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These are the user uploaded subtitles that are being translated: 1 00:00:00,267 --> 00:00:04,933 If you want to turn off the subtitles click [setting]-[tooltips]-['on' for PC, 'close' for mobile] 2 00:00:05,700 --> 00:00:08,567 Today, we will learn about the basics of Octane and lightings 3 00:00:09,067 --> 00:00:13,000 We will have a look at the essential function of Octane 4 00:00:13,500 --> 00:00:15,600 and the basics you need for the lighting The basic knowledge for good lightings, 5 00:00:15,833 --> 00:00:19,500 basic Octane technique, understanding of shader, and differences 6 00:00:19,700 --> 00:00:21,267 between basic lightings and 7 00:00:21,567 --> 00:00:23,767 the stylized lighting 8 00:00:24,867 --> 00:00:27,300 Starting from the basics of the lighting 9 00:00:27,600 --> 00:00:29,500 and some basic skills for good lightings, 10 00:00:30,367 --> 00:00:36,233 We will have a look at the purpose of the lighting, types of a light source, three point lighting, 11 00:00:36,933 --> 00:00:40,767 HDRI, color temperature, and luminous intensity 12 00:00:41,033 --> 00:00:45,700 The purpose of using lighting is simple You light up the object 13 00:00:46,200 --> 00:00:49,700 to make the shape, make color more visible to figure out 14 00:00:50,100 --> 00:00:52,400 , and put other artistic directions 15 00:00:52,767 --> 00:00:56,967 To show the video's mood and feelings, 16 00:00:57,800 --> 00:01:01,833 if you see here, we can see various styles of lightings 17 00:01:02,733 --> 00:01:05,867 In artificial materials and natural stuff, 18 00:01:06,367 --> 00:01:09,367 use various types of lighting 19 00:01:09,733 --> 00:01:11,600 and make a various expression 20 00:01:12,800 --> 00:01:15,967 You have to know why you are putting lightings 21 00:01:16,433 --> 00:01:20,233 Based on those works, 22 00:01:21,167 --> 00:01:25,300 next is the types of light source 23 00:01:26,800 --> 00:01:30,067 This is a work that used 24 00:01:30,733 --> 00:01:33,000 natural lighting source 25 00:01:33,733 --> 00:01:37,467 This work too uses sunlight from the sky 26 00:01:37,867 --> 00:01:40,133 , making these tree shaped shades 27 00:01:40,933 --> 00:01:44,133 , which shows you it is using the natural light 28 00:01:44,733 --> 00:01:46,767 So, there are the sun 29 00:01:47,367 --> 00:01:50,433 and the lights that come from the sky 30 00:01:51,800 --> 00:01:54,033 Next would be the light bulbs 31 00:01:54,333 --> 00:01:57,567 The artificial light source comes from various lamps 32 00:02:00,800 --> 00:02:03,033 This too have a lighting 33 00:02:03,467 --> 00:02:06,667 that comes from a rim light 34 00:02:07,500 --> 00:02:11,233 It's a lighting setup for studios 35 00:02:12,500 --> 00:02:15,833 and the works that used stylized lights 36 00:02:16,167 --> 00:02:18,900 is more of an artificial made light source 37 00:02:19,233 --> 00:02:22,933 than the lighting that comes from nature 38 00:02:25,267 --> 00:02:29,433 I'm showing you the IMAX work now 39 00:02:33,667 --> 00:02:37,400 Next is what we call 'saic' 40 00:02:37,967 --> 00:02:42,700 It is where we make the corner part in the background curved 41 00:02:43,633 --> 00:02:47,800 and put artificial lightings like various soft lights, key lights, and fill lights 42 00:02:48,033 --> 00:02:51,500 to make it have soft shades in the curved part 43 00:02:51,933 --> 00:02:55,933 This is an artificial lighting 44 00:02:56,367 --> 00:02:59,433 that is frequently used in product advertisements 45 00:03:01,600 --> 00:03:04,200 These are used especially when makings ads for these products 46 00:03:06,000 --> 00:03:08,600 The key point is that there are natural and artificial lightings 47 00:03:09,000 --> 00:03:12,700 I've shown you that there are 48 00:03:12,867 --> 00:03:14,067 two types of light source 49 00:03:15,833 --> 00:03:18,367 The next topic is the three point lighting 50 00:03:18,800 --> 00:03:22,767 , which is important and something we've heard so much of it 51 00:03:23,733 --> 00:03:27,100 In literal Korean translation, is main light, subsidiary light, and back light 52 00:03:27,667 --> 00:03:32,167 In English, it is the key light, fill light and back light 53 00:03:32,200 --> 00:03:35,133 or rim light 54 00:03:37,033 --> 00:03:39,867 The three lightings are the fill light 55 00:03:40,067 --> 00:03:44,000 which comes from the side or supports the other side 56 00:03:44,267 --> 00:03:48,867 Back light that comes from the back 57 00:03:49,367 --> 00:03:51,033 When you see it in front of the camera, 58 00:03:51,600 --> 00:03:54,567 you consist these lights in this positioning 59 00:03:56,500 --> 00:04:00,767 I've analyzed this artist's work in Cinema 4D 60 00:04:01,333 --> 00:04:06,000 Brought it up to the library and did the work on lightings 61 00:04:06,567 --> 00:04:10,633 This artist, too, used the three lightings 62 00:04:11,467 --> 00:04:17,400 Key light, fill light, and back light 63 00:04:18,033 --> 00:04:22,033 You see the key, fill, and rim light 64 00:04:22,633 --> 00:04:26,200 Positioned in the space, making the three point lighting 65 00:04:26,600 --> 00:04:29,533 It does have 3 rim lights 66 00:04:30,733 --> 00:04:34,133 , but if you consider them as one since they are put almost the same 67 00:04:34,567 --> 00:04:39,267 , you can say that it applied the three point lighting 68 00:04:40,667 --> 00:04:44,067 The one I showed you before 69 00:04:44,133 --> 00:04:46,300 used lots of rim lights 70 00:04:46,900 --> 00:04:51,767 , and gave lightings so that the outline of the object be exposed 71 00:04:52,400 --> 00:04:55,800 You will learn it later, but the shots here 72 00:04:56,500 --> 00:04:59,133 If you look at it in the side 73 00:04:59,500 --> 00:05:04,033 , the rim lights comes in 74 00:05:04,333 --> 00:05:06,800 The blue lights here 75 00:05:07,267 --> 00:05:10,533 Comes from the back 76 00:05:11,833 --> 00:05:15,533 If this part was dark, it might have been covered 77 00:05:16,167 --> 00:05:19,000 , but the outline is exposed 78 00:05:19,500 --> 00:05:23,700 , using the rim light 79 00:05:26,567 --> 00:05:29,167 Yet, of course, the key light comes here 80 00:05:29,367 --> 00:05:33,167 The reflection part comes in the front 81 00:05:35,467 --> 00:05:37,633 Let me show you another example 82 00:05:38,167 --> 00:05:40,400 This is also a character 83 00:05:40,900 --> 00:05:44,200 in Cinema 4D library 84 00:05:45,567 --> 00:05:50,000 Key light, fill light and rim light 85 00:05:50,867 --> 00:05:53,633 I'm going to compare it with the one that combines all 86 00:05:54,433 --> 00:05:57,867 The 2 key lights 87 00:05:58,300 --> 00:06:02,133 Fill light, and rim light 88 00:06:02,567 --> 00:06:06,133 You can see the details come alive as you add them 89 00:06:06,900 --> 00:06:11,367 The rim light comes from the background 90 00:06:11,700 --> 00:06:16,100 Making the object's line come forward 91 00:06:16,600 --> 00:06:20,133 Giving you the 3D effect 92 00:06:21,833 --> 00:06:22,533 So, 93 00:06:22,833 --> 00:06:24,533 if you have a light you can move, 94 00:06:24,967 --> 00:06:27,800 test it 95 00:06:28,233 --> 00:06:29,567 with your face 96 00:06:30,067 --> 00:06:32,300 It would be a help to understand 97 00:06:33,100 --> 00:06:36,533 In my case, I had a studio when I was in college 98 00:06:36,967 --> 00:06:39,933 I learned a lot by putting the lights 99 00:06:40,367 --> 00:06:43,100 I went around helping shoot films 100 00:06:43,667 --> 00:06:45,933 and saw the lightings a lot there 101 00:06:46,867 --> 00:06:51,133 If you understand the lights using the basic lights, 102 00:06:51,800 --> 00:06:55,300 it would be easier for you to know when or where 103 00:06:55,733 --> 00:06:57,100 to put lightings or not 104 00:06:57,733 --> 00:07:00,233 So, is there three point lightings only 105 00:07:00,400 --> 00:07:01,233 No 106 00:07:01,667 --> 00:07:04,633 There is another one used when making a softer mood 107 00:07:05,333 --> 00:07:06,433 Called as top light 108 00:07:07,033 --> 00:07:10,700 You put a light in the upper softbox 109 00:07:10,833 --> 00:07:13,633 It is a set up that often used in the studio 110 00:07:14,567 --> 00:07:16,200 So that was the top light 111 00:07:16,400 --> 00:07:21,533 You can change the background color 112 00:07:21,667 --> 00:07:25,000 or maybe raise the background brightness 113 00:07:26,267 --> 00:07:27,600 or lower the intensity 114 00:07:28,467 --> 00:07:31,000 by adjusting the lights in the backgrounds 115 00:07:31,833 --> 00:07:35,000 So that was the backgrounds and top lights 116 00:07:35,667 --> 00:07:41,100 If you add all these, you can get a softer image 117 00:07:41,600 --> 00:07:44,633 When there was no background light, 118 00:07:45,033 --> 00:07:47,833 there was a shade in the back 119 00:07:48,933 --> 00:07:52,067 , but if you add the background light and top light 120 00:07:52,467 --> 00:07:56,900 , you can see that the overall image became softer 121 00:07:59,233 --> 00:08:02,633 In this case here, I did a projection on the image 122 00:08:03,033 --> 00:08:08,167 Put lightings to make it looks like natural light 123 00:08:10,400 --> 00:08:12,700 And for the HDRI 124 00:08:13,200 --> 00:08:15,700 , High Dynamic Range Image 125 00:08:16,233 --> 00:08:22,100 , the spherical 360 degree image 126 00:08:22,533 --> 00:08:24,467 is surrounded by the lights 127 00:08:24,900 --> 00:08:30,367 so that the light comes from all direction 128 00:08:30,933 --> 00:08:34,200 That is the lighting using the HDRI 129 00:08:35,067 --> 00:08:38,667 So, when you think of a space we actually live 130 00:08:39,300 --> 00:08:45,500 , we don't have just simple 2 lights and the rest is all black 131 00:08:45,900 --> 00:08:48,367 We have various light sources 132 00:08:48,767 --> 00:08:51,200 Therefore, we use HDRI a lot 133 00:08:51,400 --> 00:08:54,133 to make that realistic feeling 134 00:08:55,167 --> 00:08:59,400 What do you think is the problem when using HDRI only 135 00:08:59,633 --> 00:09:02,933 If you did not make the image yourself 136 00:09:04,100 --> 00:09:07,100 or didn't film it yourself, 137 00:09:07,467 --> 00:09:10,133 it may be hard to add or subtract 138 00:09:10,733 --> 00:09:13,100 from the part where we want 139 00:09:13,600 --> 00:09:15,900 or there could be some adjustments 140 00:09:16,467 --> 00:09:20,800 Then, we can use HDRI slightly as a sublight 141 00:09:21,367 --> 00:09:23,833 and use three point lightings 142 00:09:24,200 --> 00:09:26,733 or use key lights or other major lights 143 00:09:27,033 --> 00:09:33,567 , mixing them together and combining them 144 00:09:33,933 --> 00:09:38,567 There are various lights depending on the situation 145 00:09:39,067 --> 00:09:42,000 , but if we use them after knowing the basics 146 00:09:42,467 --> 00:09:47,033 , we can use it in the right place 147 00:09:48,133 --> 00:09:49,333 so that it goes with the mood 148 00:09:51,000 --> 00:09:55,133 I brought the examples that we are going to learn today 149 00:09:55,667 --> 00:09:58,733 There is one using a natural light 150 00:10:00,000 --> 00:10:03,767 this, too, is closer to a natural light 151 00:10:04,700 --> 00:10:08,300 Another one that looks more like 152 00:10:08,667 --> 00:10:11,200 a studio lightings 153 00:10:11,733 --> 00:10:15,367 We're going learn various light setups 154 00:10:16,167 --> 00:10:18,033 in this lecture 155 00:10:19,533 --> 00:10:21,300 Next is the color temperature 156 00:10:21,867 --> 00:10:25,633 If you take a closer look at color temperature, 157 00:10:26,867 --> 00:10:31,533 you can see 2000K 10000K on the top 158 00:10:31,967 --> 00:10:36,567 Those who took pictures a lot using DSLR will be familiar with the concept 159 00:10:36,800 --> 00:10:39,700 The lower the temperature, the redder 160 00:10:40,333 --> 00:10:44,933 the higher, the bluer 161 00:10:45,367 --> 00:10:50,200 The same image may look more yellow 162 00:10:50,400 --> 00:10:57,167 or even become blue depending on the temperature 163 00:10:57,967 --> 00:11:01,433 Next is the intensity of the lumination 164 00:11:02,000 --> 00:11:03,467 When we make an image, 165 00:11:04,400 --> 00:11:08,233 the image exposure is very important 166 00:11:08,833 --> 00:11:10,800 when we see images like this, 167 00:11:11,833 --> 00:11:16,000 you'll recognize these teeth are white 168 00:11:16,367 --> 00:11:19,233 , but it is more gray than white 169 00:11:20,267 --> 00:11:22,433 If you change this into white 170 00:11:22,967 --> 00:11:24,800 , the image can look awkward 171 00:11:24,967 --> 00:11:26,633 This is called exposure 172 00:11:27,200 --> 00:11:29,867 We have to control the Exposure well 173 00:11:30,367 --> 00:11:35,800 so that we can express the image beautifully by viewing the object 174 00:11:36,300 --> 00:11:39,100 at the appropriate exposure level 175 00:11:40,400 --> 00:11:44,233 These were the basic lightings 176 00:11:44,733 --> 00:11:48,267 LLet's find out about the basics on Octane 177 00:11:50,233 --> 00:11:52,200 Before starting the Octane class 178 00:11:52,700 --> 00:11:56,933 , I assume that you've already installed Octane 179 00:11:57,533 --> 00:11:59,733 , but let me check once more 180 00:12:00,333 --> 00:12:04,933 Go to the Octane site, check if you have the latest version 181 00:12:05,633 --> 00:12:09,667 either rental or purchase 182 00:12:10,033 --> 00:12:15,433 Download it, then go to Program Files 183 00:12:16,067 --> 00:12:20,833 maxon folder, and unzip it in the Plugins folder 184 00:12:21,167 --> 00:12:23,267 Put Octane folder in there 185 00:12:23,567 --> 00:12:27,300 delete every other versions except 186 00:12:27,467 --> 00:12:30,033 the one you are using now 187 00:12:31,400 --> 00:12:34,500 If you install it like that, you should have already tried 188 00:12:35,000 --> 00:12:36,800 testing in the demo version 189 00:12:37,233 --> 00:12:40,100 , so everyone would be fine, but check here 190 00:12:40,467 --> 00:12:43,433 and see if the Octane is coming out well 191 00:12:44,000 --> 00:12:47,167 Click on the Live Viewer, 192 00:12:48,800 --> 00:12:51,700 take this to the side 193 00:12:52,200 --> 00:12:54,500 When you work, 194 00:12:54,867 --> 00:12:56,900 it would be wise to change the layouts 195 00:12:57,467 --> 00:12:59,333 for you to use Octane easier 196 00:12:59,700 --> 00:13:03,033 just as I told you last class 197 00:13:03,567 --> 00:13:06,467 Use that layouts 198 00:13:06,900 --> 00:13:10,933 and work on Octane It would be much easier and faster 199 00:13:12,100 --> 00:13:15,700 In my case, I put these little icons here 200 00:13:16,033 --> 00:13:18,867 so that I can use them in class 201 00:13:19,567 --> 00:13:22,567 So, the one that I saved before is the Octane Coloso 202 00:13:23,367 --> 00:13:26,533 I saved like this 203 00:13:27,100 --> 00:13:30,100 Sometimes there's an error like this and windows pop up 204 00:13:30,500 --> 00:13:34,800 You can bring it to the position you want 205 00:13:35,933 --> 00:13:38,300 I've saved it in the library 206 00:13:38,633 --> 00:13:43,367 You can go Customization, and Save as 207 00:13:44,167 --> 00:13:47,433 app data, roaming, maxon 208 00:13:47,900 --> 00:13:51,100 Go to layout and copy 209 00:13:51,333 --> 00:13:54,500 the layout I provided you 210 00:13:54,867 --> 00:13:57,067 then you can use it instantly 211 00:13:58,067 --> 00:14:01,333 I'm going to start the Octane class 212 00:14:01,667 --> 00:14:03,900 we're going to focus more on the shader 213 00:14:04,267 --> 00:14:06,067 than the textures 214 00:14:06,500 --> 00:14:09,200 Texture literally means to use the image 215 00:14:09,467 --> 00:14:13,933 and change them 216 00:14:14,300 --> 00:14:19,033 The shader is changing the basic attributes 217 00:14:19,133 --> 00:14:22,800 of the Material in Octane 218 00:14:23,167 --> 00:14:26,033 Diffuse Material 219 00:14:26,467 --> 00:14:28,133 Glossy Material, 220 00:14:28,467 --> 00:14:29,967 and Specular Material 221 00:14:30,267 --> 00:14:32,400 these three are used the most 222 00:14:32,900 --> 00:14:36,300 Metallic, Universal, and there are other shaders too 223 00:14:36,633 --> 00:14:39,967 , but we're going to look at the shades 224 00:14:40,167 --> 00:14:43,633 that was most used in the class 225 00:14:44,533 --> 00:14:47,100 Before going into the Material 226 00:14:47,600 --> 00:14:49,267 , I'm going to show you this image 227 00:14:49,533 --> 00:14:52,867 which will help you understand 228 00:14:53,600 --> 00:14:56,400 Diffuse is where we adjust the colors 229 00:14:56,767 --> 00:14:58,667 So, there is no reflections 230 00:14:58,967 --> 00:15:03,067 When the light comes in like this, the light source 231 00:15:03,333 --> 00:15:08,500 is diffused in many directions 232 00:15:08,933 --> 00:15:14,200 If you see the colors only, the reflections are regular 233 00:15:14,667 --> 00:15:17,267 So, for example, if the lightings come like this, 234 00:15:17,733 --> 00:15:22,567 it is reflected, and you can see the object 235 00:15:23,333 --> 00:15:25,100 as the lights are reflected 236 00:15:25,667 --> 00:15:27,467 and the refraction 237 00:15:27,667 --> 00:15:33,367 we can see the refraction in water or glass 238 00:15:33,967 --> 00:15:38,567 where the light is distorted 239 00:15:40,567 --> 00:15:44,967 Let's find out how the basic Material is applied 240 00:15:45,900 --> 00:15:49,167 Open Octane lighting basic file 241 00:15:49,933 --> 00:15:53,633 Press Octane button, start rendering 242 00:15:55,067 --> 00:15:56,933 Start with live 243 00:15:57,667 --> 00:15:59,833 there is no Material at all 244 00:16:01,333 --> 00:16:03,433 Octane Diffuse Glossy 245 00:16:03,567 --> 00:16:06,867 and make Specular like this 246 00:16:07,200 --> 00:16:11,900 then put diffuse in diffuse, glossy in glossy 247 00:16:12,800 --> 00:16:15,533 then put it in Specular 248 00:16:15,900 --> 00:16:20,000 Select the 2 objects together 249 00:16:20,533 --> 00:16:23,333 and change the color 250 00:16:24,900 --> 00:16:26,167 As you can see, 251 00:16:27,333 --> 00:16:30,200 when I select Octane Glossy 252 00:16:30,700 --> 00:16:35,833 and if you see the UI differently, go to settings 253 00:16:36,133 --> 00:16:40,900 and here in the Other, you have to change 254 00:16:41,300 --> 00:16:46,300 C4D Native, and C4D Octane Like, press apply 255 00:16:46,533 --> 00:16:50,267 Then, it looks more intuitive 256 00:16:50,567 --> 00:16:55,367 There is the UI where we can change the color 257 00:16:55,433 --> 00:16:57,467 I was doing something wrong with the Roughness 258 00:16:58,867 --> 00:17:00,267 I'm going to go and check 259 00:17:00,733 --> 00:17:04,500 if there is a controller where you can change the color more easily 260 00:17:04,967 --> 00:17:09,800 It would be nice if you use this UI when you work 261 00:17:10,767 --> 00:17:13,833 I'm going to change the Roughness back to normal again 262 00:17:14,433 --> 00:17:18,400 If you match the color 263 00:17:18,800 --> 00:17:20,267 click the two, change it like this 264 00:17:20,667 --> 00:17:22,967 You can change the color together 265 00:17:23,900 --> 00:17:25,067 Let's try changing into blue 266 00:17:26,000 --> 00:17:29,633 I'm going to switch it into blue and see 267 00:17:30,700 --> 00:17:35,533 the biggest difference is when you look Diffuse and Specular 268 00:17:35,900 --> 00:17:39,367 You can see whether we can see the reflection 269 00:17:40,533 --> 00:17:42,333 or not 270 00:17:42,733 --> 00:17:45,400 If you zoom out and look at it again 271 00:17:46,000 --> 00:17:47,800 , there are three lights 272 00:17:48,300 --> 00:17:51,167 the key light, rim light, and the fill light 273 00:17:51,533 --> 00:17:56,433 You can see these lights' reflection in the Glossy Material 274 00:17:56,667 --> 00:17:58,667 and none in the Diffuse 275 00:17:59,067 --> 00:18:00,700 So you can say in Diffuse Material, 276 00:18:01,367 --> 00:18:04,433 you don't have this Specular part 277 00:18:04,867 --> 00:18:08,467 , but the Glossy Material have this Specular part 278 00:18:08,833 --> 00:18:11,133 When we turn it off, 279 00:18:11,600 --> 00:18:14,067 you can make it identical 280 00:18:14,167 --> 00:18:16,800 with the Diffuse Material 281 00:18:17,267 --> 00:18:20,200 and the Roughness, the frequently used, 282 00:18:21,333 --> 00:18:26,467 you can see it is a regular reflection, but you can control 283 00:18:27,000 --> 00:18:31,533 how rough you want the reflection to be 284 00:18:32,100 --> 00:18:34,333 on the part we see with Roughness 285 00:18:34,567 --> 00:18:37,567 So, if this part is high, 286 00:18:38,000 --> 00:18:42,033 it will look more like a Diffuse Material 287 00:18:44,400 --> 00:18:46,567 That was some of the stuff we can do 288 00:18:46,933 --> 00:18:50,667 We can put colors in the specular too 289 00:18:51,200 --> 00:18:54,300 You can put colors on it 290 00:18:54,767 --> 00:19:01,333 If you change this to black, it goes brighter again 291 00:19:01,833 --> 00:19:06,300 , but if you lower down the float, it becomes 0 again 292 00:19:06,633 --> 00:19:10,533 When the moment it turns black, you have to change it with float 293 00:19:11,100 --> 00:19:16,067 and when you see the colors go in, there is the controller 294 00:19:16,200 --> 00:19:22,033 You can put colors in the Specular itself 295 00:19:22,567 --> 00:19:25,700 Next, the one frequently used more 296 00:19:26,467 --> 00:19:31,000 Change the Specular all white 297 00:19:31,433 --> 00:19:34,267 and adjust the refraction 298 00:19:34,500 --> 00:19:38,067 In the case of an index, you can adjust 299 00:19:38,500 --> 00:19:40,600 the amount of refaction 300 00:19:42,167 --> 00:19:45,033 depending on how much refraction we have 301 00:19:45,700 --> 00:19:48,167 and use the film layer 302 00:19:48,867 --> 00:19:52,767 We can't see the color right now 303 00:19:53,333 --> 00:19:56,633 I'm going to change it into a darker Material 304 00:19:57,100 --> 00:19:59,867 so it's changed into dark Material 305 00:20:00,467 --> 00:20:03,800 Raise the refraction index 306 00:20:04,800 --> 00:20:08,833 In the case of the film layer, you can see the parts 307 00:20:09,267 --> 00:20:12,133 where you can change to various colors 308 00:20:12,733 --> 00:20:16,700 This can be very helpful when expressing lenses 309 00:20:18,567 --> 00:20:20,267 for Bump or Normal, 310 00:20:21,000 --> 00:20:23,933 I'll give you explanation 311 00:20:24,200 --> 00:20:26,500 on the texture class 312 00:20:26,933 --> 00:20:30,033 Displacement too 313 00:20:30,900 --> 00:20:34,100 If you take this here, 314 00:20:35,067 --> 00:20:36,867 Opacity is of course 315 00:20:39,000 --> 00:20:42,200 the one where you adjust the transparency 316 00:20:42,833 --> 00:20:46,300 There is other stuff, but the ones explained now 317 00:20:47,633 --> 00:20:51,633 would be enough for making the example artworks 318 00:20:52,600 --> 00:20:56,433 Let's go to Specular again 319 00:20:56,967 --> 00:21:00,600 Like the Glossy Material, Roughness is important 320 00:21:01,467 --> 00:21:03,033 in Specular too 321 00:21:03,533 --> 00:21:06,700 The curved part is not rough 322 00:21:06,733 --> 00:21:09,367 , making the clean glass marble 323 00:21:09,800 --> 00:21:13,967 , but if we make the curved part a bit rough 324 00:21:14,467 --> 00:21:17,367 , you can't see the inside and the backside 325 00:21:17,800 --> 00:21:20,500 This is how you use Roughness 326 00:21:20,800 --> 00:21:23,700 and adjust the transparency 327 00:21:24,133 --> 00:21:30,000 by determining how much Roughness you want to put in 328 00:21:32,633 --> 00:21:34,900 Using the same principle 329 00:21:35,233 --> 00:21:38,900 , you can apply the film layer in the Specular Material 330 00:21:39,533 --> 00:21:41,967 to express stuff like air bubbles 331 00:21:42,867 --> 00:21:46,867 We will find out about other details later 332 00:21:47,533 --> 00:21:52,167 You've now learned all the basics of Material 333 00:21:52,900 --> 00:21:56,867 Let's go to the artwork production part again 334 00:21:56,967 --> 00:21:59,867 Apply the Material 335 00:22:00,100 --> 00:22:02,000 and try it one by one 336 00:22:03,700 --> 00:22:08,200 Open the file number 3, and start the lighting 337 00:22:09,333 --> 00:22:13,567 when we start the lighting, press the Octane logo 338 00:22:15,033 --> 00:22:16,333 Then, you'll see the space 339 00:22:17,033 --> 00:22:20,333 When you see this space, in case of other renderers, 340 00:22:20,700 --> 00:22:22,533 the Environment is shown in black 341 00:22:23,000 --> 00:22:24,500 , but in Octane, it comes white 342 00:22:25,200 --> 00:22:28,067 There are 2 ways to change this 343 00:22:28,867 --> 00:22:32,500 First is by putting HDRI 344 00:22:32,833 --> 00:22:36,000 Octane sky goes in, but since there is no color, 345 00:22:36,467 --> 00:22:38,200 it turns black 346 00:22:38,600 --> 00:22:43,267 Another one is by changing the color itself in the Default Environment 347 00:22:43,567 --> 00:22:47,600 Change it into black, do the rendering again 348 00:22:48,000 --> 00:22:50,333 Then you'll see it changed 349 00:22:50,533 --> 00:22:52,733 we're going to do it here again 350 00:22:53,700 --> 00:22:57,600 with the lightings, if you see here in the Octane 351 00:22:57,900 --> 00:22:59,833 , you'll put the lightings like this 352 00:23:00,233 --> 00:23:04,433 We will use it a lot today, so you can take it out separately 353 00:23:05,333 --> 00:23:08,333 or just take this part only and work 354 00:23:09,633 --> 00:23:11,733 I'm going to make a null here 355 00:23:13,800 --> 00:23:14,733 Take it out 356 00:23:15,167 --> 00:23:17,800 Let's start our job with this taken out here 357 00:23:19,300 --> 00:23:24,033 If you change it into targeted arealight, 358 00:23:26,333 --> 00:23:29,767 , you can make a light going around 359 00:23:30,000 --> 00:23:31,833 This target, 360 00:23:32,233 --> 00:23:38,067 let's try the basic three point lighting 361 00:23:38,567 --> 00:23:41,567 We're going to see how it comes out with the three-point lighting 362 00:23:42,233 --> 00:23:44,233 Take the positioning like this 363 00:23:44,433 --> 00:23:49,533 Put it in a 45 degree position 364 00:23:50,167 --> 00:23:53,833 When we draw or make images 365 00:23:54,500 --> 00:24:00,400 , the most comfortable position lighting is the upper left corner 366 00:24:00,767 --> 00:24:03,200 When we read, or see letters, 367 00:24:03,767 --> 00:24:05,233 what direction do you read 368 00:24:06,367 --> 00:24:07,900 It's left to right, 369 00:24:08,400 --> 00:24:12,167 Like that, when you work on these, 370 00:24:12,800 --> 00:24:15,400 you will have a more comfortable feeling 371 00:24:16,100 --> 00:24:18,933 if the lighting comes from left to right 372 00:24:20,333 --> 00:24:25,600 Press W, change the world axis into x y z axis 373 00:24:26,100 --> 00:24:32,033 Press Ctrl, and make a fill light in the side 374 00:24:32,800 --> 00:24:34,967 Take it down 375 00:24:35,500 --> 00:24:41,467 I'm going to set this light slightly weak 376 00:24:41,467 --> 00:24:44,133 Set this not too strong 377 00:24:44,633 --> 00:24:51,767 Make a light in the back, size it up 378 00:24:52,700 --> 00:24:54,100 You can't see it because it's too small 379 00:24:54,200 --> 00:24:55,733 Let me go closer then 380 00:24:58,200 --> 00:25:00,300 I'm going to make a rim light 381 00:25:00,633 --> 00:25:04,167 , but what problem do you see by adding the rim light 382 00:25:04,700 --> 00:25:05,700 The problem is, 383 00:25:06,967 --> 00:25:10,933 if you put fill light in the side and look it like this, 384 00:25:11,500 --> 00:25:13,300 the camera spots the light 385 00:25:13,800 --> 00:25:17,000 In that case, click the light 386 00:25:18,567 --> 00:25:19,833 then you'll see Visibility 387 00:25:20,533 --> 00:25:23,300 If you turn it off, you can't see the light 388 00:25:24,367 --> 00:25:29,833 Now, if you go lighting setup, go to Kernels 389 00:25:30,233 --> 00:25:32,100 Then, you'll see the directlighting 390 00:25:32,267 --> 00:25:33,800 So, what is directlighting 391 00:25:34,800 --> 00:25:41,067 It only renders what comes only from the light, no reflection 392 00:25:42,333 --> 00:25:45,633 Of course, the directlighting have different modes 393 00:25:46,000 --> 00:25:49,600 You can change it so that the Diffuse Materials have reflections too 394 00:25:50,000 --> 00:25:53,333 , but the one we mostly use is the Path Tracing 395 00:25:53,967 --> 00:25:56,567 If you use Path Tracing, there is something called GI 396 00:25:57,133 --> 00:25:58,967 Called as Global Illumination 397 00:25:59,400 --> 00:26:03,933 In any direction, the light is reflected back to the object 398 00:26:04,433 --> 00:26:07,533 allowing more realistic expression in the shadow 399 00:26:08,667 --> 00:26:11,533 We made a background here 400 00:26:12,800 --> 00:26:14,500 If you turn on the background, 401 00:26:15,667 --> 00:26:18,933 you have light in the back 402 00:26:20,367 --> 00:26:22,933 I'm going to raise the key light slightly 403 00:26:23,867 --> 00:26:27,067 and instead, for my case, 404 00:26:28,033 --> 00:26:31,067 the light intensity is too strong As a result, 405 00:26:31,333 --> 00:26:33,000 the Exposure is too high 406 00:26:33,133 --> 00:26:38,933 You can adjust the light intensity a little 407 00:26:39,667 --> 00:26:43,200 Usually the key light is the most intense 408 00:26:44,567 --> 00:26:49,767 then the one from the side 409 00:26:50,267 --> 00:26:54,800 could be the second strong one, and the rim light in the back 410 00:26:55,300 --> 00:26:59,433 , but if you to make the lines in the back stand out 411 00:26:59,800 --> 00:27:02,433 , then the rim light can be the strongest 412 00:27:04,100 --> 00:27:07,033 For now, let's match the light position well 413 00:27:07,467 --> 00:27:13,933 Do it like this, and adjust the light settings 414 00:27:14,533 --> 00:27:16,967 What I'm thinking now is 415 00:27:17,467 --> 00:27:21,233 it would be nice to make 1:1 ratio work 416 00:27:21,533 --> 00:27:25,733 which is used mostly on Instagram today 417 00:27:25,867 --> 00:27:28,400 16 deck is usually used 418 00:27:28,933 --> 00:27:33,467 , but this ratio looks good even in square 419 00:27:34,367 --> 00:27:36,700 Let's change the ratio and start 420 00:27:37,433 --> 00:27:41,667 Se should change the camera's positioning 421 00:27:42,167 --> 00:27:44,467 I've change the position slightly 422 00:27:45,467 --> 00:27:47,267 Go to Material 423 00:27:47,967 --> 00:27:50,633 Put Glossy Material 424 00:27:51,533 --> 00:27:53,500 I grouped it like this 425 00:27:54,067 --> 00:27:57,767 You would know if you saw 426 00:27:58,200 --> 00:28:02,200 my favorite teasers, 427 00:28:03,133 --> 00:28:06,467 You probably already know what my favorite color is 428 00:28:08,667 --> 00:28:13,567 I'm going to put color in the base 429 00:28:14,033 --> 00:28:15,167 which is all purple 430 00:28:15,767 --> 00:28:18,700 I'm going to put purple instead of looking at whites 431 00:28:19,133 --> 00:28:22,200 Put color and reflection 432 00:28:23,400 --> 00:28:26,267 apply Glossy Material 433 00:28:26,700 --> 00:28:30,000 and see what happens 434 00:28:30,667 --> 00:28:34,067 , but I'm going to leave this Coloso logo part 435 00:28:34,933 --> 00:28:36,267 and apply all the rest 436 00:28:37,933 --> 00:28:42,033 You have to push back this letter part 437 00:28:43,400 --> 00:28:49,133 I'm going to make a group and apply it too 438 00:28:50,200 --> 00:28:52,933 Add some Roughness little by little 439 00:28:53,267 --> 00:28:56,800 and adjust the overall brightness and stuff 440 00:28:57,200 --> 00:29:01,000 If you see it instantly, the key light doesn't seem like a key light 441 00:29:05,400 --> 00:29:08,667 The intensity of the key light may be too weak 442 00:29:09,600 --> 00:29:14,200 I'm going to name it key light at this point 443 00:29:14,633 --> 00:29:20,767 and name fill, and back light 444 00:29:21,600 --> 00:29:23,133 What problem do you see now 445 00:29:24,000 --> 00:29:26,000 As I look at it, the light in the back 446 00:29:26,533 --> 00:29:30,467 ends here and you can see the square shape clearly 447 00:29:30,867 --> 00:29:33,900 We can't even tell where this light is coming from 448 00:29:34,367 --> 00:29:38,700 and looks even messy So, it would be better to take it out 449 00:29:39,200 --> 00:29:44,600 Then you see the key light and fill light is in like this 450 00:29:45,133 --> 00:29:49,200 Put a top light, which is mostly used 451 00:29:49,767 --> 00:29:52,933 when making an image softer 452 00:29:54,033 --> 00:29:59,933 What do you think are the advantages of putting big lights on top 453 00:30:00,667 --> 00:30:04,833 The shadow comes from the various direction due to the lights 454 00:30:04,933 --> 00:30:06,967 what do you think will happen 455 00:30:07,833 --> 00:30:09,033 It becomes softer 456 00:30:09,567 --> 00:30:12,000 I'm going to turn off all the lights 457 00:30:12,533 --> 00:30:14,500 Make another light 458 00:30:15,300 --> 00:30:16,200 Let's see 459 00:30:17,333 --> 00:30:18,767 The same light 460 00:30:19,767 --> 00:30:24,300 , but I'm going to size down the light here 461 00:30:25,200 --> 00:30:27,967 If you raise the intensity, 462 00:30:28,400 --> 00:30:34,033 you'll see the dramatic shadow that comes down 463 00:30:36,300 --> 00:30:41,600 almost straight, and not the softer mood 464 00:30:42,100 --> 00:30:43,333 Let's move it once more 465 00:30:43,833 --> 00:30:47,667 Like as if comes in like the sunlight 466 00:30:48,300 --> 00:30:50,133 You can see the light 467 00:30:50,500 --> 00:30:55,000 I'm going to decrease the light the moment it becomes big 468 00:30:56,333 --> 00:30:58,500 If we adjust the right exposure 469 00:30:59,200 --> 00:31:02,800 , you'll see the shadow part is quite different from before 470 00:31:03,333 --> 00:31:04,867 Let's make another one 471 00:31:05,300 --> 00:31:09,633 I'm going to make this one small, and brighter again 472 00:31:10,067 --> 00:31:12,733 Make the exposure similar 473 00:31:13,900 --> 00:31:15,467 Take a look at the shadow at the back 474 00:31:15,900 --> 00:31:18,500 We are looking at this much of a shadow 475 00:31:19,533 --> 00:31:24,800 , but if you look in another light, the shadow is gone 476 00:31:25,600 --> 00:31:27,700 This is because the light size is big 477 00:31:28,167 --> 00:31:32,100 and the lights from the different direction affect each other 478 00:31:32,600 --> 00:31:34,867 and make this shadow dissapear 479 00:31:35,433 --> 00:31:39,433 So, this part is very important when working on other works 480 00:31:39,867 --> 00:31:42,867 Now, if you want to make a strong shadow, for example, 481 00:31:43,300 --> 00:31:47,867 size down the light, and raise the light intensity 482 00:31:48,367 --> 00:31:51,000 If you want softer image, 483 00:31:52,400 --> 00:31:54,033 big lights would be good 484 00:31:55,300 --> 00:31:58,500 So, for the case of this top light here, 485 00:31:59,233 --> 00:32:02,767 if this light is really small and strong 486 00:32:03,233 --> 00:32:09,433 , the image will be stiff not soft 487 00:32:09,633 --> 00:32:12,200 So, for the top lights, 488 00:32:12,300 --> 00:32:14,700 I've made it the biggest 489 00:32:15,233 --> 00:32:18,733 and I'm using the key light so that you know 490 00:32:20,000 --> 00:32:22,167 which is the main light 491 00:32:22,533 --> 00:32:26,467 The key light and the top light 492 00:32:26,967 --> 00:32:29,233 both work like a key light 493 00:32:30,000 --> 00:32:34,533 Still, the way to find out where the strongest light comes from is 494 00:32:35,267 --> 00:32:40,100 if you look at the cube here, this surface is brighter 495 00:32:40,567 --> 00:32:43,400 and you can see the shadow slightly 496 00:32:44,033 --> 00:32:45,300 Therefore, we can see 497 00:32:46,033 --> 00:32:50,567 which light is the strongest light 498 00:32:51,300 --> 00:32:53,867 If you look at the white now, it looks slightly floaty 499 00:32:54,300 --> 00:32:56,633 Make another Material 500 00:32:57,933 --> 00:32:59,567 Take it to Octane here 501 00:33:00,033 --> 00:33:03,933 Put second Glossy Material in the logo part 502 00:33:04,400 --> 00:33:06,167 In my case, I'm going to make 503 00:33:06,567 --> 00:33:09,933 the white part more darker 504 00:33:10,567 --> 00:33:14,467 Make it darker, reduce the Specular slightly 505 00:33:14,733 --> 00:33:17,200 Increase the Roughness 506 00:33:17,867 --> 00:33:22,767 and try making these white parts more stable 507 00:33:23,300 --> 00:33:26,100 It may still look a bit dark 508 00:33:26,300 --> 00:33:28,933 , but still recognized as white 509 00:33:29,400 --> 00:33:30,833 So for the top lights, 510 00:33:31,333 --> 00:33:33,733 this part is still too bright 511 00:33:34,067 --> 00:33:36,467 I'm going to make it 15 512 00:33:37,533 --> 00:33:42,700 So, this was how to make a basic lightings 513 00:33:43,233 --> 00:33:46,433 Make it more of a studio light 514 00:33:46,767 --> 00:33:49,300 without using the stylized lightings 515 00:33:49,733 --> 00:33:52,333 I'll change the position and camera 516 00:33:52,700 --> 00:33:58,033 and the color too The saturation looks to high for me 517 00:33:58,500 --> 00:34:00,600 I've changed it just a little 518 00:34:01,100 --> 00:34:05,500 I'm going to push the background and see 519 00:34:06,000 --> 00:34:09,233 Push it back and size it up 520 00:34:10,767 --> 00:34:13,367 and put backlight in the middle 521 00:34:15,233 --> 00:34:19,133 Push it back, make this friend come forward 522 00:34:19,900 --> 00:34:22,433 Let's put rim light 523 00:34:24,300 --> 00:34:26,133 I'm going to lower the power 524 00:34:26,967 --> 00:34:30,433 If you look at the lights 525 00:34:31,300 --> 00:34:37,633 , there are top, key, and back light, and 526 00:34:39,667 --> 00:34:42,500 fill light coming from this side 527 00:34:44,600 --> 00:34:46,767 Fill light looks quite strong 528 00:34:47,467 --> 00:34:49,900 I'm going to decrease it like about 10 529 00:34:51,233 --> 00:34:55,167 Then, you can get general image using 530 00:34:55,600 --> 00:34:57,000 studio light 531 00:34:57,800 --> 00:35:02,000 Let's check again The top light and key light 532 00:35:02,967 --> 00:35:05,833 are the main light source which let you know 533 00:35:06,267 --> 00:35:08,433 from which direction the lights are coming 534 00:35:09,267 --> 00:35:11,233 The fill light, 535 00:35:12,400 --> 00:35:14,500 it supports them from the other side 536 00:35:15,167 --> 00:35:18,400 Slightly darker than the key lights, 537 00:35:19,033 --> 00:35:22,167 , but fills the shadowing part 538 00:35:22,833 --> 00:35:28,600 then the rim light coming from the back, brings out the outlines 539 00:35:29,133 --> 00:35:34,067 making the image more extruded from the background 540 00:35:34,667 --> 00:35:38,467 These are the 4 lights used in the image 541 00:35:39,767 --> 00:35:41,433 to make basic lights 542 00:35:42,600 --> 00:35:43,867 We can develop more here 543 00:35:44,300 --> 00:35:47,300 and add more in the Materials here 544 00:35:47,800 --> 00:35:50,500 but for now, I'm going to finish the basic lighting 545 00:35:50,867 --> 00:35:52,200 using the three point lighting 546 00:35:52,600 --> 00:35:56,433 I'm going to discuss color theories next class 547 00:35:56,800 --> 00:35:59,400 understand the colors, then learn 548 00:35:59,833 --> 00:36:03,700 how to apply them to lights and Materials 549 00:36:04,867 --> 00:36:05,867 Thank you 39678

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