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Today, we will learn about the basics of Octane and lightings
We will have a look at the essential function of Octane
and the basics you need for the lighting The basic knowledge for good lightings,
basic Octane technique, understanding of shader, and differences
between basic lightings and
the stylized lighting
Starting from the basics of the lighting
and some basic skills for good lightings,
We will have a look at the purpose of the lighting, types of a light source, three point lighting,
HDRI, color temperature, and luminous intensity
The purpose of using lighting is simple You light up the object
to make the shape, make color more visible to figure out
, and put other artistic directions
To show the video's mood and feelings,
if you see here, we can see various styles of lightings
In artificial materials and natural stuff,
use various types of lighting
and make a various expression
You have to know why you are putting lightings
Based on those works,
next is the types of light source
This is a work that used
natural lighting source
This work too uses sunlight from the sky
, making these tree shaped shades
, which shows you it is using the natural light
So, there are the sun
and the lights that come from the sky
Next would be the light bulbs
The artificial light source comes from various lamps
This too have a lighting
that comes from a rim light
It's a lighting setup for studios
and the works that used stylized lights
is more of an artificial made light source
than the lighting that comes from nature
I'm showing you the IMAX work now
Next is what we call 'saic'
It is where we make the corner part in the background curved
and put artificial lightings like various soft lights, key lights, and fill lights
to make it have soft shades in the curved part
This is an artificial lighting
that is frequently used in product advertisements
These are used especially when makings ads for these products
The key point is that there are natural and artificial lightings
I've shown you that there are
two types of light source
The next topic is the three point lighting
, which is important and something we've heard so much of it
In literal Korean translation, is main light, subsidiary light, and back light
In English, it is the key light, fill light and back light
or rim light
The three lightings are the fill light
which comes from the side or supports the other side
Back light that comes from the back
When you see it in front of the camera,
you consist these lights in this positioning
I've analyzed this artist's work in Cinema 4D
Brought it up to the library and did the work on lightings
This artist, too, used the three lightings
Key light, fill light, and back light
You see the key, fill, and rim light
Positioned in the space, making the three point lighting
It does have 3 rim lights
, but if you consider them as one since they are put almost the same
, you can say that it applied the three point lighting
The one I showed you before
used lots of rim lights
, and gave lightings so that the outline of the object be exposed
You will learn it later, but the shots here
If you look at it in the side
, the rim lights comes in
The blue lights here
Comes from the back
If this part was dark, it might have been covered
, but the outline is exposed
, using the rim light
Yet, of course, the key light comes here
The reflection part comes in the front
Let me show you another example
This is also a character
in Cinema 4D library
Key light, fill light and rim light
I'm going to compare it with the one that combines all
The 2 key lights
Fill light, and rim light
You can see the details come alive as you add them
The rim light comes from the background
Making the object's line come forward
Giving you the 3D effect
So,
if you have a light you can move,
test it
with your face
It would be a help to understand
In my case, I had a studio when I was in college
I learned a lot by putting the lights
I went around helping shoot films
and saw the lightings a lot there
If you understand the lights using the basic lights,
it would be easier for you to know when or where
to put lightings or not
So, is there three point lightings only
No
There is another one used when making a softer mood
Called as top light
You put a light in the upper softbox
It is a set up that often used in the studio
So that was the top light
You can change the background color
or maybe raise the background brightness
or lower the intensity
by adjusting the lights in the backgrounds
So that was the backgrounds and top lights
If you add all these, you can get a softer image
When there was no background light,
there was a shade in the back
, but if you add the background light and top light
, you can see that the overall image became softer
In this case here, I did a projection on the image
Put lightings to make it looks like natural light
And for the HDRI
, High Dynamic Range Image
, the spherical 360 degree image
is surrounded by the lights
so that the light comes from all direction
That is the lighting using the HDRI
So, when you think of a space we actually live
, we don't have just simple 2 lights and the rest is all black
We have various light sources
Therefore, we use HDRI a lot
to make that realistic feeling
What do you think is the problem when using HDRI only
If you did not make the image yourself
or didn't film it yourself,
it may be hard to add or subtract
from the part where we want
or there could be some adjustments
Then, we can use HDRI slightly as a sublight
and use three point lightings
or use key lights or other major lights
, mixing them together and combining them
There are various lights depending on the situation
, but if we use them after knowing the basics
, we can use it in the right place
so that it goes with the mood
I brought the examples that we are going to learn today
There is one using a natural light
this, too, is closer to a natural light
Another one that looks more like
a studio lightings
We're going learn various light setups
in this lecture
Next is the color temperature
If you take a closer look at color temperature,
you can see 2000K 10000K on the top
Those who took pictures a lot using DSLR will be familiar with the concept
The lower the temperature, the redder
the higher, the bluer
The same image may look more yellow
or even become blue depending on the temperature
Next is the intensity of the lumination
When we make an image,
the image exposure is very important
when we see images like this,
you'll recognize these teeth are white
, but it is more gray than white
If you change this into white
, the image can look awkward
This is called exposure
We have to control the Exposure well
so that we can express the image beautifully by viewing the object
at the appropriate exposure level
These were the basic lightings
LLet's find out about the basics on Octane
Before starting the Octane class
, I assume that you've already installed Octane
, but let me check once more
Go to the Octane site, check if you have the latest version
either rental or purchase
Download it, then go to Program Files
maxon folder, and unzip it in the Plugins folder
Put Octane folder in there
delete every other versions except
the one you are using now
If you install it like that, you should have already tried
testing in the demo version
, so everyone would be fine, but check here
and see if the Octane is coming out well
Click on the Live Viewer,
take this to the side
When you work,
it would be wise to change the layouts
for you to use Octane easier
just as I told you last class
Use that layouts
and work on Octane It would be much easier and faster
In my case, I put these little icons here
so that I can use them in class
So, the one that I saved before is the Octane Coloso
I saved like this
Sometimes there's an error like this and windows pop up
You can bring it to the position you want
I've saved it in the library
You can go Customization, and Save as
app data, roaming, maxon
Go to layout and copy
the layout I provided you
then you can use it instantly
I'm going to start the Octane class
we're going to focus more on the shader
than the textures
Texture literally means to use the image
and change them
The shader is changing the basic attributes
of the Material in Octane
Diffuse Material
Glossy Material,
and Specular Material
these three are used the most
Metallic, Universal, and there are other shaders too
, but we're going to look at the shades
that was most used in the class
Before going into the Material
, I'm going to show you this image
which will help you understand
Diffuse is where we adjust the colors
So, there is no reflections
When the light comes in like this, the light source
is diffused in many directions
If you see the colors only, the reflections are regular
So, for example, if the lightings come like this,
it is reflected, and you can see the object
as the lights are reflected
and the refraction
we can see the refraction in water or glass
where the light is distorted
Let's find out how the basic Material is applied
Open Octane lighting basic file
Press Octane button, start rendering
Start with live
there is no Material at all
Octane Diffuse Glossy
and make Specular like this
then put diffuse in diffuse, glossy in glossy
then put it in Specular
Select the 2 objects together
and change the color
As you can see,
when I select Octane Glossy
and if you see the UI differently, go to settings
and here in the Other, you have to change
C4D Native, and C4D Octane Like, press apply
Then, it looks more intuitive
There is the UI where we can change the color
I was doing something wrong with the Roughness
I'm going to go and check
if there is a controller where you can change the color more easily
It would be nice if you use this UI when you work
I'm going to change the Roughness back to normal again
If you match the color
click the two, change it like this
You can change the color together
Let's try changing into blue
I'm going to switch it into blue and see
the biggest difference is when you look Diffuse and Specular
You can see whether we can see the reflection
or not
If you zoom out and look at it again
, there are three lights
the key light, rim light, and the fill light
You can see these lights' reflection in the Glossy Material
and none in the Diffuse
So you can say in Diffuse Material,
you don't have this Specular part
, but the Glossy Material have this Specular part
When we turn it off,
you can make it identical
with the Diffuse Material
and the Roughness, the frequently used,
you can see it is a regular reflection, but you can control
how rough you want the reflection to be
on the part we see with Roughness
So, if this part is high,
it will look more like a Diffuse Material
That was some of the stuff we can do
We can put colors in the specular too
You can put colors on it
If you change this to black, it goes brighter again
, but if you lower down the float, it becomes 0 again
When the moment it turns black, you have to change it with float
and when you see the colors go in, there is the controller
You can put colors in the Specular itself
Next, the one frequently used more
Change the Specular all white
and adjust the refraction
In the case of an index, you can adjust
the amount of refaction
depending on how much refraction we have
and use the film layer
We can't see the color right now
I'm going to change it into a darker Material
so it's changed into dark Material
Raise the refraction index
In the case of the film layer, you can see the parts
where you can change to various colors
This can be very helpful when expressing lenses
for Bump or Normal,
I'll give you explanation
on the texture class
Displacement too
If you take this here,
Opacity is of course
the one where you adjust the transparency
There is other stuff, but the ones explained now
would be enough for making the example artworks
Let's go to Specular again
Like the Glossy Material, Roughness is important
in Specular too
The curved part is not rough
, making the clean glass marble
, but if we make the curved part a bit rough
, you can't see the inside and the backside
This is how you use Roughness
and adjust the transparency
by determining how much Roughness you want to put in
Using the same principle
, you can apply the film layer in the Specular Material
to express stuff like air bubbles
We will find out about other details later
You've now learned all the basics of Material
Let's go to the artwork production part again
Apply the Material
and try it one by one
Open the file number 3, and start the lighting
when we start the lighting, press the Octane logo
Then, you'll see the space
When you see this space, in case of other renderers,
the Environment is shown in black
, but in Octane, it comes white
There are 2 ways to change this
First is by putting HDRI
Octane sky goes in, but since there is no color,
it turns black
Another one is by changing the color itself in the Default Environment
Change it into black, do the rendering again
Then you'll see it changed
we're going to do it here again
with the lightings, if you see here in the Octane
, you'll put the lightings like this
We will use it a lot today, so you can take it out separately
or just take this part only and work
I'm going to make a null here
Take it out
Let's start our job with this taken out here
If you change it into targeted arealight,
, you can make a light going around
This target,
let's try the basic three point lighting
We're going to see how it comes out with the three-point lighting
Take the positioning like this
Put it in a 45 degree position
When we draw or make images
, the most comfortable position lighting is the upper left corner
When we read, or see letters,
what direction do you read
It's left to right,
Like that, when you work on these,
you will have a more comfortable feeling
if the lighting comes from left to right
Press W, change the world axis into x y z axis
Press Ctrl, and make a fill light in the side
Take it down
I'm going to set this light slightly weak
Set this not too strong
Make a light in the back, size it up
You can't see it because it's too small
Let me go closer then
I'm going to make a rim light
, but what problem do you see by adding the rim light
The problem is,
if you put fill light in the side and look it like this,
the camera spots the light
In that case, click the light
then you'll see Visibility
If you turn it off, you can't see the light
Now, if you go lighting setup, go to Kernels
Then, you'll see the directlighting
So, what is directlighting
It only renders what comes only from the light, no reflection
Of course, the directlighting have different modes
You can change it so that the Diffuse Materials have reflections too
, but the one we mostly use is the Path Tracing
If you use Path Tracing, there is something called GI
Called as Global Illumination
In any direction, the light is reflected back to the object
allowing more realistic expression in the shadow
We made a background here
If you turn on the background,
you have light in the back
I'm going to raise the key light slightly
and instead, for my case,
the light intensity is too strong As a result,
the Exposure is too high
You can adjust the light intensity a little
Usually the key light is the most intense
then the one from the side
could be the second strong one, and the rim light in the back
, but if you to make the lines in the back stand out
, then the rim light can be the strongest
For now, let's match the light position well
Do it like this, and adjust the light settings
What I'm thinking now is
it would be nice to make 1:1 ratio work
which is used mostly on Instagram today
16 deck is usually used
, but this ratio looks good even in square
Let's change the ratio and start
Se should change the camera's positioning
I've change the position slightly
Go to Material
Put Glossy Material
I grouped it like this
You would know if you saw
my favorite teasers,
You probably already know what my favorite color is
I'm going to put color in the base
which is all purple
I'm going to put purple instead of looking at whites
Put color and reflection
apply Glossy Material
and see what happens
, but I'm going to leave this Coloso logo part
and apply all the rest
You have to push back this letter part
I'm going to make a group and apply it too
Add some Roughness little by little
and adjust the overall brightness and stuff
If you see it instantly, the key light doesn't seem like a key light
The intensity of the key light may be too weak
I'm going to name it key light at this point
and name fill, and back light
What problem do you see now
As I look at it, the light in the back
ends here and you can see the square shape clearly
We can't even tell where this light is coming from
and looks even messy So, it would be better to take it out
Then you see the key light and fill light is in like this
Put a top light, which is mostly used
when making an image softer
What do you think are the advantages of putting big lights on top
The shadow comes from the various direction due to the lights
what do you think will happen
It becomes softer
I'm going to turn off all the lights
Make another light
Let's see
The same light
, but I'm going to size down the light here
If you raise the intensity,
you'll see the dramatic shadow that comes down
almost straight, and not the softer mood
Let's move it once more
Like as if comes in like the sunlight
You can see the light
I'm going to decrease the light the moment it becomes big
If we adjust the right exposure
, you'll see the shadow part is quite different from before
Let's make another one
I'm going to make this one small, and brighter again
Make the exposure similar
Take a look at the shadow at the back
We are looking at this much of a shadow
, but if you look in another light, the shadow is gone
This is because the light size is big
and the lights from the different direction affect each other
and make this shadow dissapear
So, this part is very important when working on other works
Now, if you want to make a strong shadow, for example,
size down the light, and raise the light intensity
If you want softer image,
big lights would be good
So, for the case of this top light here,
if this light is really small and strong
, the image will be stiff not soft
So, for the top lights,
I've made it the biggest
and I'm using the key light so that you know
which is the main light
The key light and the top light
both work like a key light
Still, the way to find out where the strongest light comes from is
if you look at the cube here, this surface is brighter
and you can see the shadow slightly
Therefore, we can see
which light is the strongest light
If you look at the white now, it looks slightly floaty
Make another Material
Take it to Octane here
Put second Glossy Material in the logo part
In my case, I'm going to make
the white part more darker
Make it darker, reduce the Specular slightly
Increase the Roughness
and try making these white parts more stable
It may still look a bit dark
, but still recognized as white
So for the top lights,
this part is still too bright
I'm going to make it 15
So, this was how to make a basic lightings
Make it more of a studio light
without using the stylized lightings
I'll change the position and camera
and the color too The saturation looks to high for me
I've changed it just a little
I'm going to push the background and see
Push it back and size it up
and put backlight in the middle
Push it back, make this friend come forward
Let's put rim light
I'm going to lower the power
If you look at the lights
, there are top, key, and back light, and
fill light coming from this side
Fill light looks quite strong
I'm going to decrease it like about 10
Then, you can get general image using
studio light
Let's check again The top light and key light
are the main light source which let you know
from which direction the lights are coming
The fill light,
it supports them from the other side
Slightly darker than the key lights,
, but fills the shadowing part
then the rim light coming from the back, brings out the outlines
making the image more extruded from the background
These are the 4 lights used in the image
to make basic lights
We can develop more here
and add more in the Materials here
but for now, I'm going to finish the basic lighting
using the three point lighting
I'm going to discuss color theories next class
understand the colors, then learn
how to apply them to lights and Materials
Thank you
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