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These are the user uploaded subtitles that are being translated: 1 00:00:00,420 --> 00:00:05,040 Right now our key light is mainly  represented by a pretty large and 2 00:00:05,040 --> 00:00:09,660 soft source, but that doesn't mean that we  cannot throw in some directionality into 3 00:00:09,660 --> 00:00:16,320 it by making use of a much smaller pinpoint  light source for extra glints and highlights. 4 00:00:18,300 --> 00:00:24,420 so again this is our nice soft and big light  source that is responsible for 90% of the image 5 00:00:25,320 --> 00:00:32,220 for all the shapes and forms that we see and I  will move it to its own collection by pressing the 6 00:00:32,220 --> 00:00:40,080 M key, the collection will be called light_01  now I will right click and duplicate this light 7 00:00:40,080 --> 00:00:47,400 source, hit S and make it much smaller, M to move  it to its own collection called light_02, 8 00:00:47,400 --> 00:00:56,340 this will be the extra component of our  key light. thinking about it, it will also serve 9 00:00:56,340 --> 00:01:00,960 the function of the hair light simultaneously  using the three-point lighting terminology, 10 00:01:01,680 --> 00:01:06,900 we will talk about three point lighting later on,  let's just mention that three-point lighting is a 11 00:01:06,900 --> 00:01:12,180 fairly popular method for Illuminating a subject  with light sources from three distinct positions, 12 00:01:12,180 --> 00:01:18,240 the three types of lights are key, fill and  backlight, the key light is usually the brightest 13 00:01:18,240 --> 00:01:23,340 light placed slightly off to the side to provide  most important part of the lighting to our subject 14 00:01:23,340 --> 00:01:30,900 revealing its form and dimension, the fill light  to illuminate the shadow side and the backlight, 15 00:01:30,900 --> 00:01:36,120 it's also called the hair light or the rim light,  is used to pop the subject out of the background 16 00:01:36,120 --> 00:01:41,700 for a slightly more three-dimensional look. as  we've said this scheme is fairly popular in cinema 17 00:01:41,700 --> 00:01:46,920 photography and CG lighting so we'll be referring  to it from time to time throughout this course. 18 00:01:48,360 --> 00:01:53,160 so getting back to the second light we have just  added, it's the secondary key light, but at the 19 00:01:53,160 --> 00:01:59,280 same time it's the backlight that adds some extra  separation to the objects in our 3D scene, so it 20 00:01:59,280 --> 00:02:06,120 kind of fulfills both of these functions, I mean  its main purpose will be to highlight the finer 21 00:02:06,120 --> 00:02:13,020 details in the silhouette as well as the... glossier  parts of the material. to add some extra separation 22 00:02:13,020 --> 00:02:18,900 with the main light it can be slightly warmer and  by all means it shouldn't be stronger than our 23 00:02:18,900 --> 00:02:25,980 main, think of it as a supplementary touch, as just  a little bit of glint on top of our main softness. 24 00:02:27,600 --> 00:02:33,900 so something like that... it can be slightly  more focused in terms of the beam shape spread, 25 00:02:36,480 --> 00:02:39,780 something like 70 degrees looks good to me 26 00:02:41,460 --> 00:02:46,920 what I love about the smaller and harsher light  sources that they are good at capturing detail, 27 00:02:47,820 --> 00:02:52,380 something that the bigger and softer  light sources don't necessarily achieve. 28 00:02:53,820 --> 00:02:57,900 and now as a quick detour, let's quickly  visit the Cycles render settings 29 00:02:59,160 --> 00:03:04,200 untick the noise threshold and just  input some value into the samples, like 30 00:03:04,200 --> 00:03:13,200 128 samples in both render and viewport and  also let's activate the denoiser. if there is 31 00:03:13,200 --> 00:03:18,240 one feature that was a total game changer  in Cycles rendering that's the denoising. 32 00:03:20,400 --> 00:03:25,380 a quick reminder that the options found here in the  denoise settings will be dependent on the graphics 33 00:03:25,380 --> 00:03:32,520 card and that while they give slightly different  results, any option is better than none, so don't 34 00:03:32,520 --> 00:03:40,320 worry, just select whatever you like. now that's a  fantastic advice :)) like, select anything you want (!) but 35 00:03:40,320 --> 00:03:49,140 really, OptiX is just as good as Open Image denoise, it is insane how smooth the rendering process gets 36 00:03:49,140 --> 00:03:55,620 with the use of denoising, I'm not even talking  about the viewport, in my opinion that just brings 37 00:03:55,620 --> 00:04:01,500 the dream of the real... real-time light transport  and real-time path tracing much much closer. 38 00:04:03,480 --> 00:04:07,260 so let's keep it activated, denoising I mean. 39 00:04:10,680 --> 00:04:16,800 it has its own minor performance price though,  without denoising it's generally a little bit more 40 00:04:16,800 --> 00:04:23,340 responsive, the viewport I mean, with denoising the  overall effect is smoother but the lag is still 41 00:04:23,340 --> 00:04:32,520 there. all right, so here we created the compound  light source. we can think about it as just one 42 00:04:32,520 --> 00:04:38,760 big key light with just a little nuance, a little  hint created by this smaller, sharper... sharper 43 00:04:38,760 --> 00:04:45,300 source embedded into it. the smaller light in this  context is just complementary to... to the main one 44 00:04:46,260 --> 00:04:49,020 I think it's the most productive  way of thinking about it. 45 00:04:50,100 --> 00:04:55,860 now here's how we can do quick comparisons to  track our progress. what I'll do is set up two 46 00:04:55,860 --> 00:05:01,740 renders, with and without that second light. so  let's toggle it off in the outliner temporarily, 47 00:05:03,180 --> 00:05:08,760 okay before gaming is a quick render allow me  to visit the Blender settings, the preferences 48 00:05:08,760 --> 00:05:14,280 I mean and in the user interface let's make  sure that within the temporary editors tab 49 00:05:14,280 --> 00:05:20,520 the render in drop down menu, the image editor is  selected, it is a matter of personal preference 50 00:05:20,520 --> 00:05:25,260 obviously, but personally I prefer to see  the results in the Blender user interface 51 00:05:25,260 --> 00:05:29,820 when I hit the render button, without 3DSmaxing it with a bunch of new windows ;) 52 00:05:31,080 --> 00:05:38,280 all right so we have rendered the 1080p  image, now we can make a quick comparison. 53 00:05:38,280 --> 00:05:44,220 I'm switching to the second slot in the  image editor and activating the second 54 00:05:44,220 --> 00:05:51,840 light component and hitting F12. that's a nice  way of comparing before and after by switching 55 00:05:51,840 --> 00:05:58,620 back and forth between the slots, we can do  it with using the number keys, one, two, one 56 00:05:58,620 --> 00:06:06,120 two... see the glossy highlights popped out and being  extracted by the secondary light source. good job! 57 00:06:08,400 --> 00:06:10,200 let's check a quick before and after. 58 00:06:11,760 --> 00:06:18,540 this is our extra light added into the mix so it's  worth recapping a few crucial points. first of all 59 00:06:18,540 --> 00:06:25,080 our light hits the object from behind so to speak,  this seemingly innocent creative choice makes all 60 00:06:25,080 --> 00:06:31,560 the shadows fall in our direction so effectively  we now shoot in... into shadows, in other words the 61 00:06:31,560 --> 00:06:38,100 camera is always standing on the shadow side,  this is called the reverse key lighting or the 62 00:06:38,100 --> 00:06:44,280 upstage lighting. the other thing definitely worth  mentioning is that our light source is brought in 63 00:06:44,280 --> 00:06:51,660 very close to the subject, to the scene and so  we can marvel at the light falloff effect. that 64 00:06:51,660 --> 00:06:58,740 is simply put aesthetically pleasing. well, we  could have placed our light to the right or to 65 00:06:58,740 --> 00:07:04,680 the left as long as it's on the opposite side  from the camera, it would still be the reverse 66 00:07:04,680 --> 00:07:09,780 key lighting and we would still have some  kind of a fill coming in from the camera side. 67 00:07:10,440 --> 00:07:14,940 so far it is a really balanced, really  three-dimensional light setup, I love it! 8827

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