactly two or three or four times, et cetera. 97 00:04:54,065 --> 00:04:56,215 And if you adjusted, drag it like this, 98 00:04:56,210 --> 00:05:00,610 you see we get that weird pixel flickering and some strange pixel artifacts. 99 00:05:00,605 --> 00:05:04,195 And we won't be able to see the exact image that we are getting. 100 00:05:04,190 --> 00:05:09,250 So to make that an exact value is press in on our keyboard to bring up the side menu. 101 00:05:09,245 --> 00:05:12,875 And under View you see we can sit the zoom value. 102 00:05:12,875 --> 00:05:16,165 So let's just make that F4 and press Enter. 103 00:05:16,160 --> 00:05:19,010 And now we have a nice integers scaled value, 104 00:05:19,010 --> 00:05:23,080 and each pixel will be displayed as exactly four by four pixels on the screen. 105 00:05:23,075 --> 00:05:25,615 Is pressed in again to close that menu. 106 00:05:25,610 --> 00:05:31,420 And we can click and then drag and place that in the top right corner for us, 107 00:05:31,415 --> 00:05:33,535 which is movies, another way of it. 108 00:05:33,530 --> 00:05:37,220 And now we can use the middle mouse button to move our workspace around. 109 00:05:37,220 --> 00:05:41,720 And as you can see, that preview image is staying in the top right the whole time, 110 00:05:41,720 --> 00:05:45,680 no matter how we zoom or move around in our workspace. 111 00:05:45,680 --> 00:05:46,240 Cool. 112 00:05:46,240 --> 00:05:49,310 Now the first thing we can do is change the shading of 113 00:05:49,310 --> 00:05:54,310 our object so that we don't have a nice smooth shading going from light to dark. 114 00:05:54,305 --> 00:05:57,625 And that'll help us give it more of a 2D drone look. 115 00:05:57,620 --> 00:06:01,210 And to do that, Let's press Shift a on our keyboard to add. 116 00:06:01,205 --> 00:06:03,415 And instead of going through all these sections 117 00:06:03,410 --> 00:06:05,630 and looking for the specific nodes that we want, 118 00:06:05,630 --> 00:06:08,480 we can simply click on Search and then type ramp. 119 00:06:08,480 --> 00:06:11,480 So we're looking for a color ramp and you can see color ramps and it's 120 00:06:11,480 --> 00:06:14,710 click on Color Ramp and then drop that on that line, 121 00:06:14,705 --> 00:06:18,805 going to the composite node and left-click to apply Qu. 122 00:06:18,800 --> 00:06:20,960 And that is see what this color ramp is doing. 123 00:06:20,960 --> 00:06:24,580 We can hold down Control and Shift and left-click on it. 124 00:06:24,575 --> 00:06:27,455 And you can actually see a preview of what it's doing. 125 00:06:27,455 --> 00:06:31,715 And I can see it's basically just giving us a black and white version of our image. 126 00:06:31,715 --> 00:06:34,675 And if we were to click and drag these little points around, 127 00:06:34,670 --> 00:06:37,790 we can adjust what that image looks like as you can see. 128 00:06:37,790 --> 00:06:40,190 So let's move those back to the edges 129 00:06:40,190 --> 00:06:43,870 and zoom in a bit so that we can see what we're doing. 130 00:06:43,865 --> 00:06:47,095 Now we want to add some more points in between these. 131 00:06:47,090 --> 00:06:50,710 And to do that, you can simply hold down control and left-click. 132 00:06:50,705 --> 00:06:51,665 Leg lift. 133 00:06:51,665 --> 00:06:55,855 So let's add three more points in between those first two points. 134 00:06:55,850 --> 00:06:59,410 And that'll give us a total of five points on this gradient. 135 00:06:59,405 --> 00:07:03,305 I've played around with these and gotten a few values that I found that work well. 136 00:07:03,305 --> 00:07:08,195 So you can use these or just using as a starting point to create your own as well. 137 00:07:08,195 --> 00:07:09,625 So to change a value, 138 00:07:09,620 --> 00:07:12,170 let's click on this little triangle above the first box. 139 00:07:12,170 --> 00:07:15,620 And we can click on this large black box to change the color. 140 00:07:15,620 --> 00:07:17,770 Just move this up a little bit. 141 00:07:17,765 --> 00:07:22,145 And we want to brighten this up just a little bit so it's not completely black. 142 00:07:22,145 --> 00:07:23,725 So let's change the value. 143 00:07:23,720 --> 00:07:28,900 So click on that and n-type zero-point 000 and press Enter. 144 00:07:28,895 --> 00:07:32,945 Cool. Now let's click on our second. 145 00:07:32,945 --> 00:07:40,435 Click on its color and give that a value of 0.012 and press Enter. 146 00:07:40,430 --> 00:07:42,760 And the third one, 147 00:07:42,755 --> 00:07:51,365 Let's give that a value of 0.22 and press enter to kinda fourth, click on the color. 148 00:07:51,365 --> 00:07:55,705 And for this value we're going to make it 0.6 and press Enter. 149 00:07:55,700 --> 00:07:58,700 And then our brightest value can stay white. 150 00:07:58,700 --> 00:08:00,830 And that's already set to one. 151 00:08:00,830 --> 00:08:03,490 And now we can reposition these nodes a bit. 152 00:08:03,485 --> 00:08:05,645 So the first one can stay right there where it is. 153 00:08:05,645 --> 00:08:09,085 The second one, if we click and drag and move this around, 154 00:08:09,080 --> 00:08:11,420 you'll see this position changes as well. 155 00:08:11,420 --> 00:08:14,720 And we can also click on this position and move that around. 156 00:08:14,720 --> 00:08:18,860 We can click on this box once and then enter an exact position. 157 00:08:18,860 --> 00:08:24,350 So for the second it's at 0.27 and press Enter for the next one. 158 00:08:24,350 --> 00:08:28,360 Click over here and type 0.34 and press Enter, 159 00:08:28,355 --> 00:08:30,385 and then click on the next one. 160 00:08:30,380 --> 00:08:35,330 Click on the position and type 0.44 and press Enter, 161 00:08:35,330 --> 00:08:39,610 and then click on the last one and click on position and set that to 0, 162 00:08:39,605 --> 00:08:41,705 54 and press Enter. 163 00:08:41,705 --> 00:08:44,935 And I can see our image got a lot darker when we did this to, 164 00:08:44,930 --> 00:08:46,210 to brighten up the whole thing. 165 00:08:46,205 --> 00:08:48,535 We can either move all of these nodes around. 166 00:08:48,530 --> 00:08:53,090 But an easier way to do that is simply add a multiply node in front of this node. 167 00:08:53,090 --> 00:08:56,200 So let's just zoom out a tiny little bit with our mouse wheel. 168 00:08:56,195 --> 00:09:01,795 Then press to add and then click Search and type math. 169 00:09:01,795 --> 00:09:05,395 While our functions like add and subtract and multiply, 170 00:09:05,395 --> 00:09:07,525 you can find those in the math node. 171 00:09:07,525 --> 00:09:11,365 So let's click on the Math node and then drop that onto that line. 172 00:09:11,365 --> 00:09:13,375 And it'll hook it up automatically. 173 00:09:13,375 --> 00:09:15,825 Now you can see it's set to add at the moment. 174 00:09:15,820 --> 00:09:19,230 Let's click on that and select Multiply. 175 00:09:19,225 --> 00:09:22,435 And it's changed that to a value of four. 176 00:09:22,435 --> 00:09:26,035 And I can see we're starting to get some detail back in our image. 177 00:09:26,035 --> 00:09:28,375 Let's zoom in again and this color ramp. 178 00:09:28,375 --> 00:09:31,795 And you can see we still have a smooth gradient in-between these points, 179 00:09:31,795 --> 00:09:34,225 even though there are much closer together now. 180 00:09:34,225 --> 00:09:36,795 And to change those into definite steps, 181 00:09:36,790 --> 00:09:39,950 we can simply click on this drop-down, which is linear. 182 00:09:39,945 --> 00:09:42,965 So click on that and select constant. 183 00:09:42,965 --> 00:09:47,795 And as you can see now we have definite steps between the different brightness values. 184 00:09:47,795 --> 00:09:50,395 And also with the shadow on our object of a day. 185 00:09:50,390 --> 00:09:54,430 You can see we have nicely defined steps going from bright to dark. 186 00:09:54,425 --> 00:09:57,365 And that'll help give us the exact look that we're looking for. 187 00:09:57,365 --> 00:09:59,525 So now let's zoom out and now we only have 188 00:09:59,525 --> 00:10:02,275 a black and white image coming from this color ramp. 189 00:10:02,270 --> 00:10:05,990 So what we need to do is take the original color image and then 190 00:10:05,990 --> 00:10:09,940 mix that back in with our color ramp that before we mix those together, 191 00:10:09,935 --> 00:10:12,575 Let's just make some adjustments to our original image. 192 00:10:12,575 --> 00:10:15,385 And to do that, we're going to add a curves node. 193 00:10:15,380 --> 00:10:19,720 So we can press Shift a again and then click on Search, 194 00:10:19,715 --> 00:10:21,655 and then type curves. 195 00:10:21,650 --> 00:10:27,220 And select RGB curves and drop that down. Cool. 196 00:10:27,215 --> 00:10:28,945 And now we can connect the image pen from 197 00:10:28,940 --> 00:10:33,500 our render layers into the image pin of our RGB curves. 198 00:10:33,500 --> 00:10:36,220 So you can just click and drag and plug that in. 199 00:10:36,215 --> 00:10:38,315 And now to see what this node is doing, 200 00:10:38,315 --> 00:10:41,795 we can hold down Control and Shift and left-click. 201 00:10:41,794 --> 00:10:45,204 And they can see our color image again. 202 00:10:45,200 --> 00:10:50,800 Now at this node does, is it takes an input image and impulses it through this curve. 203 00:10:50,795 --> 00:10:52,885 And as we make adjustments to this curve, 204 00:10:52,880 --> 00:10:57,460 we can make adjustments to the intensity of the dark and the light parts. 205 00:10:57,455 --> 00:11:02,095 Let me show you if you click and drag on this curve, we drag that up. 206 00:11:02,090 --> 00:11:04,310 You can see our whole image gets brighter. 207 00:11:04,310 --> 00:11:05,870 If you drag that down, 208 00:11:05,870 --> 00:11:07,640 the whole image gets darker. 209 00:11:07,640 --> 00:11:10,060 So again, to add some points on this curve. 210 00:11:10,055 --> 00:11:11,665 And with that point selected, 211 00:11:11,660 --> 00:11:15,010 we can simply type in the x and y values over here. 212 00:11:15,005 --> 00:11:16,705 And again, these are values that I've tasted and 213 00:11:16,700 --> 00:11:19,170 found that they work well for our purposes. 214 00:11:19,174 --> 00:11:22,534 So click on the X and make that 0.1, 215 00:11:22,535 --> 00:11:26,785 and then click on Y and make that 0.1 as well. 216 00:11:26,780 --> 00:11:30,100 And I can see it's not making any changes to our curve yet, 217 00:11:30,095 --> 00:11:34,265 but that will just keep that point in place as we make more changes to this curve. 218 00:11:34,265 --> 00:11:36,425 So let's click to add another point. 219 00:11:36,425 --> 00:11:39,605 And with that point selected, we can click on X. 220 00:11:39,605 --> 00:11:42,845 And let's set that to 0.45. 221 00:11:42,845 --> 00:11:48,035 Then click on y and set that to 0.85 and press Enter. 222 00:11:48,035 --> 00:11:51,465 And I can see our image just looks a bit more vibrant. 223 00:11:51,469 --> 00:11:54,669 And let's say we wanted to see what difference this node was making. 224 00:11:54,665 --> 00:11:56,635 We can simply click on it to selected, 225 00:11:56,630 --> 00:12:00,130 and then we can move to this node by pressing M on our keyboard. 226 00:12:00,125 --> 00:12:04,645 So if you press M, You see it as a red line through the node. 227 00:12:04,640 --> 00:12:06,920 And now it no longer affects our image. 228 00:12:06,920 --> 00:12:09,560 So that is what the raw rendered image looks like. 229 00:12:09,560 --> 00:12:11,980 And you press him again to unmute. 230 00:12:11,975 --> 00:12:14,525 That is what this node is doing. 231 00:12:14,525 --> 00:12:19,195 So it makes it a bit more vibrant and make the colors pop out a bit more goo. 232 00:12:19,190 --> 00:12:21,210 And how we can mix these two together. 233 00:12:21,214 --> 00:12:24,024 And to do that, we're going to use a mixed node. 234 00:12:24,020 --> 00:12:26,420 So we can press, Shift a again, 235 00:12:26,420 --> 00:12:29,030 click on Search and type mix, 236 00:12:29,030 --> 00:12:33,200 and then select the mixed nerve and drop that on this line. 237 00:12:33,200 --> 00:12:37,000 And allocator RGB curves up to the top image input. 238 00:12:36,995 --> 00:12:41,495 And then we can click and drag from this color ramp and plug that into the bottom image, 239 00:12:41,495 --> 00:12:45,785 input image you can see it's only showing us the shading again. 240 00:12:45,785 --> 00:12:48,605 And that's because our blending mode is set to mix. 241 00:12:48,605 --> 00:12:50,965 And what that does is it mixes between these 242 00:12:50,960 --> 00:12:53,890 two depending on the factor that we sit over here. 243 00:12:53,885 --> 00:12:57,125 Surface all the way to 0, we'll only see the first image. 244 00:12:57,125 --> 00:12:58,735 And if it's all the way to one, 245 00:12:58,730 --> 00:13:00,530 will only see the second image. 246 00:13:00,530 --> 00:13:02,590 But we can change this blending mode. 247 00:13:02,585 --> 00:13:06,415 And that'll change how blender mixes between these two images. 248 00:13:06,410 --> 00:13:08,130 So let's click on this drop-down. 249 00:13:08,134 --> 00:13:11,824 And for our purposes, let's select Soft Light. 250 00:13:11,820 --> 00:13:14,880 And now as you can see, as we turn that down, 251 00:13:14,875 --> 00:13:16,885 we go from the original image. 252 00:13:16,885 --> 00:13:20,145 And then it adds that shading back into our image, 253 00:13:20,140 --> 00:13:22,470 but we still keep the colors and everything. 254 00:13:22,465 --> 00:13:25,905 So it's turned us down to 0.75 for now. 255 00:13:25,900 --> 00:13:30,720 And press Enter and then mix add a use saturation value node after this. 256 00:13:30,715 --> 00:13:32,505 So press Shift a again, 257 00:13:32,500 --> 00:13:38,680 click on Search and type hue and insulate, use saturation value. 258 00:13:38,680 --> 00:13:42,210 So we click and then drop that on the line by clicking again. 259 00:13:42,205 --> 00:13:44,275 And that'll hook it up automatically. 260 00:13:44,275 --> 00:13:46,545 Now the hue we can leave it as is or else 261 00:13:46,540 --> 00:13:48,790 we're going to change the colors. As you can see. 262 00:13:48,790 --> 00:13:51,040 Let's undo that saturation. 263 00:13:51,040 --> 00:13:54,050 We can turn up to 1.15. 264 00:13:54,045 --> 00:13:56,905 And that will make the colors come out a bit more. 265 00:13:56,900 --> 00:14:03,520 And the value we can turn up to 1.85 and press into h2 and we are almost day. 266 00:14:03,515 --> 00:14:08,875 The last thing we want to do is add a pattern to the darker areas of our image. 267 00:14:08,870 --> 00:14:10,940 And with the resources for this class, 268 00:14:10,940 --> 00:14:15,140 I've included a delay pattern image that you can download and use for this. 269 00:14:15,140 --> 00:14:17,320 So to add that to our compositor, 270 00:14:17,315 --> 00:14:19,345 we can press Shift a again, 271 00:14:19,340 --> 00:14:25,310 then click on Search and n-type image, and then select image. 272 00:14:25,310 --> 00:14:27,910 And click to place it down. 273 00:14:27,905 --> 00:14:30,275 Let's zoom in on that a bit. 274 00:14:30,275 --> 00:14:33,565 And we can click on the Open button and then just go 275 00:14:33,560 --> 00:14:36,200 to where you downloaded the delta image for this one, 276 00:14:36,200 --> 00:14:39,250 I'm going to use the 128 by 128 dither. 277 00:14:39,245 --> 00:14:40,855 Let's click Open. 278 00:14:40,850 --> 00:14:42,890 And if you want to view what that looks like, 279 00:14:42,890 --> 00:14:45,800 we can hold down control and shift and click on the node. 280 00:14:45,800 --> 00:14:47,410 So that's basically what we have, 281 00:14:47,405 --> 00:14:50,125 just a black and white chicken Devitt pattern. 282 00:14:50,120 --> 00:14:52,500 Let's zoom out Tibet. 283 00:14:53,140 --> 00:14:55,700 Back, make some space. 284 00:14:55,700 --> 00:14:59,510 We're going to add another mixed node after the US saturation value node. 285 00:14:59,510 --> 00:15:01,960 So to do that, press Shift a again, 286 00:15:01,955 --> 00:15:05,045 click on Search and type mix. 287 00:15:06,940 --> 00:15:12,600 Let's just disconnect this for now and then connect the US saturation value to 288 00:15:12,600 --> 00:15:18,230 the first image and connect our data image to the second image input. 289 00:15:18,230 --> 00:15:21,410 And now sit that to multiply. 290 00:15:21,410 --> 00:15:25,640 And as you can see, that's applying the digit image to our entire image now. 291 00:15:25,640 --> 00:15:29,320 So we need to somehow tell this mixed node where to place. 292 00:15:29,315 --> 00:15:32,045 This did a pattern and way not to place it. 293 00:15:32,045 --> 00:15:36,055 And for that we're going to need the ambient occlusion of our Render. 294 00:15:36,050 --> 00:15:40,960 And to get that, we need to make some changes to our view layer properties. 295 00:15:40,955 --> 00:15:43,025 So we can go to this stack of images. 296 00:15:43,025 --> 00:15:46,115 And if you hover over that, it says View layer properties. 297 00:15:46,114 --> 00:15:52,224 So click on that. And then you'll see parses and underpasses is I liked section. 298 00:15:52,220 --> 00:15:55,940 And at the bottom of the light section you'll see ambient occlusion. 299 00:15:55,940 --> 00:15:57,970 So let's click to enable that. 300 00:15:57,965 --> 00:16:03,955 And you can see it added an AO pen to our render layers node and see what 301 00:16:03,950 --> 00:16:06,350 that's actually doing is hold down Control and 302 00:16:06,350 --> 00:16:09,890 Shift and then click on that pen to preview that pen. 303 00:16:09,890 --> 00:16:11,630 And now we have nothing way. 304 00:16:11,630 --> 00:16:13,870 And that's because we just need to update our render. 305 00:16:13,865 --> 00:16:16,735 So press if 12 to render. 306 00:16:16,730 --> 00:16:20,560 And now you can see it's showing our ambient occlusion over there. 307 00:16:20,555 --> 00:16:23,305 And as you can see, what ambient occlusion does is it 308 00:16:23,300 --> 00:16:26,750 darkens the ambient light as objects get closer together. 309 00:16:26,750 --> 00:16:30,980 So we can use this now to tell blender way to add this dither pattern. 310 00:16:30,980 --> 00:16:34,630 So it's just hold Control and Shift and click on this last node again. 311 00:16:34,625 --> 00:16:36,865 So we can see our image. 312 00:16:36,860 --> 00:16:40,720 And now to give us a more control over the ambient occlusion, 313 00:16:40,715 --> 00:16:44,315 let's add in another color ramp node like this one that we had here. 314 00:16:44,315 --> 00:16:46,255 So we can press, Shift a, 315 00:16:46,250 --> 00:16:49,390 click on Search and type ramp, 316 00:16:49,385 --> 00:16:51,695 and then select Color Ramp. 317 00:16:51,695 --> 00:16:55,135 And it's placed that right above the other colorRamp. 318 00:16:55,130 --> 00:16:56,600 And after that input, 319 00:16:56,600 --> 00:16:57,800 we're going to click and drag from 320 00:16:57,800 --> 00:17:02,020 our ambient occlusion pen and plug that into the factor. 321 00:17:02,015 --> 00:17:04,355 And then from this image, 322 00:17:04,355 --> 00:17:09,515 we're going to click and drag and drop that into the factor of our Multiply node. 323 00:17:09,880 --> 00:17:12,650 And I can see it's starting to do something. 324 00:17:12,650 --> 00:17:14,920 But you may have noticed that it's the wrong way around. 325 00:17:14,915 --> 00:17:17,455 In other words, the darker parts are not getting 326 00:17:17,450 --> 00:17:21,110 the dividend pattern and the brighter parts are getting the divot pattern. 327 00:17:21,110 --> 00:17:22,670 So to switch that around, 328 00:17:22,670 --> 00:17:26,080 we can easily just click and drag on these pins. 329 00:17:26,075 --> 00:17:27,665 Move this one to the left, 330 00:17:27,665 --> 00:17:30,185 and then click and drag and move this one all the way to the right. 331 00:17:30,185 --> 00:17:31,625 So now I flip them around. 332 00:17:31,625 --> 00:17:33,565 And as you can see, it's starting to add the date 333 00:17:33,560 --> 00:17:36,680 the patent only in the darker areas now. 334 00:17:36,680 --> 00:17:41,270 So let's move this one alphabet is change it from completely white. 335 00:17:41,270 --> 00:17:45,970 Let's click on this and give that a value of 0.8 and press Enter. 336 00:17:45,965 --> 00:17:48,925 And that'll just make the effect a little bit more subtle. 337 00:17:48,920 --> 00:17:51,610 And we're going to sit the position of my pens, 338 00:17:51,605 --> 00:17:54,985 the bright one, I'm going to set that to 0.5. 339 00:17:54,980 --> 00:17:56,320 Press into. 340 00:17:56,315 --> 00:18:01,645 And for the darker one, I'm going to set that to 0.875 and press Enter. 341 00:18:01,640 --> 00:18:04,420 And you're welcome to move these around and play around with them a bit. 342 00:18:04,415 --> 00:18:05,845 As you can see as we move them, 343 00:18:05,840 --> 00:18:08,900 we can get a different effect to our image. 344 00:18:08,900 --> 00:18:12,110 But I'm going to leave mine at those values that I gave you for now. 345 00:18:12,110 --> 00:18:15,410 And now one last thing, this press F2 again. 346 00:18:15,410 --> 00:18:21,620 And as you can see are rendered image is still just showing us the color ramp output. 347 00:18:21,620 --> 00:18:25,700 And that is because the colorant output is plugged into our composite node. 348 00:18:25,700 --> 00:18:29,170 So to fix that, we simply need to take this final node, 349 00:18:29,165 --> 00:18:33,635 click and drag and plug that into the image input for our composite net. 350 00:18:33,635 --> 00:18:35,395 Let's press F2 again. 351 00:18:35,390 --> 00:18:36,010 There we go. 352 00:18:36,005 --> 00:18:39,155 Now we get a final image in our composite note as well. 353 00:18:39,155 --> 00:18:41,995 And if you want to see the difference these nodes are making, 354 00:18:41,990 --> 00:18:46,540 we can simply hold down control and shift and click on our render layers node. 355 00:18:46,535 --> 00:18:51,815 That's the rule rendered image and control shift click on this node. 356 00:18:51,815 --> 00:18:53,965 And that is our final image. 357 00:18:53,960 --> 00:18:57,230 As you can see, it's quite a bit different and a bit more stylized as well. 358 00:18:57,230 --> 00:18:59,970 Cool. And that is it for this lesson. 30569

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