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All right, so in this lesson we're going to talk
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about how to use a camera and lighting techniques.
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So these often go hand-in-hand.
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So a definite wanted to kinda mentioning them together.
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But we're going to start off with this scene here that is just a plain and then a sphere.
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We're going to be using the render button a lot.
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So we're gonna have a separate lesson for render,
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but to show you where that is real quick,
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up top here, you'll see a render to picture viewer button.
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Whenever I press that,
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you see that's my scene right there that I have rendered.
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So basically what we're gonna do is we're gonna take this scene and kinda
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take it one step at a time to kind of make it look good with lighting.
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So our first step,
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let's go ahead and navigate around
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this scene here and trying to find a good camera angle that we want to use.
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So I'll left-click to rotate around here.
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I'll right-click. We'll zoom in a little bit.
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Like a tough angle ligament that works right there.
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Alright, so now whenever I have my position that I want the camera to be set,
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I could simply click on this camera button right here,
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and it makes a camera right where my viewport has.
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So I can do a couple of things here.
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One, whenever I start moving around the the viewport again,
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you'll see that the camera doesn't actually move with it.
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What you can do is you can select the camera with as little crosshairs are here.
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It moves you back to the camera and now you are selected in that camera.
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So now when you start moving this around,
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you're actually moving the camera too.
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So you don't have to be careful though,
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because sometimes you start moving the camera and you're not really ready to do that.
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So what we can do here now with this camera.
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So the cameras in 3D work very similarly to the cameras inside of the real world, right?
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Where each one has a different millimeter lens.
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Now if you don't know anything about cameras,
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to basically kind of tell you this quickly.
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Essentially, the lower this number is,
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the wider the view is,
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the higher the number is,
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the less view you have.
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So essentially to get the same image with a higher lens,
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you'd have to be close.
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And with a, with a,
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with a, let me say.
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Alright, so if we had a 50 millimeter lens,
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you see what happens there is we get a wider field of view.
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Whenever I change this to 200 millimeters,
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you see a kinda zooms in really closely in the field of view is a lot smaller.
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So let's go ahead and change this to something like 5050 is good.
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It's pretty, pretty standard here,
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but you can change it to anything that you want really.
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That's really all we're going to talk about as far as the settings go in the camera,
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there are a lot of different options here.
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Actually, we're gonna talk about the stereoscopic here and a little bit,
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but for the most part,
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changing the settings on the camera.
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There are a lot of things,
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but the main thing that you'll be adjusting is that focal length, there.
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So now we have that whenever hit render now C, Okay.
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So on the right side here we can see a history of all of the renders that we made.
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And again, we're going to kind of see this as
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a progress kinda thing and we'll kind of see how,
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how we go from place to place.
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All right, so let's take a look at some of
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the other cameras that you can actually use. It.
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We click and hold here.
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We have a target camera.
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Whenever I use this target camera,
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i'm going to de-select off of this so I can kind of give you an idea here.
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Alright, so now that that is de-selected or deleted,
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we can see that whenever I made that target camera,
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it actually gave me a target,
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this little camera, this little target here,
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and then a null.
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Now, if I start moving that care Bre,
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you'll see it stays facing.
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Let's go ahead and I'm gonna change these views a
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little bit so you can get a good idea here.
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Let's change.
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In this view, I'm going to select the cameras so we can see what it looks like.
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And then over here I'm going to change a little bit so we can kinda,
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so we can rotate around this viewport and
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then the left viewport here will be that rendered frame.
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So I can move stuff around in here.
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I'm gonna remove that can't read, can see exactly what it's doing in that rendered,
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in the frame that we will render here.
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So if I change it over here, hit render.
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It renders that view from the top left.
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Alright, so with a target camera then we can see that we're changing the camera,
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but it's still pointed at, at the target,
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which is just so happens to be a null that's placed directly under that sphere.
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So when we grab that target,
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we can start moving that around.
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And you'll see that it actually moves where
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the cameras looking but doesn't actually change the position of the camera.
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And that could be good for like scenes that you want to like kind of rotate
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something or not necessarily rotate,
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but like maybe there's something moving
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across the frame and you want to kind of follow it,
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you can use a target for that.
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For the most part, I personally just use normal cameras,
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but because that's how real cameras work.
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Real cameras don't have targets.
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That's just kind of a helpful tool in 3D.
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So the last camera that we're talking about and we click and hold is the stereo camera.
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So this is a pretty new thing here that is pretty
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cool whenever it comes to making virtual reality scenes.
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Now if I go ahead and click on this,
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I'm going to get my scene in here and a little bit.
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All right, so that's where I want the camera to be.
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Now what I can do with this 3D camera here,
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without selected, I can go over to spherical,
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I can go to enable.
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And whenever I hit render,
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you see it actually gives me a spherical image of the scene.
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So just like that,
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you can take this and you can put this inside of any sort of VR app.
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Now most of these apps, they kind of
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Use different kind of setups.
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Some of them use a left eye and right eye.
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Some of them use the spherical here and then automatically convert it.
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But all of your options, and again,
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I'm not gonna get too far into it,
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but all of your options are in here.
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Were the stereoscopic mood.
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And again, the spherical camera.
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So again, that easy to just get some virtual reality looking stuff in here.
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So I'm not gonna talk about that too much.
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I'm gonna go ahead and delete that camera here.
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And let's go ahead and I'm just gonna make a normal camera again and select it.
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And I'm going to try to set up this angle here.
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We're gonna go back to that 50 millimeter length and set it up.
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We'll say right there,
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some sort of interesting composition.
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So I'm not gonna get too much into composition,
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but one of the,
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one of the big rules is rule of thirds,
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where you needed essentially think of your screen divided into three parts in,
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in, horizontally and vertically.
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And what you wanna do is you want to try to place
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your focal point on one of those four intersections.
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I realize that may be a little confusing, but its composition.
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So whenever I render that now,
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you see we are currently here. Alright, perfect.
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So we want this to look a little bit more realistic.
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So in order to do that,
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we need realistic lighting, right?
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So I'm gonna go ahead and close that.
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And I'm going to, I'm going to work mainly in this view.
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And we're gonna leave this one over here as the camera view or the render view.
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So if we go next to the camera, we can click and hold that.
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You'll see that there are a bunch of different lighting options.
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I'm willing to talk about a few of these.
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But let's start by going into light.
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When we do that, everything goes black immediately
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because our light is actually under everything.
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So if I bring that up,
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you'll see I can actually start to see what the lighting does on that sphere there.
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Let's say I want to put those right around there.
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You can get a good idea of where the highlights hitting on it right there.
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And if I hit render is the right now I'm starting to get lighting.
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So we had this.
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Now we have that, but there's one big thing that's missing and that is shadows.
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So whenever we make a light,
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it automatically defaults to not making shadows.
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If we go down to our options here in this little panel,
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we can see type of light that we have
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all of our different options that we had up top here.
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We can actually change it once we already haven't made.
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We can go into shadow.
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And I'm gonna change this to,
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I'm gonna change this shadow maps.
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And then I'm going to hit renders.
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We can see what that those.
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And just like that now we have a shadow that reacts with the light that we created.
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Now, shadow maps work a little bit, not so realistically.
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Where if we go into the shadow panel here,
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the shadow map is currently 20 or 250 by 250.
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Sampling, basically, essentially, the higher this number is,
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the sharper that shadow is going to be.
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So if I change that to 2 thousand by 2 thousand,
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you see all suddenly becomes a really sharp shadow.
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If I change it to see if I can go lower here,
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I can actually go lower if I change it to like five,
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I guess forties loads, you can go.
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Now if I render that view,
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you see it's super blurry.
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So again, so to see these different options,
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this was 250 by 250,
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this was 2 thousand by 2 thousand,
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and this was 40 by 40.
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Now what you could do theoretically is just make this kinda however you need it.
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You, depending on the light source,
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you can kinda change with the shadow does.
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That's basically a little not so realistic like I mentioned,
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because that's not how lights work.
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Essentially how lights work are the bigger the light source is,
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the blurrier the shadows.
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And the smaller, the smaller the light source,
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the harder the shadows.
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So one of the things that you can do is you can actually go into,
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back into this general tab here.
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Go to shadow, change the shadow maps to area.
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Now, I want to mention real quick,
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ray traced here is going to be all hard shadows no matter what you do.
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So it's just perfectly line shadows.
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Sometimes you want that for more stylistic stuff.
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But let's go into area and see what happens there.
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Now. Actually, you know, I'm gonna do,
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how am I going to change my Omni light to an area lighten as well.
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There we go. So now you see that whenever,
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I mean this area light,
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it actually made it like a plane.
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And essentially what's happening here is light is
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going to emit from this side pointing, right?
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So let's go ahead and rotate it a little bit just so I can get a good angle at here.
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That works.
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Now if I hit Render,
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you'll see that, hey, look,
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starting to get a little bit more realistic shadows here,
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because the shadow is based on the size of the light.
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So what I can do now,
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lets say i, this would be more like
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a one of those fluorescent panels letter in-links and sort of Interior.
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What I can do it, I can change the size by going into details.
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And I can change the outer radius to something like five and you'll see it got,
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the light got a lot smaller.
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But whenever I render that,
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those shadows get harder.
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So you can see the two examples there and you can see
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what that lighting does on that ball as well.
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Where, you know, there's this hard edge.
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And then right here we have just more of a softer kinda feel.
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So it seems like for this specific seen,
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maybe we want to kind of split the difference a little.
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Let's go to, let's go to 15 and kind of see how that looks.
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Maybe actually a little bit more or
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a little bit less because I won't get the shadows a little bit
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blurrier and do something like eight or wrong way.
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Sorry.
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I'm gonna do 25 area, area.
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So that's looking pretty cool right there.
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We have our highlight. Now.
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The other thing, the other thing that's pretty important here as materials,
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and the next lesson is going to be on texturing and materials.
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So I'm going to talk about that too much here.
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But it's, it's, you know,
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sometimes it's a good idea to kinda get your lighting figured out first
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because all materials kind of react differently depending on how lights are set up.
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So if you get your lighting figured out first,
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then you can adjust your materials or the other way around.
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Honestly, there's no set way that you're supposed to do it,
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but just keep in mind that your materials and your lighting kind of
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work hand in hand with how the render comes out in the end.
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Alright, so also what I wanted to say is we can also change,
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if it go into general here and we can change the color of the light.
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So let's go ahead and change this to me,
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some sort of a red light.
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So like that, you know, you can see again it changes that seem immediately.
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If I hit render, the light is red.
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Perfect.
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Alright, I'm gonna kinda go little pink on there.
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Ok. So just like this,
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you can see that all of the materials and thus are just plain grey.
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But by changing the color of the light,
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all of a sudden everything changes to that kind of color.
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Now in general, each price stay away from that kind of stuff
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unless you have a real reason to change the color of the light.
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So I'm going to go ahead and close that out.
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Let's make this color white, back to what we had.
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Perfect. Okay.
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So the other type of lights which yeah,
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let's go ahead and delete that real quick.
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And then I'm going to click and hold and you can see that.
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So light is what we had an area,
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light is what we ended up creating.
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There is a sunlight here that kind of
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changes the color of the light depending on the angle,
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sort of like how the sun works.
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You can essentially make all those same effects using just the light or area light.
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But you also have a spotlight here.
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Now Spotlight is going to work just like kind of a spotlight on a theatre.
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So if we go ahead and position that,
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and then we're gonna rotate that down.
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There you go to get that ball a little bit there.
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Now in that light, I'm also going to go to shadow a and let's change it to shadow maps.
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And then in that shadow here,
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I'm gonna change the sampling to 1000 by 1000.
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Now whenever we hit render on this,
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you see I actually get this really cool dramatic lighting now.
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And it just makes everything else kinda disappear outside of the cone of the light here.
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And we can change that cone by going into details outer angle.
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And we can change that code and you see that that's reflected in our viewport here.
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So I close that off a little bit.
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I'll go ahead and let's go ahead and
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try changing the shadow to area and see what that does for us.
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So that's pretty cool right there.
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That's pretty cool again, scene.
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And you know, we're really starting to kinda tell a story with the lighting.
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And that's really the most important thing whenever it comes to lighting,
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is choosing your lighting angles for a reason.
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And I'm not gonna get into cameras set up in proper three-point lighting,
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but that's definitely something that you should look into if you're
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more interested in kind of studio environments and how they work.
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Alright, so that is the lights.
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One last light, if I click on here and then there's also a target light,
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which is essentially a spotlight with a target,
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just like the target camera,
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they work exactly the same r.
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So let's see what else we got here.
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Note one thing that and that allowed people wanna do is
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they want to make a scene that just looks really good and they want to get there quickly.
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And I'm assuming you do too.
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So what I'm gonna do is create a little bit more of
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a complex scene and show you some tricks on getting it to look really,
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really good, really, really quick.
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Now, if I go into light,
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I'm going to go to area lights.
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And I'm gonna see how that looks real quick.
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Alright, that's looking pretty good right there.
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Now, let's see.
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If I go into actually,
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you know, first thing we wanna do is actually
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make the scene a little bit more interesting.
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So just by selecting one of these fears and holding control,
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you see this little icon shows up on your mouse.
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You can just drag off another kind of sphere like that.
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And like I said, I'm just gonna make the scene a little bit more interesting.
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And just kinda giving a little bit of the foreground,
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middle ground and background.
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Alright, so now, now I rendered that.
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We can see that again,
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it's looking pretty good.
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If we if we start taking steps back,
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we can see, you know, where we kinda came from.
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And our first render right here compared to right here.
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So if looking pretty good, now,
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the thing that you can do is essentially you can go into this Render Settings menu,
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which is next to the picture viewer.
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And then there's a whole bunch of different options here.
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But what we're gonna do is we're going to add a thing called global illumination.
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What this does is it,
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it helps lighting bounce off of objects.
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You create more of a realistic lighting situation.
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For instance, if sunlight's coming through your room,
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global illumination is the reason that the ceiling is appears to be lit up in your house?
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If light didn't bounce,
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then it would just hit the ground and you wouldn't nothing else would be lit.
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It would just be the spot on the ground sort of like a spotlight.
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So what we're gonna do is go into effect and then we can go into global illumination.
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Now for presets here,
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there's a whole bunch of different presets,
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but I'm just going to go into interior Hi,
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just to kinda give you a quick idea of how this works.
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And then I'm not going to touch anything else.
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I'm just gonna hit render again.
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And we're going to see a couple things happening here.
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One is that our render is taking much longer to actually render here.
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Now, if we click back to the last one,
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we can actually see it's a little bit of a difference,
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but it, it feels much more realistic because we're getting that bounced light in here.
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So this one right here is the new,
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new render with global illumination.
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And then we have the old one.
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Now, real quick, I'm going to just make a couple of materials
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just so you can get a better idea of how global illumination kinda helps you're seeing.
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To do that, I'm just gonna double-click in the Material Editor here.
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And then I'm going to double click again and change the color to something red.
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Perfect.
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I'm going to drag that to a couple of the spheres here just to give you an idea.
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And then I'm going to double-click, make another one.
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We'll make this one yellow.
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Perfect. I'm again going to just drag it on here.
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Thought was born, wouldn't drink there.
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Yeah.
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And double-click again.
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Let's make one more.
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That is great.
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And I'm just gonna drag that on the other ones.
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I can copy material from one object
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and paste onto another by again holding control and dragging.
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Just like that. There we go.
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00:20:44,390 --> 00:20:46,780
So now whenever I render that,
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basically what I'm doing is whenever you start adding this color,
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it's gonna start bouncing color more so than just a grey that we had before.
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So again, we start to get this realistic lighting.
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We get our colors are bouncing a little bit.
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Not too noticeable there actually,
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but that's just kinda gives you an idea of how to kind of quickly set something up.
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00:21:11,750 --> 00:21:17,650
And yeah, so the other thing we can do to kind of make
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these look a little close here we see that we
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get these like little grainy blurriness here.
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Well, what we can do is we can go into lighting.
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We can go into oh,
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we're Is it into details?
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And so that light that we made, it has samples.
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Anytime you see samples, the lower it is,
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00:21:39,575 --> 00:21:41,095
the less quality it's going to be,
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00:21:41,090 --> 00:21:43,090
but the faster the render is going to be.
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00:21:43,085 --> 00:21:47,795
Now if I change this to something like 500,
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00:21:47,795 --> 00:21:49,715
and then I'll render that.
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00:21:49,715 --> 00:21:53,035
You're gonna see that our render times are gonna take a little bit more.
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00:21:53,030 --> 00:21:55,870
And we can actually see that render times over here.
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00:21:55,865 --> 00:21:57,145
If we, you know,
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00:21:57,140 --> 00:21:58,840
the last render we made was eight seconds,
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the first one was 0 seconds.
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And this new one here.
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00:22:03,140 --> 00:22:05,290
Well, I'll tell you when we get there,
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00:22:05,285 --> 00:22:07,675
but It's going to be longer than eight seconds.
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00:22:07,670 --> 00:22:11,600
That's for sure. And there we go, 21 seconds.
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00:22:11,600 --> 00:22:13,790
So changing something like that,
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00:22:13,790 --> 00:22:15,860
we get less grain,
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00:22:15,860 --> 00:22:19,560
but it takes longer to render.
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00:22:20,020 --> 00:22:22,330
So you get the idea and you know,
415
00:22:22,325 --> 00:22:24,565
a lot of times there's this trade-off where it's,
416
00:22:24,560 --> 00:22:26,380
is it really helping that much?
417
00:22:26,375 --> 00:22:29,645
You kinda have to balance your sampling of things to
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make an efficient render time as well as good quality.
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And for the specifically,
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00:22:35,615 --> 00:22:37,285
the samples aren't really doing that much.
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00:22:37,280 --> 00:22:39,350
So I would just turn that down to 40 again,
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just because eight seconds is better than 2100 for the results that we're getting.
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00:22:43,415 --> 00:22:47,755
So that is essentially how you can kind of use lighting.
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00:22:47,750 --> 00:22:52,220
You know, basically the, the basics of lighting to get something
425
00:22:52,220 --> 00:22:56,870
that goes from this to this.
426
00:22:56,870 --> 00:22:58,730
Now, real quick, before we go,
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00:22:58,730 --> 00:23:03,920
I just want to kinda zoom out and give you guys a better angle at this, hit render.
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00:23:03,919 --> 00:23:08,139
Something a little bit closer to that.
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00:23:08,135 --> 00:23:12,065
That initial render, just so you can get a good idea here.
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00:23:12,065 --> 00:23:15,025
So great look and shadows greatly and
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00:23:15,020 --> 00:23:21,140
highlights compared to this thing right here that has no lighting whatsoever.
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00:23:21,140 --> 00:23:22,940
And it's just really flattened.
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00:23:22,940 --> 00:23:24,700
All cool.
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00:23:24,695 --> 00:23:25,555
Great.
435
00:23:25,550 --> 00:23:30,180
So that was camera lighting and up next we'll be texturing.
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