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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,360 --> 00:00:08,880 Hey hey! Gleb Alexandrov here :) welcome to yet  another tutorial from Creating Stylized 3d   2 00:00:08,880 --> 00:00:15,040 Art in Blender series. in this one we'll explore  various NPR techniques of Blender compositor   3 00:00:15,040 --> 00:00:20,720 to recreate this post-processing style of  Spider-verse, so keep watching to learn more   4 00:00:20,720 --> 00:00:27,280 about the stylized comic book printed look.  it's a pretty lengthy tutorial, so buckle up.   5 00:00:28,640 --> 00:00:34,160 so before moving on to the post processing  section of this tutorial, i want to walk you   6 00:00:34,160 --> 00:00:40,880 through this scene setup really quickly to show  how things were done in terms of shaders, lighting,   7 00:00:40,880 --> 00:00:48,880 some other intriguing things worth exploring. so  first of all it's Cycles with gpu compute, gpus are   8 00:00:48,880 --> 00:00:55,760 usually way faster than cpus for Cycles rendering  obviously. all the shaders and light sources where   9 00:00:55,760 --> 00:01:02,720 pre-setup in this scene (make sure to download it)  the only thing i will do is enable denoising and   10 00:01:02,720 --> 00:01:09,040 set Optix as the denoising algorithm then i'll  bring down the render samples to something like 10   11 00:01:09,040 --> 00:01:14,560 for a funky denoising effect. we have talked about  this effect in one of the previous tutorials from   12 00:01:14,560 --> 00:01:22,880 the course. i love the oil painting or watercolor  painting look that this effect gives you. okay...   13 00:01:22,880 --> 00:01:30,560 then we have an image-based background which is  a hack to add some extra NPR at no cost. you see,   14 00:01:30,560 --> 00:01:36,320 because we use an already stylized image as our  backdrop and the source of illumination, which is   15 00:01:36,320 --> 00:01:44,240 the city backdrop processed in Krita we're already  playing on the NPR field so to speak and the same   16 00:01:44,240 --> 00:01:50,640 image is used as the source of illumination for  the robo. the only difference between it in the   17 00:01:50,640 --> 00:01:58,080 background is that we have cranked up the emission  strength from 1 to 15 to add some extra power.   18 00:01:58,080 --> 00:02:05,040 so all the lighting that is hitting the robo comes  from this source rather than the backdrop itself.   19 00:02:05,040 --> 00:02:11,280 this separation is pretty useful to be able  to control the levels precisely. and if you are   20 00:02:11,280 --> 00:02:18,160 interested to learn more about how the background  image was created, i found one on Pixabay and then   21 00:02:18,160 --> 00:02:26,400 i just smudged it a little bit in Krita with the  help of the purple brushes that uses some smudging   22 00:02:26,400 --> 00:02:32,720 it doesn't take a lot of effort to do something  like that, it took me like five minutes, i think,   23 00:02:33,600 --> 00:02:42,320 to turn it into some hybrid between a photo and  a painting. it does read as a photo still, but with   24 00:02:42,320 --> 00:02:49,200 some painterly elements. okay we can disable  overlays over there, if they're getting in the   25 00:02:49,200 --> 00:02:56,800 way and the other important thing is that i have  broken the scene into a set of layers, the first   26 00:02:56,800 --> 00:03:04,800 one being the backdrop, the light sources are also  packed in this one, then the next layer is robo,   27 00:03:05,520 --> 00:03:12,960 we can turn it on and off, then we have floor, which  is a three-dimensional plane which reflects the   28 00:03:12,960 --> 00:03:19,840 backdrop and these things kind of blend together  and it creates the illusion of a seamless backdrop,   29 00:03:19,840 --> 00:03:25,920 i think. and that's pretty exciting by itself,  because that's how different planes of reality,   30 00:03:25,920 --> 00:03:32,960 two-dimensional three-dimensional, interact with  each other and the result is pretty gorgeous. what   31 00:03:32,960 --> 00:03:38,960 else? of course we could have used Eevee as our  render engine, especially with the screen space   32 00:03:38,960 --> 00:03:47,520 reflections it looks comparable to what Cycles  can give us... but still not quite. well, maybe with   33 00:03:47,520 --> 00:03:53,840 the addition of the Irradiance Volume that can be  found under the Shift A menu in the viewport Light   34 00:03:53,840 --> 00:03:59,520 Probe > Irradiance Volume it looks slightly closer  to the Cycle's awesomeness, but still not there.   35 00:03:59,520 --> 00:04:05,760 anyway if you wish to set it up using Eevee just  don't forget to bake indirect lighting and it will   36 00:04:05,760 --> 00:04:12,640 look pretty convincing i think. i would also crank  up the subsurface scattering samples in this case.   37 00:04:13,600 --> 00:04:20,000 so you can follow along this tutorial with either  the Cycles or the Eevee version, i would probably   38 00:04:20,000 --> 00:04:26,640 switch to Cycles though, i think it's slightly  more special. so i think it's time to move on   39 00:04:26,640 --> 00:04:33,200 into compositor and start working on the Spider-verse type of look that we can give this thing   40 00:04:34,880 --> 00:04:39,120 all right, the first thing that i will do  is set up render layers, so over there at   41 00:04:39,120 --> 00:04:44,400 the top of the user interface we can find  the layers menu. i'll name this layer All   42 00:04:44,400 --> 00:04:49,680 to signalize that we render all things on  this layer just for the sake of the preview   43 00:04:50,240 --> 00:04:55,440 let's uncheck Use for Rendering checkbox  because we won't use this one for rendering   44 00:04:55,440 --> 00:05:01,360 it's just a backup if we manage to screw  everything else. then i will create a new layer,   45 00:05:02,800 --> 00:05:10,320 let's call this one Background or Backdrop. this  one will contain the objects for the background.   46 00:05:10,320 --> 00:05:16,560 here we have a bunch of toggles, but not quite the  amount that we want to have. in order to organize   47 00:05:16,560 --> 00:05:30,880 it in a better way, i will enable these three which  is the Render toggle, the Holdout toggle and the Indirect toggle. of course we could have used the  Exclusion toggle to say remove the robot from the   48 00:05:30,880 --> 00:05:37,920 scene but the problem is... as soon as we remove the  robo, we remove its reflection and so on, so we'd   49 00:05:37,920 --> 00:05:43,760 better use this one instead which is Indirect  Only. if you press Shift while clicking on this   50 00:05:43,760 --> 00:05:50,320 icon it will also affect all the sub collections.  so right now it's very interesting, because we see   51 00:05:50,320 --> 00:05:56,720 the reflection without actually seeing the  robo. that's totally a wonderland situation   52 00:05:56,720 --> 00:06:03,280 that we are facing here. so we can also disable  the camera and irradiance layers, but that's   53 00:06:03,280 --> 00:06:10,240 not important at all, because they are invisible  anyway. next i will create a new one for the robo.   54 00:06:11,360 --> 00:06:16,080 and here comes the same issue, if we exclude  this collection from rendering, we will also   55 00:06:16,080 --> 00:06:24,000 exclude its reflections and shadows it casts  and so on, so we'd better use the Indirect button,   56 00:06:24,000 --> 00:06:29,680 don't forget to hold the Shift before pressing it,  otherwise thesub-collections won't be included.   57 00:06:29,680 --> 00:06:33,440 so the floor collection and the  background collection are now   58 00:06:33,440 --> 00:06:39,760 set to Indirect Only but the image is totally  black. while it may be fine in some cases, for   59 00:06:39,760 --> 00:06:45,120 compositing it's often more convenient to have  the transparent background, so we can compose   60 00:06:45,120 --> 00:06:51,040 these elements on top of one another. that really  makes sense for compositing. i will call this layer   61 00:06:51,040 --> 00:06:57,440 Robo because i forgot to do it beforehand, so now  we have the background layer and the robo layer   62 00:06:57,440 --> 00:07:04,880 and the layer that is called All that is just a  backup. so unlike the old layer all other layers   63 00:07:04,880 --> 00:07:10,960 have Use for Rendering checkbox turned on. a  minor detail yet very important to get it right 64 00:07:13,280 --> 00:07:18,320 after we have split it into layers or  collections it's time to compose them.   65 00:07:18,320 --> 00:07:24,720 but first i will open up the image editor in  this window and select Render Result here, because   66 00:07:24,720 --> 00:07:31,520 that's where i would like to see our composed  and rendered result. in order to use the image   67 00:07:31,520 --> 00:07:37,760 editor for previewing the render, we need to set  this preference within the Blender Preferences   68 00:07:37,760 --> 00:07:44,320 otherwise it will be shown in a separate window.  and this one is going to be the Compositor itself   69 00:07:44,320 --> 00:07:51,040 the biggest of our windows available. click on the  Use Nodes checkbox, otherwise it will be useless   70 00:07:51,040 --> 00:07:58,240 press N to toggle the right tool shelf then i'll  go ahead and render out what we have set up so   71 00:07:58,240 --> 00:08:04,640 first goes the background layer then  the robo layer and as a result we see...   72 00:08:04,640 --> 00:08:10,480 nothing. because here we have it set to All.  we can change it to something that has been   73 00:08:10,480 --> 00:08:19,440 rendered actually, like, robo. i will also disconnect  the composite node... to reconnect it back later on.   74 00:08:20,160 --> 00:08:26,880 i will use the viewer node instead for the sake  of previewing what we are doing. after doing this   75 00:08:26,880 --> 00:08:34,400 we can either enable the Backdrop Mode in the  compositor then place our backdrop somewhere on   76 00:08:34,400 --> 00:08:42,880 the right, but we risk obscuring it with the nodes  later on, but anyway the V shortcut scales it down   77 00:08:42,880 --> 00:08:50,400 Alt V scales it up, Ctrl Shift and clicking on the  node allows us to preview the node or rather one   78 00:08:50,400 --> 00:08:56,560 of the outputs, but anyway, i think i will resort  to this window that we have created earlier to   79 00:08:56,560 --> 00:09:01,920 preview what we are doing, so holding Ctrl Shift  and clicking on the node allows us to skim through   80 00:09:01,920 --> 00:09:08,480 its inputs to set them to preview. that's how we're  gonna be working in this tutorial, so we don't need   81 00:09:08,480 --> 00:09:15,360 the composite node just yet alright so i'm going  to select this render layer, Shift D and set the   82 00:09:15,360 --> 00:09:22,400 second one to Robo. now we just need to recompose  them back into the wholesome image. so i'm going   83 00:09:22,400 --> 00:09:29,280 to go Shift A, Color and select this node that  is called Alpha Over and now hook the background   84 00:09:29,280 --> 00:09:36,160 render layer into the first input Ctrl Shift to  preview it... and this one into the second input of   85 00:09:36,160 --> 00:09:42,800 the Alpha Over node. it won't hurt to enable the  Convert Pre-multiply checkbox it's the same in my   86 00:09:42,800 --> 00:09:48,800 opinion as setting the pre-multiply value to one.  so the beauty of this workflow of recombining the   87 00:09:48,800 --> 00:09:54,800 layers into one image is that we can still tweak  each layer individually, like for example we can   88 00:09:54,800 --> 00:10:00,160 make the background a little bit brighter with  the help of the rgb curves node or pretty much   89 00:10:00,160 --> 00:10:05,920 anything you can imagine that is related to  nodes, it all can work separately on each layer.   90 00:10:06,640 --> 00:10:13,120 so for now i will press X to delete this rgb  curves, i used it only to demo this thing, i   91 00:10:13,120 --> 00:10:17,840 will set this window back to Rendered  Result otherwise the render will start...   92 00:10:19,280 --> 00:10:26,080 rendering in some other window, it often happens  in Blender. so that's useful to know if you want   93 00:10:26,080 --> 00:10:33,040 to press F12 to render it out it will occupy some  other window if you don't set it to Rendered Result   94 00:10:33,040 --> 00:10:38,160 and then don't forget to switch it back  to Viewer node after it's rendered. it's   95 00:10:38,160 --> 00:10:44,480 a pretty clumsy way of working, setting it  back and forth to render result and then back   96 00:10:44,480 --> 00:10:49,320 to viewer node. i will show you a slightly more  convenient option, but that will be a bit later :) 13584

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