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Today, we will learn about the basics of Octane and lightings
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We will have a look at the essential function of Octane
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and the basics you need for the lighting The basic knowledge for good lightings,
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basic Octane technique, understanding of shader, and differences
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between basic lightings and
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the stylized lighting
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Starting from the basics of the lighting
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and some basic skills for good lightings,
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We will have a look at the purpose of the lighting, types of a light source, three point lighting,
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HDRI, color temperature, and luminous intensity
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The purpose of using lighting is simple You light up the object
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to make the shape, make color more visible to figure out
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, and put other artistic directions
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To show the video's mood and feelings,
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if you see here, we can see various styles of lightings
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In artificial materials and natural stuff,
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use various types of lighting
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and make a various expression
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You have to know why you are putting lightings
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Based on those works,
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next is the types of light source
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This is a work that used
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natural lighting source
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This work too uses sunlight from the sky
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, making these tree shaped shades
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, which shows you it is using the natural light
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So, there are the sun
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and the lights that come from the sky
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Next would be the light bulbs
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The artificial light source comes from various lamps
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This too have a lighting
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that comes from a rim light
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It's a lighting setup for studios
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and the works that used stylized lights
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is more of an artificial made light source
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than the lighting that comes from nature
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I'm showing you the IMAX work now
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Next is what we call 'saic'
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It is where we make the corner part in the background curved
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and put artificial lightings like various soft lights, key lights, and fill lights
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to make it have soft shades in the curved part
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This is an artificial lighting
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that is frequently used in product advertisements
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These are used especially when makings ads for these products
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The key point is that there are natural and artificial lightings
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I've shown you that there are
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two types of light source
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The next topic is the three point lighting
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, which is important and something we've heard so much of it
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In literal Korean translation, is main light, subsidiary light, and back light
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In English, it is the key light, fill light and back light
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or rim light
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The three lightings are the fill light
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which comes from the side or supports the other side
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Back light that comes from the back
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When you see it in front of the camera,
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you consist these lights in this positioning
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I've analyzed this artist's work in Cinema 4D
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Brought it up to the library and did the work on lightings
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This artist, too, used the three lightings
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Key light, fill light, and back light
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You see the key, fill, and rim light
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Positioned in the space, making the three point lighting
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It does have 3 rim lights
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, but if you consider them as one since they are put almost the same
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, you can say that it applied the three point lighting
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The one I showed you before
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used lots of rim lights
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, and gave lightings so that the outline of the object be exposed
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You will learn it later, but the shots here
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If you look at it in the side
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, the rim lights comes in
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The blue lights here
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Comes from the back
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If this part was dark, it might have been covered
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, but the outline is exposed
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, using the rim light
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Yet, of course, the key light comes here
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The reflection part comes in the front
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Let me show you another example
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This is also a character
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in Cinema 4D library
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Key light, fill light and rim light
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I'm going to compare it with the one that combines all
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The 2 key lights
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Fill light, and rim light
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You can see the details come alive as you add them
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The rim light comes from the background
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Making the object's line come forward
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Giving you the 3D effect
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So,
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if you have a light you can move,
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test it
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with your face
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It would be a help to understand
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In my case, I had a studio when I was in college
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I learned a lot by putting the lights
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I went around helping shoot films
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and saw the lightings a lot there
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If you understand the lights using the basic lights,
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it would be easier for you to know when or where
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to put lightings or not
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So, is there three point lightings only
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No
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There is another one used when making a softer mood
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Called as top light
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You put a light in the upper softbox
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It is a set up that often used in the studio
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So that was the top light
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You can change the background color
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or maybe raise the background brightness
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or lower the intensity
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by adjusting the lights in the backgrounds
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So that was the backgrounds and top lights
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If you add all these, you can get a softer image
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When there was no background light,
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there was a shade in the back
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, but if you add the background light and top light
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, you can see that the overall image became softer
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In this case here, I did a projection on the image
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Put lightings to make it looks like natural light
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And for the HDRI
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, High Dynamic Range Image
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, the spherical 360 degree image
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is surrounded by the lights
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so that the light comes from all direction
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That is the lighting using the HDRI
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So, when you think of a space we actually live
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, we don't have just simple 2 lights and the rest is all black
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We have various light sources
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Therefore, we use HDRI a lot
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to make that realistic feeling
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What do you think is the problem when using HDRI only
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If you did not make the image yourself
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or didn't film it yourself,
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it may be hard to add or subtract
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from the part where we want
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or there could be some adjustments
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Then, we can use HDRI slightly as a sublight
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and use three point lightings
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or use key lights or other major lights
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, mixing them together and combining them
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There are various lights depending on the situation
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, but if we use them after knowing the basics
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, we can use it in the right place
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so that it goes with the mood
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I brought the examples that we are going to learn today
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There is one using a natural light
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this, too, is closer to a natural light
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Another one that looks more like
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a studio lightings
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We're going learn various light setups
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in this lecture
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Next is the color temperature
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If you take a closer look at color temperature,
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you can see 2000K 10000K on the top
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Those who took pictures a lot using DSLR will be familiar with the concept
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The lower the temperature, the redder
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the higher, the bluer
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The same image may look more yellow
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or even become blue depending on the temperature
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Next is the intensity of the lumination
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When we make an image,
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the image exposure is very important
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when we see images like this,
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you'll recognize these teeth are white
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, but it is more gray than white
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If you change this into white
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, the image can look awkward
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This is called exposure
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We have to control the Exposure well
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so that we can express the image beautifully by viewing the object
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at the appropriate exposure level
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These were the basic lightings
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LLet's find out about the basics on Octane
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Before starting the Octane class
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, I assume that you've already installed Octane
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, but let me check once more
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Go to the Octane site, check if you have the latest version
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either rental or purchase
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Download it, then go to Program Files
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maxon folder, and unzip it in the Plugins folder
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Put Octane folder in there
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delete every other versions except
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the one you are using now
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If you install it like that, you should have already tried
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testing in the demo version
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, so everyone would be fine, but check here
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and see if the Octane is coming out well
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Click on the Live Viewer,
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take this to the side
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When you work,
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it would be wise to change the layouts
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for you to use Octane easier
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just as I told you last class
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Use that layouts
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and work on Octane It would be much easier and faster
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In my case, I put these little icons here
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so that I can use them in class
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So, the one that I saved before is the Octane Coloso
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I saved like this
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Sometimes there's an error like this and windows pop up
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You can bring it to the position you want
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I've saved it in the library
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You can go Customization, and Save as
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app data, roaming, maxon
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Go to layout and copy
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the layout I provided you
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then you can use it instantly
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I'm going to start the Octane class
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we're going to focus more on the shader
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than the textures
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Texture literally means to use the image
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and change them
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The shader is changing the basic attributes
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of the Material in Octane
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Diffuse Material
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Glossy Material,
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and Specular Material
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these three are used the most
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Metallic, Universal, and there are other shaders too
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, but we're going to look at the shades
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that was most used in the class
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Before going into the Material
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, I'm going to show you this image
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which will help you understand
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Diffuse is where we adjust the colors
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So, there is no reflections
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When the light comes in like this, the light source
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is diffused in many directions
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If you see the colors only, the reflections are regular
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So, for example, if the lightings come like this,
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it is reflected, and you can see the object
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as the lights are reflected
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and the refraction
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we can see the refraction in water or glass
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where the light is distorted
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Let's find out how the basic Material is applied
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Open Octane lighting basic file
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Press Octane button, start rendering
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Start with live
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there is no Material at all
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Octane Diffuse Glossy
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and make Specular like this
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then put diffuse in diffuse, glossy in glossy
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then put it in Specular
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Select the 2 objects together
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and change the color
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As you can see,
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when I select Octane Glossy
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and if you see the UI differently, go to settings
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and here in the Other, you have to change
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C4D Native, and C4D Octane Like, press apply
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Then, it looks more intuitive
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There is the UI where we can change the color
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I was doing something wrong with the Roughness
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I'm going to go and check
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if there is a controller where you can change the color more easily
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It would be nice if you use this UI when you work
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I'm going to change the Roughness back to normal again
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If you match the color
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click the two, change it like this
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You can change the color together
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Let's try changing into blue
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I'm going to switch it into blue and see
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the biggest difference is when you look Diffuse and Specular
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You can see whether we can see the reflection
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or not
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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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