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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 --> 00:00:02,000 Now it all comes down to lighting and 2 00:00:02,720 --> 00:00:05,440 Most of the time when you need to light a character 3 00:00:05,440 --> 00:00:11,040 It's recommended to use a three-point lighting where you basically cast 4 00:00:11,560 --> 00:00:16,920 One light from the side, which is a key light. It's the strongest light and then softer and 5 00:00:17,560 --> 00:00:21,780 A little bit weaker light from the other side to fill in the shadows a little bit 6 00:00:21,840 --> 00:00:26,880 So you don't have so much contrast in there and then you add one light 7 00:00:27,320 --> 00:00:34,040 To the back to create something called rim light where you can light the edges of the objects from behind 8 00:00:34,560 --> 00:00:41,420 So that's like the most common and standard model and it's recommended for beginners and there's one rule there 9 00:00:41,760 --> 00:00:48,320 That you need to place your key light from the top since if you are lighting for example a face 10 00:00:49,260 --> 00:00:52,400 Lighting something from the bottom might create weird shadows 11 00:00:52,640 --> 00:00:57,120 You know, the character might end up looking a little bit sinister or something 12 00:00:57,480 --> 00:01:00,600 But sometimes that's what you want to achieve 13 00:01:00,600 --> 00:01:05,600 You know if you are lighting a villain or you're lighting a dramatic scene 14 00:01:05,720 --> 00:01:09,400 So you need to think about these little things most often 15 00:01:09,400 --> 00:01:12,680 I would just take some area lights and place them in a way 16 00:01:12,680 --> 00:01:19,040 I've just described but here I want to do something a little bit different because first of all, we don't have a face here 17 00:01:19,800 --> 00:01:26,380 So we can afford to do a little bit more dramatic lighting and at the same time 18 00:01:26,640 --> 00:01:31,320 We have this shining wisp. We have the crystal which I want to light up a little bit 19 00:01:31,600 --> 00:01:35,240 So this should end up looking a little bit mysterious 20 00:01:35,800 --> 00:01:42,840 So I'm good by using a few of the point lights to light the character and I want the strongest light to be coming 21 00:01:42,840 --> 00:01:47,000 Up from this wisp because there is our point of interest for this scene 22 00:01:47,000 --> 00:01:50,040 If you look at it like this where the character is 23 00:01:50,680 --> 00:01:58,400 Reaching with his hand towards something you are creating some kind of story there some kind of conflict in the image 24 00:01:58,600 --> 00:02:03,360 It's good to support that story within the image with the light as well 25 00:02:03,760 --> 00:02:10,120 So so first of all while still in the render settings we can go on and enable some options 26 00:02:10,120 --> 00:02:15,280 So the Eevee preview looks a little bit better. So I will check the ambient occlusion 27 00:02:15,280 --> 00:02:20,240 You can see these are a little bit stronger shadows and cavities here and there we can enable bloom 28 00:02:20,360 --> 00:02:22,960 so the wisps really start to shine and 29 00:02:23,640 --> 00:02:26,240 We already enabled screen space reflections 30 00:02:27,040 --> 00:02:34,200 So we are good to go. There's no need to like create lighting probes and create indirect lighting here 31 00:02:34,320 --> 00:02:37,520 This is not for rendering purposes. This is just to make 32 00:02:38,560 --> 00:02:43,400 Preview a little bit better. So let's place the cursor on a hand here shift right click there 33 00:02:43,920 --> 00:02:50,840 Shift a and I will find the light and point light here and we'll move its position a little bit. So 34 00:02:51,360 --> 00:02:54,640 Let's rotate like this and move it towards the wisp a little bit 35 00:02:54,640 --> 00:02:59,800 So press G and then move it right here and from the top as well 36 00:02:59,800 --> 00:03:04,160 So it's kind of a in the middle between the hand and wisp 37 00:03:04,360 --> 00:03:07,440 So right now I want to modify the intensity of the light 38 00:03:07,440 --> 00:03:12,560 so going to the object data properties and let's ramp this up to something like 39 00:03:13,640 --> 00:03:15,480 150 and 40 00:03:15,480 --> 00:03:21,960 To actually see what's going on in the scene will of course need to go here and for the viewport shading 41 00:03:22,320 --> 00:03:24,320 turn on the scene lights and 42 00:03:25,040 --> 00:03:30,720 Scene world. So this is our lighting setup and I have a little bit of a problem here 43 00:03:31,360 --> 00:03:33,720 whenever I enable scene world and 44 00:03:34,280 --> 00:03:39,280 Scene light the shadow start blinking like this in my Eevee material preview 45 00:03:39,280 --> 00:03:44,040 so what I used to do is to just go to the shadow settings and 46 00:03:44,680 --> 00:03:48,320 disable soft shadows, so it's not blinking all the time and 47 00:03:48,920 --> 00:03:54,800 Right now we can focus on this light. So this is the main idea. It really doesn't matter 48 00:03:55,800 --> 00:03:58,220 Which direction we are looking at this? 49 00:03:59,220 --> 00:04:02,620 We just created the light that focuses our 50 00:04:03,460 --> 00:04:06,860 Attention here on the hand and on the wisp it creates these 51 00:04:07,740 --> 00:04:14,660 Shadows that are really sharp from that point light. Maybe we can modify this a little bit and make it it 52 00:04:15,380 --> 00:04:19,380 Even a little bit sharper. So let's go something like 0.15 53 00:04:19,620 --> 00:04:24,820 So it's even more bright and maybe move it more towards the wisp 54 00:04:25,820 --> 00:04:32,260 So this way we are really supporting the idea that these two creatures are 55 00:04:33,180 --> 00:04:35,900 Meeting here are interacting here or something 56 00:04:35,900 --> 00:04:42,660 and now we can modify the color of the light since the wisp are a little bit blue and greenish and 57 00:04:43,180 --> 00:04:50,300 The rim color is really green here. Let's pick up the green light color. It's the one right here 58 00:04:50,700 --> 00:04:57,580 We have the palette open from the chapter before so let's just click the color eyedropper tool and pick up this 59 00:04:58,380 --> 00:05:00,380 color, so 60 00:05:00,820 --> 00:05:06,260 This is starting to look a little bit more blended in but there are still a lot of work to do 61 00:05:06,460 --> 00:05:12,420 when it comes to lights and the first step to blend the scene a little bit more because this is a 62 00:05:12,860 --> 00:05:16,820 Little bit too green. There's a little bit too yellow going on here 63 00:05:16,820 --> 00:05:20,660 And I want to complement that with some colder light 64 00:05:20,660 --> 00:05:22,660 But at the same time blend 65 00:05:22,980 --> 00:05:28,220 The lights and the shadows a little bit more and the great way to do that is to use the world lighting 66 00:05:28,220 --> 00:05:34,380 So I will switch here to the world settings and we will use this violet color here for the world light. So 67 00:05:35,220 --> 00:05:37,500 let's pick up our eyedropper and 68 00:05:38,660 --> 00:05:43,740 sample the light here and you can see how this is looking much better now and 69 00:05:44,500 --> 00:05:53,000 The color is not so yellow right now, it's not that green you can see those nice blue and violet shadows there 70 00:05:53,140 --> 00:05:58,180 so this is all together much better blended in and we are ready now to 71 00:05:58,700 --> 00:06:02,780 create some supporting lighting some fill lights some rim light and 72 00:06:03,420 --> 00:06:05,220 Back light on the background there 73 00:06:05,220 --> 00:06:11,580 but before I do I want to create a camera here because that's a really important thing when you're trying to finish up the scene and 74 00:06:12,420 --> 00:06:16,580 Finish the lighting you really need to know what angle you have there was the pose 75 00:06:16,780 --> 00:06:22,780 So we have the pose figured out, but we don't know how the camera looks. So let's add the camera right now 76 00:06:22,780 --> 00:06:26,460 I will press shift a and add a camera like this and 77 00:06:27,100 --> 00:06:32,420 We just created some camera on the position of the cursor and it's oriented in a way 78 00:06:32,420 --> 00:06:38,620 The viewport was oriented when we created it and right now we can reset its position and rotation and it's very easy to do 79 00:06:38,620 --> 00:06:43,300 So let's just press alt R and you can see this is the default rotation of the camera 80 00:06:43,300 --> 00:06:47,540 It's looking down and now let's press alt G to reset its position 81 00:06:47,540 --> 00:06:51,780 So it's right here in the middle of the scene and we can now bring it up 82 00:06:51,780 --> 00:06:55,540 So let's press G and Z and move this up. So it's 83 00:06:56,460 --> 00:06:58,700 Approximately on the eye level and we can 84 00:06:59,540 --> 00:07:03,900 Place it a little bit more precise. So it's two meters high up and 85 00:07:04,900 --> 00:07:08,380 Then let's start moving it on the y-axis here 86 00:07:08,380 --> 00:07:15,180 So you can move it either by entering minus 10 meters in the Y or pressing G than Y, you know and move it here 87 00:07:15,700 --> 00:07:20,020 So I'm looking to something like this, but I like round numbers 88 00:07:20,020 --> 00:07:25,700 So I will enter minus 10 and now let's press our X and rotate 90 degrees 89 00:07:26,580 --> 00:07:30,300 So this is our camera setup and let's press 0 on the numpad 90 00:07:30,580 --> 00:07:35,420 To look from the camera and the last step is just to go to the output settings and 91 00:07:36,060 --> 00:07:42,740 Adjust resolution. I want the portrait aspect ratio here for this kind of character. For example for Instagram 92 00:07:43,340 --> 00:07:45,180 posts I use 93 00:07:45,180 --> 00:07:47,180 1080 times 94 00:07:48,940 --> 00:07:50,860 1350 95 00:07:50,860 --> 00:07:56,060 so you can use something similar and now let's select the armature and 96 00:07:56,340 --> 00:08:03,260 Since we parented the wisp we can now rotate the armature to find better placement for the character 97 00:08:03,260 --> 00:08:05,260 so R Z and 98 00:08:05,500 --> 00:08:07,420 Rotate it like this 99 00:08:07,420 --> 00:08:13,020 That we saw on the reference render and we can double check by loading the render here 100 00:08:14,220 --> 00:08:20,980 So you can see this side of the mask is almost in the center of the view. So 101 00:08:21,580 --> 00:08:22,900 We 102 00:08:22,900 --> 00:08:29,620 Have something similar going on here. Maybe we can rotate this a little bit less something like this 103 00:08:30,180 --> 00:08:33,460 So this will be our final composition for this 104 00:08:33,980 --> 00:08:38,380 We can cross check this and I have to say I really like 105 00:08:39,220 --> 00:08:42,140 This one better. You can see it's not the same 106 00:08:42,380 --> 00:08:48,780 You know, if you model something organic like this every time the result might be a little bit different 107 00:08:48,940 --> 00:08:53,460 So if you have a different result you can either go on and 108 00:08:54,100 --> 00:08:58,980 Create it once again or change your approach or you can tweak it 109 00:08:59,180 --> 00:09:05,340 More and more and more until you get your result and that's the way how all of the great art is done 110 00:09:05,340 --> 00:09:13,060 you just need to do a few rounds of tweaks then rest a little bit and return to your artwork and 111 00:09:13,620 --> 00:09:15,620 Work on it some more but you know 112 00:09:15,620 --> 00:09:18,220 Don't overdo it like three or four 113 00:09:18,580 --> 00:09:25,340 Iterations should be enough to land on something you like if you go more you might get caught in that vicious cycle 114 00:09:25,340 --> 00:09:32,100 You know of never being satisfied with the artwork and always finding something that just doesn't look right 115 00:09:32,100 --> 00:09:39,420 So yeah, as always the answer is somewhere in the middle so we can now finish our lighting and there's one little thing 116 00:09:39,420 --> 00:09:44,540 I forgot to do and that's to parent this point light to the armature as well. So 117 00:09:45,580 --> 00:09:47,580 You can see it didn't travel 118 00:09:48,140 --> 00:09:54,060 With the armature. So let's look from the top view and let's move it here. So it better 119 00:09:54,740 --> 00:09:56,740 Matches our original intent 120 00:09:56,980 --> 00:10:02,060 Which was to create some kind of a drama with the light there and as I mentioned before 121 00:10:02,660 --> 00:10:04,660 We will need some rim light 122 00:10:05,260 --> 00:10:08,900 Especially here when we have a dark background and dark branches 123 00:10:08,900 --> 00:10:14,100 We'll need to separate them from the background a little bit more. So with this point light selected 124 00:10:15,060 --> 00:10:19,180 let's just duplicate it by pressing shift D and moving it up and 125 00:10:20,540 --> 00:10:24,260 Now we can look from the top and move it here behind the branches 126 00:10:25,900 --> 00:10:30,700 And we can make it a little bit larger so go to the light settings here and let's 127 00:10:31,180 --> 00:10:36,660 Ramp up the radius to something like one. So it gives a little bit more soft shadows and 128 00:10:38,220 --> 00:10:41,300 Right here as we move the light you can see 129 00:10:43,700 --> 00:10:49,020 The light rim it creates here so that's what we are going for and 130 00:10:50,300 --> 00:10:54,960 This will be really the large difference when we render out the scene 131 00:10:55,600 --> 00:11:01,120 That the light is present there and it sheds some lighting from the other side as well 132 00:11:01,520 --> 00:11:06,080 But to be able to separate this character from the background a little bit more 133 00:11:06,080 --> 00:11:13,440 I always like to do some backlight to shine some light on the character as well to create some kind of like an aura or 134 00:11:13,520 --> 00:11:15,520 halo behind the character and 135 00:11:16,080 --> 00:11:17,600 That's what I want to do right here 136 00:11:17,600 --> 00:11:23,080 So I will press shift s and snap the cursor to world origin and let's create a real light 137 00:11:24,080 --> 00:11:27,420 For a change, so I will go light 138 00:11:28,280 --> 00:11:34,880 Area and let's move it behind the character. Let's press G and Y to move it behind the character 139 00:11:37,200 --> 00:11:45,880 Something like this maybe so it sits in the middle between the character and the background and let's move it up a notch so 140 00:11:46,880 --> 00:11:54,640 Something like here, we don't want to go too high up and you will see why and now I will rotate this 45 degrees 141 00:11:54,640 --> 00:11:56,640 So press R X 45 142 00:11:57,280 --> 00:12:01,280 So we are shining with this light on the background here 143 00:12:01,280 --> 00:12:05,920 And if we would go to up you can see this angle here since this is area light 144 00:12:06,280 --> 00:12:08,920 it would catch the character here or 145 00:12:09,520 --> 00:12:14,400 The background underneath him as well and we'll need to blend this light nicely 146 00:12:15,040 --> 00:12:17,200 With this lighting in the front, so 147 00:12:18,120 --> 00:12:21,040 That's why I don't want to go too high up 148 00:12:21,440 --> 00:12:28,440 so let's settle on something like three meters on a Z and four on Y a little bit closer to the character and 149 00:12:29,080 --> 00:12:34,760 Let's set the size to something larger like two meters and we'll add some strength obviously 150 00:12:34,760 --> 00:12:41,920 So I used 300 watts for this and if we look from the front that might be enough here 151 00:12:42,040 --> 00:12:48,640 But I want to use a little bit more blue color so it blends with that world lighting a little bit more 152 00:12:48,920 --> 00:12:53,040 So let's pick up the color eyedropper tool and pick this cyan color 153 00:12:55,360 --> 00:13:02,640 Okay, I really like this so far so you can see how by shining on the background we are separating the model 154 00:13:03,040 --> 00:13:05,240 from the background a little bit more and 155 00:13:06,080 --> 00:13:11,600 Now these dark branches are much better separated from the background much better than before 156 00:13:12,080 --> 00:13:18,440 And now we'll just create some ambience by adding some point lights to these other wisps as well 157 00:13:18,480 --> 00:13:20,820 They're not that important as this one 158 00:13:21,400 --> 00:13:28,480 So this will be a little bit softer light. So let's look from the top press shift D and move the light here 159 00:13:28,480 --> 00:13:31,720 I'm using shift D. So this is not linked duplicate 160 00:13:31,720 --> 00:13:38,040 So when I modify this it will not happen for the other light as well. So let's modify this to 50 watts 161 00:13:39,040 --> 00:13:41,200 And let's move it down a little bit 162 00:13:42,320 --> 00:13:44,320 something 163 00:13:44,680 --> 00:13:46,160 Like this 164 00:13:46,160 --> 00:13:48,160 so it kind of 165 00:13:48,160 --> 00:13:49,560 makes a 166 00:13:49,560 --> 00:13:55,080 Little bit of a light on the character as well from this side if you press H to hide you can see that we made 167 00:13:55,080 --> 00:13:59,520 These shadows a little bit softer, but don't worry. They will be there 168 00:14:00,120 --> 00:14:05,680 We are just blending this a little bit more and we can of course make it a little bit larger 169 00:14:05,680 --> 00:14:07,200 We want the soft light here 170 00:14:07,200 --> 00:14:11,200 We want just to fill so we don't create any sharp shadows 171 00:14:11,200 --> 00:14:15,400 And now let me look from the top and here we can afford to use the old 172 00:14:15,480 --> 00:14:18,800 Duplicate since we want these two lights for these two is to be same 173 00:14:18,800 --> 00:14:24,240 so all D and move one here as well a little bit up and 174 00:14:25,560 --> 00:14:33,640 If we now compare the result, I will hide this you can see how we are additionally creating a little bit of a rim here 175 00:14:33,800 --> 00:14:34,880 And 176 00:14:34,880 --> 00:14:41,240 And defining that character a little bit more with those gradients and filling those shadows 177 00:14:41,520 --> 00:14:46,960 And now there's one last light I want to use and I want to light up this talisman a little bit 178 00:14:47,160 --> 00:14:54,120 So let's shift right-click there create a point light and let's set strength for this one to 50 as well 179 00:14:54,120 --> 00:15:00,000 And we want this pink light from here. That's the last color from this palette. So 180 00:15:00,640 --> 00:15:02,640 Let's pick up the eyedropper and 181 00:15:02,880 --> 00:15:09,320 Sample this light so you can see how this will create a little bit of the additional interest here 182 00:15:09,320 --> 00:15:16,680 A little bit of that color and some of those nice gradients on the character and give this a little bit more story 183 00:15:17,520 --> 00:15:24,280 Where there's actually something happening with the talisman that it's active that maybe there's some kind of magic happening 184 00:15:24,280 --> 00:15:27,760 So let's finish this up and I want to move this point light 185 00:15:28,760 --> 00:15:35,280 Inside of the talisman, so let's press G and move it inside a little bit 186 00:15:40,600 --> 00:15:42,600 Here as well 187 00:15:43,080 --> 00:15:51,080 So you can see the origin is here in the middle and now let's reduce the size a little bit so 188 00:15:52,000 --> 00:15:53,720 Something like 0.1 189 00:15:53,720 --> 00:16:01,600 So it looks like it shines a little bit brighter and we already enabled subsurface scattering and transmission on the material 190 00:16:01,880 --> 00:16:08,720 So it should work in the cycles and we'll of course double check this and finish up with the lighting in cycles 191 00:16:08,720 --> 00:16:14,440 Let's go to the camera view once again by pressing 0 and this should be the lighting 192 00:16:14,440 --> 00:16:16,840 I will click away here and don't forget to save 193 00:16:17,440 --> 00:16:23,400 This should be the lighting for the scene and you can see how we can use only point lights 194 00:16:24,000 --> 00:16:25,920 to deliver a 195 00:16:25,920 --> 00:16:32,720 Story, especially in this case where I imagine this happening somewhere in the forest. So it's a 196 00:16:33,360 --> 00:16:35,360 Really dark around the character 197 00:16:35,480 --> 00:16:42,280 There's the darker green shade there happening and a little bit of the blue tone coming from the world light 198 00:16:42,360 --> 00:16:48,560 So it really enforces the night feeling and then the strong green lights 199 00:16:49,120 --> 00:16:52,160 Happening around the character in form of those of those wisp 200 00:16:52,680 --> 00:16:57,560 a little bit of that more dramatic lighting in terms of sharp shadows and 201 00:16:58,240 --> 00:17:04,840 a glimpse of like an active crystal material or something with that little 202 00:17:05,520 --> 00:17:10,520 Purple or pink point light. So this all supports the story 203 00:17:11,120 --> 00:17:17,320 We are done with the lighting and one last thing I want to set up here is to set the depth of field for the 204 00:17:17,320 --> 00:17:21,560 camera because as you can see, we are not using 205 00:17:22,160 --> 00:17:23,360 isometric or 206 00:17:23,360 --> 00:17:25,360 orthographic camera for this project 207 00:17:25,440 --> 00:17:31,800 so let's select the camera either in the outliner or here in the viewport and go to the camera settings and 208 00:17:32,320 --> 00:17:40,160 I'm satisfied with the focal length of 50. That's kind of a standard portrait focal length in photography as well 209 00:17:40,360 --> 00:17:44,120 It varies from 50 to like 80 and in this way 210 00:17:44,120 --> 00:17:49,440 The character is not that distorted if you would set the focal length to something like 35 211 00:17:49,800 --> 00:17:53,080 That's more fit for landscape shots or something like that 212 00:17:53,760 --> 00:17:58,160 because the character might got a little bit distorted, but the 50 should be okay and 213 00:17:58,680 --> 00:18:02,580 We'll enable depth of field here and with the depth of field enabled 214 00:18:02,640 --> 00:18:07,800 Let's go down a little bit and in the viewport display section of the camera settings 215 00:18:07,840 --> 00:18:12,400 You can see there's a checkbox called limits and you can enable this right now 216 00:18:12,400 --> 00:18:16,640 And now if we rotate we should be able 217 00:18:17,480 --> 00:18:20,500 To see the line pointing from the camera 218 00:18:20,640 --> 00:18:27,680 But if we switch to the wireframe, there is a cross as well and the cross defines the distance 219 00:18:28,200 --> 00:18:30,880 for the focus on the camera 220 00:18:30,880 --> 00:18:35,680 So if we go back to the depth of field and play with the focus distance 221 00:18:35,680 --> 00:18:37,960 You will see this cross moving 222 00:18:37,960 --> 00:18:43,840 you wouldn't be able to see this happening without turning on the limits here in the viewport display and 223 00:18:45,120 --> 00:18:50,040 We can go back and set this up where it touches the mask. So 224 00:18:50,640 --> 00:18:54,320 let's drag the focus distance and we can help ourselves by holding shift and 225 00:18:55,280 --> 00:18:58,280 Let's put it somewhere here. So it's 226 00:18:59,320 --> 00:19:03,000 9.1 meter and let's look from the camera by pressing 0 again 227 00:19:03,000 --> 00:19:07,280 And one last thing we need to do is to play with the f-stop value 228 00:19:07,400 --> 00:19:12,120 So it's the aperture settings for the camera and by holding shift 229 00:19:12,120 --> 00:19:16,600 We can bring this down and you can see how if you go all the way down 230 00:19:17,200 --> 00:19:23,480 This blurs out. So that's the bokeh blur. We want they're happening, but not so strong 231 00:19:23,480 --> 00:19:27,040 so go up to something like 0.3 here and 232 00:19:27,720 --> 00:19:31,680 That should be enough and optionally you can you know move 233 00:19:32,440 --> 00:19:39,520 The focus distance there. I really want the camera to be focused on the face here. That's like the main focal 234 00:19:40,160 --> 00:19:43,400 Area of the scene and the story that's happening right here 235 00:19:44,120 --> 00:19:46,120 But you can see in the foreground 236 00:19:46,360 --> 00:19:51,920 This wisp is a little bit blurred out which plays perfectly into the scene because we are again 237 00:19:52,160 --> 00:19:58,000 Supporting the story by telling you that this is blurred out. This is not important for this story 238 00:19:58,000 --> 00:20:00,840 You should look further in the image to look 239 00:20:01,680 --> 00:20:05,720 What's happening there? So that's for the camera settings. Let's save this up and 240 00:20:06,240 --> 00:20:12,240 Basically, this is finished. We'll just need to check this up in cycles set up some render settings 241 00:20:12,240 --> 00:20:16,880 You know denoising and stuff like that and render it out. So yeah, see you in the last chapter 25311

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