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These are the user uploaded subtitles that are being translated: 1 00:00:01,200 --> 00:00:05,340 Once you open the demo file you will  see a bunch of minerals arranged on   2 00:00:05,340 --> 00:00:09,000 the table and that's how it should  look, but first let's jump over to   3 00:00:09,000 --> 00:00:15,540 preferences and make sure that within the  system settings we have our GPU visible.   4 00:00:16,080 --> 00:00:22,680 we can tell that my render device which is NVIDIA  the GPU got recognized, there are different options   5 00:00:22,680 --> 00:00:27,780 available for accelerating raytracing such as  CUDA and OptiX with OptiX being available on   6 00:00:27,780 --> 00:00:33,780 Nvidia gpus only and being the fastest option  that I know, then if you own one of the AMD   7 00:00:33,780 --> 00:00:40,200 graphics cards you'll be able to choose the HiP  instead, but I'll stick to OptiX though currently. 8 00:00:42,240 --> 00:00:46,620 okay throughout the tutorial we're going  to use Cycles render engine to keep things   9 00:00:46,620 --> 00:00:52,200 slightly more streamlined and realistic right  out of the box, so within the render engine drop   10 00:00:52,200 --> 00:00:58,620 down menu I'm selecting Cycles and making  sure that the device is set to GPU compute.   11 00:00:58,620 --> 00:01:06,660 gpus render much, *much* faster in Cycles than  the CPUs generally. what I usually like to do   12 00:01:06,660 --> 00:01:12,900 when dealing with lighting is create two windows,  one for the final render view which will use the   13 00:01:12,900 --> 00:01:18,780 rendered mode of the viewport and the second  one at the top for the material preview. here   14 00:01:18,780 --> 00:01:25,800 we got our camera through which we will see our  final shot, our render, now the render icons are   15 00:01:25,800 --> 00:01:31,020 located at the top of the user interface of the  viewport, there we can change it from the default   16 00:01:31,020 --> 00:01:39,360 shading mode to the material preview one and  to the random mode which is right over there.   17 00:01:40,860 --> 00:01:47,580 it'll enable the Cycles pathtracing rendering  mode in this particular window and we will use it   18 00:01:47,580 --> 00:01:53,280 throughout the tutorial, so let's keep it turned  on. depending on the video card it can be rather   19 00:01:53,280 --> 00:01:59,040 slow or pretty fast but let's keep it in the  rendered mode for now. and the top one will be   20 00:01:59,040 --> 00:02:05,160 our material preview mode to make sense of our  scene, it will use some random hdri included by   21 00:02:05,160 --> 00:02:10,560 default with Blender, but no matter the hdri  environment chosen though the point of this   22 00:02:10,560 --> 00:02:16,200 viewport is to be our secondary monitor with  the lights and the UI elements on all the time.   23 00:02:16,200 --> 00:02:22,020 that is our working environment decoupled from  the Cycles rendered view if that makes sense.   24 00:02:23,400 --> 00:02:30,360 if you don't want to use a generic hdri there, you  can switch on the scene world and scene lights   25 00:02:30,360 --> 00:02:36,480 which will make it look fairly similar to the  rendered mode, but I will disable all these options,   26 00:02:36,480 --> 00:02:43,560 I need this hdri to just have enough information  to see things clearly, because you know our bottom   27 00:02:43,560 --> 00:02:48,720 view will be constrained to the to what the camera  sees, it will be fairly slow and stuff like that...   28 00:02:49,380 --> 00:02:54,600 okay going over to the environment settings we  can tell that the only light source our scene   29 00:02:54,600 --> 00:03:00,540 has is this abstract gray environment. we can  play with the exposure of this default Blender   30 00:03:00,540 --> 00:03:05,940 environment, but actually what I'll do is reduce  it all the way down to zero to start from scratch,   31 00:03:05,940 --> 00:03:13,080 our cinematic method implies that we start from  scratch anyway. okay so Blender cursor can serve   32 00:03:13,080 --> 00:03:19,020 as the spawning point for the... for any kind of  objects, so when I press Shift A and add the area   33 00:03:19,020 --> 00:03:26,400 light. it gets spawned just on top of 3d cursor.  I can click and drag to make it larger or smaller   34 00:03:27,480 --> 00:03:33,840 um... if we press T to open the left tool shelf  and select the... the transform gizmo, you can   35 00:03:33,840 --> 00:03:42,060 actually use the handles of this gizmo to move,  rotate, scale up and down our light source   36 00:03:42,060 --> 00:03:48,180 but usually I like to do it in a slightly  different way utilizing Blender hotkeys.   37 00:03:49,200 --> 00:03:58,800 so G is to move the objects around, uh... the movement  can be constrained to X, Y and Z axes by utilizing   38 00:03:58,800 --> 00:04:07,440 the X, Y and Z Keys. the same with rotations, R to  rotate, X Y and Z afterwards to constrain it to   39 00:04:07,440 --> 00:04:15,960 certain axis and finally the S shortcut scales  the object. not a whole lot of things to remember :) G to move   40 00:04:15,960 --> 00:04:25,140 or grab, R to rotate, S to scale, it's good to  remember these three. these shortcuts quickly   41 00:04:25,140 --> 00:04:31,740 become second nature for moving objects in this  case light sources around. and when it comes to   42 00:04:31,740 --> 00:04:36,600 adjusting the light source settings, as a quick  refresher we have this green light bulb icon   43 00:04:36,600 --> 00:04:43,140 within the Blender user interface and there we can  access all these settings like the color, the power   44 00:04:43,140 --> 00:04:50,280 the shape of the light source, the size, whatever  else, everything can be adjusted from there. 45 00:04:53,220 --> 00:04:59,460 changing the size from... from that menu is  practically the same as scaling the object   46 00:04:59,460 --> 00:05:05,460 so it's interchangeable in this sense.  and whatever you're gonna, do don't   47 00:05:05,460 --> 00:05:11,400 you dare unticking the cast Shadows  button in Cycles :) Shadows are important, uhu :)   48 00:05:12,960 --> 00:05:18,780 throughout the videos you will see me accessing  the objects in either of these windows, sometimes   49 00:05:18,780 --> 00:05:25,500 in the rendered view, sometimes in the material  preview. you will also notice me toggling off   50 00:05:25,500 --> 00:05:30,180 the visibility of the UI elements with this  button in the rendered view. sometimes the   51 00:05:30,180 --> 00:05:34,980 user interface can get in the way, especially  when there is a lot going on in the viewport,   52 00:05:34,980 --> 00:05:42,660 so shutting the noisy UI elements up really helps  to focus on what matters. what else do we have here? 53 00:05:44,940 --> 00:05:50,520 as for the camera we have one here  in the camera01 outliner collection   54 00:05:51,300 --> 00:05:58,200 we can press 0 on the numpad to jump into  the camera view or Ctrl 0 to make any camera   55 00:05:58,200 --> 00:06:04,500 the active one, a nice little hack in Cycles to  juice slightly more performance out of it is to   56 00:06:04,500 --> 00:06:10,680 press Ctrl B and draw the rectangle around  the viewport or rather around the camera view   57 00:06:10,680 --> 00:06:17,460 or actually around a portion of the camera  view even. that would constrain the render   58 00:06:17,460 --> 00:06:23,040 region around that particular portion of the  viewport and within the view output properties   59 00:06:23,040 --> 00:06:29,580 you can see the render region checkbox that can  be turned on and off and basically that... that is it.  60 00:06:31,080 --> 00:06:38,820 again we can switch between the the random modes  using these icons or we can press Z to bring   61 00:06:38,820 --> 00:06:46,200 up this pie menu, whatever feels more comfortable  to you I guess. so I think that should be it for   62 00:06:46,200 --> 00:06:52,380 the basic Blender setup and for the settings that  may come in handy throughout the tutorial... uh once   63 00:06:52,380 --> 00:06:58,980 again the render engine has been set to Cycles,  the device to GPU compute to avoid any confusion   64 00:06:58,980 --> 00:07:07,020 as for the light paths there is no real need to  adjust it... well maybe I'll limit the diffuse, glossy   65 00:07:07,020 --> 00:07:14,880 and transmission bounces a little bit to speed up  the viewport and this is it! I also have a personal   66 00:07:14,880 --> 00:07:20,820 superstition about increasing the indirect light  clamping just in case to not lose the precious   67 00:07:20,820 --> 00:07:27,000 rays generated by Cycles, more about that later, I  will show some comparisons and stuff like that. now   68 00:07:27,000 --> 00:07:33,180 I'll just say that this is it for the boring part  the Cycles is set up, the shortcuts are mentioned,   69 00:07:33,180 --> 00:07:39,660 nothing stops us from diving deep into setting up  lighting, so that is what we will do in a moment.   70 00:07:41,580 --> 00:07:47,100 and by the way, if you have any questions about  setting up the .blend file or accessing the project   71 00:07:47,100 --> 00:07:54,360 files, feel free to reach out to us or to other  students of this particular course in our Discord!   72 00:07:55,020 --> 00:08:00,000 and now onto the exciting part, setting  up the key light or the main light. 9975

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