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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,540 --> 00:00:05,760 The key light is usually the brightest and  the most visible light on set, its purpose   2 00:00:05,760 --> 00:00:12,360 is to highlight the form and dimension of  on-screen subjects. without realizing it we   3 00:00:12,360 --> 00:00:18,300 have already created one. so let's just promote  it to the key light role and call it like that.   4 00:00:19,140 --> 00:00:25,140 I'm rotating it in such way so it faces the  camera and then extending it a little bit and   5 00:00:25,140 --> 00:00:33,000 making it way larger. I'm pretty sure I'm gonna  position it on the other side of the scene, so we   6 00:00:33,000 --> 00:00:39,840 shoot in shadows and it will become clear why  in just a moment. for now let's leave it there,   7 00:00:40,440 --> 00:00:47,580 make it relatively large and then head over to  the light settings menu and adjust its power.   8 00:00:47,580 --> 00:00:53,580 now it's a little bit too weak to pretend  to be the key light, so let's give it a boost   9 00:00:54,540 --> 00:01:00,300 well, it makes sense to talk about brightnesses or  light ratios when there's more than one light in   10 00:01:00,300 --> 00:01:06,120 the scene and we will talk about that, but so far  I'm just trying to make it sufficiently bright.   11 00:01:06,780 --> 00:01:13,320 mm-hmm. now it packs a punch without going  over the top in terms of brightness, it's   12 00:01:13,320 --> 00:01:19,140 sufficiently bright to serve as our main light.  then the next property that we're gonna adjust   13 00:01:19,140 --> 00:01:28,140 is its size, which directly connects to softness.  the rule sounds like that: the smaller the light   14 00:01:28,140 --> 00:01:34,440 in proportion to the subject the harder and vice  versa. the bigger the emission surface the softer.   15 00:01:34,980 --> 00:01:39,960 given the bigger source area the transition  between the light and the shadow becomes less   16 00:01:39,960 --> 00:01:48,660 sharp and less pronounced and that is what we call  soft. as usual why not throw in a visual comparison.   17 00:01:49,380 --> 00:01:55,560 soft light means a gradual transition between  light and shadow, hard light means razor sharp   18 00:01:55,560 --> 00:02:01,260 shadows. but then it's all about the  gradient between lit and shaded areas,   19 00:02:01,260 --> 00:02:07,020 the gradient that depends on the size of the  light source. it's really easy to see how the   20 00:02:07,020 --> 00:02:13,980 gradient gets stretched on increasing the light  size to the point of a super ambient and slightly   21 00:02:13,980 --> 00:02:21,060 flat lighting and then on rolling the size back it  collapses a little bit, I cannot emphasize enough how   22 00:02:21,060 --> 00:02:26,700 important it is to establish a neural link between  the light size and softness and this gradient.   23 00:02:28,620 --> 00:02:32,460 okay what I usually like to do for  moving the light source around is press   24 00:02:32,460 --> 00:02:38,400 Dot and select 3D cursor as the Pivot Point,  alternatively you can find it in in this menu,   25 00:02:39,240 --> 00:02:44,580 by default it's set to active element, we just  change it to 3D cursor and then shift and right   26 00:02:44,580 --> 00:02:51,420 click on any kind of surface and with the lights  are selected press R and Z to constrain the   27 00:02:51,420 --> 00:02:59,580 rotation to the z-axis and it will pivot around  your 3D cursor, isn't that great :) so now it's time   28 00:02:59,580 --> 00:03:05,880 to talk about the direction of the light source,  just after we have talked about the power and the   29 00:03:05,880 --> 00:03:13,320 softness. the direction means *a lot* in lighting, for  example now we have placed our light in a rather   30 00:03:13,320 --> 00:03:20,760 frontal way and thus we have flattened the image  quite a bit, more often than not we don't want it,   31 00:03:20,760 --> 00:03:26,100 we don't want to flatten our stuff. by moving  it off to the side we make sure that the light   32 00:03:26,100 --> 00:03:32,220 is now splitting the object, so it got the much  needed contrast between brightly lit and shadowy   33 00:03:32,220 --> 00:03:37,980 sides that is already in the zone of sculpting  shape with light compared to more frontal light.   34 00:03:39,600 --> 00:03:45,840 so key light that comes in from the side is  already more dynamic in how it creates the   35 00:03:45,840 --> 00:03:52,260 shape and reveals the depth of the minerals and  the stuff around it, it can be placed overhead   36 00:03:52,260 --> 00:03:59,220 for the top light or moved to the side or maybe  you can place it directly on the opposite side   37 00:03:59,220 --> 00:04:05,640 in relationship to the camera so it's now  technically a backlight even though it's a   38 00:04:05,640 --> 00:04:11,820 key light, our main dominant light that still  creates most of the form and definition in the   39 00:04:11,820 --> 00:04:17,040 scene and actually with this particular  light placement we now shoot in shadows.   40 00:04:17,040 --> 00:04:24,060 we shoot in into shadow side and that is called  upstage lighting or reverse key lighting and if   41 00:04:24,060 --> 00:04:27,840 there is one little thing that we can do  to make our scenes more cinematic right   42 00:04:27,840 --> 00:04:34,740 away, is... uh shooting into shadows. as simple as  drawing the line and placing the key light on   43 00:04:34,740 --> 00:04:40,440 the opposite side from the camera, so now even  though this scene lacks any kind of fill... uh... we   44 00:04:40,440 --> 00:04:46,080 can appreciate the transition between light and  shadow and all the shadows actually falling in   45 00:04:46,080 --> 00:04:51,600 in the direction of the camera which makes it  look three-dimensional and great and cinematic,   46 00:04:52,500 --> 00:04:57,540 actually to prove this point in a fun way let's  select the camera and the key light and pivot   47 00:04:57,540 --> 00:05:03,960 it around our minerals and funny enough we can  tell that by keeping the camera on the opposite   48 00:05:03,960 --> 00:05:12,660 side of our key light we make sure that there  is no flattening going on it, it becomes hilariously   49 00:05:12,660 --> 00:05:17,940 hard to screw it up, right? :) it still feels pretty  three-dimensional due to the key light position. 50 00:05:21,120 --> 00:05:26,700 to recap the placement of the key light, it's  actually super important to consider to what   51 00:05:26,700 --> 00:05:32,340 extent does it actually help you to model the  shape and dimension of your subject when it's   52 00:05:32,340 --> 00:05:39,000 placed on the camera side, when it's, let's say,  kind of frontal or does it make more sense from   53 00:05:39,000 --> 00:05:44,640 the cinematic standpoint to highlight the shape  and the object to actually push our key light to   54 00:05:44,640 --> 00:05:51,480 the opposite side of the scene, so we shoot into  the shadow side as it makes the light and shadow   55 00:05:51,480 --> 00:05:57,480 play much more dynamic and nine times out of ten  at least in my opinion the reverse key lighting   56 00:05:57,480 --> 00:06:03,960 or the upstage lighting is much more cinematic in  terms of revealing the form of the object indeed.   57 00:06:05,760 --> 00:06:11,880 not to take away anything from the more frontal  light projections, but undeniably they are a little   58 00:06:11,880 --> 00:06:19,560 bit flat sometimes and it's good when you need  such flatness for whatever purposes, but if your   59 00:06:19,560 --> 00:06:26,280 goal as a 3D cinematographer as it happens is to  enhance the depth and enhance the dimension, that   60 00:06:26,280 --> 00:06:34,140 makes the reverse key lighting a no-brainer in my  opinion. it works with the hard lights as well, it   61 00:06:34,140 --> 00:06:39,480 doesn't really matter, the overall direction from  which the light hits the object matters the most   62 00:06:39,480 --> 00:06:49,200 here. the same principle would be the right word  applies here, not the hard-coded rule and if it   63 00:06:49,200 --> 00:06:55,260 was the rule it could be broken, but the principle.  the fronty light has usually less dimension than   64 00:06:55,260 --> 00:07:00,900 the side light or any other combination of the  light hitting the object at an angle and of course   65 00:07:00,900 --> 00:07:06,420 it's all relative to the camera position so if  the camera switched sides the light should jump   66 00:07:06,420 --> 00:07:12,900 to the other... other side of the scene as well  to maintain the reverse key lighting. so that I   67 00:07:12,900 --> 00:07:19,080 think could be a key takeaway, no pun intended, for  choosing the direction of your main light source. 9351

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