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Hey hey! Gleb Alexandrov here! and in this tutorial
we're gonna come up with a formula for beautiful
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cinematic lighting for the object shots of
any kind. we're gonna start from scratch and
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then gradually explore all the steps of this
formula so it can be applied to variety of
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different locations and shots. this formula is
extremely versatile, after setting it all up
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its components can be mixed to your taste and
adapted to the needs of the project no matter
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if it's a dramatic moody composition or an upbeat
and evocative still life. to not reinvent the wheel
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and keep it simple you can reuse the components
of this scheme or this formula in your own work.
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so our subject or rather object for demoing
this lighting scheme is going to be this bunch
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of minerals. it is a nice little object that has
variety of textural details and has a little bit
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of everything in terms of materials. it is fairly
reflective but not super reflective at the same
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time it shows a fair bit of variable roughness
so it's neither super glossy nor super diffuse
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it even allows a bit of light to pass through it
with the help of the subsurface scattering which
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we will discuss a bit later on. so as I've said
it's a little bit of everything, it's a perfect
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demo object for this kind of lighting setup. now
an important note, even though the subsurface
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scattering looks beautiful, for the purpose of
the tutorial to keep things simple I guess we
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will turn it off. so once you open that demo scene
in Blender, you will find out that the subsurface
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is turned off, is switched off, it will make our
minerals look like they are made of clay which is
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perfect for our training purposes. so let's keep
moving! :) okay before actually getting our hands
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dirty we should probably set our Bblender up, our
Cycles up and have a look at the scene. why do we use
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Cycles Render engine for this lighting tutorial?
first of all it is a pure path tracing render
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engine which means it's the closest we can get in
Blender to the way light actually behaves in the
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real world. with Cycles the light just behaves
realistically right out of the bat so we don't
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have to even think for the most part about global
illumination and other realistic lighting effects,
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so we can focus on what truly matters, which is
creating cinematic and yet believable lighting.
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thanks to the recent advancements in
Blender such as general speed up and
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denoising, raytraced rendering became much
faster than it used to be. in the old days
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one frame of path traced animation could easily
take a few days to render, but fortunately these
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days are over and with the rise of gpus and
the advancements in technology the viewport
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rendering in Blender as well became a thing. in
other words, we'll leave the burden of technical
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lighting calculations to Cycles and focus on
the creative side of it.
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