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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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