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Right now our key light is mainly
represented by a pretty large and
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soft source, but that doesn't mean that we
cannot throw in some directionality into
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it by making use of a much smaller pinpoint
light source for extra glints and highlights.
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so again this is our nice soft and big light
source that is responsible for 90% of the image
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for all the shapes and forms that we see and I
will move it to its own collection by pressing the
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M key, the collection will be called light_01
now I will right click and duplicate this light
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source, hit S and make it much smaller, M to move
it to its own collection called light_02,
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this will be the extra component of our
key light. thinking about it, it will also serve
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the function of the hair light simultaneously
using the three-point lighting terminology,
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we will talk about three point lighting later on,
let's just mention that three-point lighting is a
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fairly popular method for Illuminating a subject
with light sources from three distinct positions,
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the three types of lights are key, fill and
backlight, the key light is usually the brightest
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light placed slightly off to the side to provide
most important part of the lighting to our subject
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revealing its form and dimension, the fill light
to illuminate the shadow side and the backlight,
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it's also called the hair light or the rim light,
is used to pop the subject out of the background
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for a slightly more three-dimensional look. as
we've said this scheme is fairly popular in cinema
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photography and CG lighting so we'll be referring
to it from time to time throughout this course.
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so getting back to the second light we have just
added, it's the secondary key light, but at the
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same time it's the backlight that adds some extra
separation to the objects in our 3D scene, so it
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kind of fulfills both of these functions, I mean
its main purpose will be to highlight the finer
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details in the silhouette as well as the... glossier
parts of the material. to add some extra separation
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with the main light it can be slightly warmer and
by all means it shouldn't be stronger than our
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main, think of it as a supplementary touch, as just
a little bit of glint on top of our main softness.
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so something like that... it can be slightly
more focused in terms of the beam shape spread,
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something like 70 degrees looks good to me
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what I love about the smaller and harsher light
sources that they are good at capturing detail,
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something that the bigger and softer
light sources don't necessarily achieve.
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and now as a quick detour, let's quickly
visit the Cycles render settings
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untick the noise threshold and just
input some value into the samples, like
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128 samples in both render and viewport and
also let's activate the denoiser. if there is
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one feature that was a total game changer
in Cycles rendering that's the denoising.
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a quick reminder that the options found here in the
denoise settings will be dependent on the graphics
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card and that while they give slightly different
results, any option is better than none, so don't
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worry, just select whatever you like. now that's a
fantastic advice :)) like, select anything you want (!) but
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really, OptiX is just as good as Open Image denoise,
it is insane how smooth the rendering process gets
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with the use of denoising, I'm not even talking
about the viewport, in my opinion that just brings
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the dream of the real... real-time light transport
and real-time path tracing much much closer.
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so let's keep it activated, denoising I mean.
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it has its own minor performance price though,
without denoising it's generally a little bit more
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responsive, the viewport I mean, with denoising the
overall effect is smoother but the lag is still
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there. all right, so here we created the compound
light source. we can think about it as just one
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big key light with just a little nuance, a little
hint created by this smaller, sharper... sharper
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source embedded into it. the smaller light in this
context is just complementary to... to the main one
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I think it's the most productive
way of thinking about it.
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now here's how we can do quick comparisons to
track our progress. what I'll do is set up two
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renders, with and without that second light. so
let's toggle it off in the outliner temporarily,
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okay before gaming is a quick render allow me
to visit the Blender settings, the preferences
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I mean and in the user interface let's make
sure that within the temporary editors tab
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the render in drop down menu, the image editor is
selected, it is a matter of personal preference
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obviously, but personally I prefer to see
the results in the Blender user interface
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when I hit the render button, without 3DSmaxing it with a bunch of new windows ;)
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all right so we have rendered the 1080p
image, now we can make a quick comparison.
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I'm switching to the second slot in the
image editor and activating the second
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light component and hitting F12. that's a nice
way of comparing before and after by switching
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back and forth between the slots, we can do
it with using the number keys, one, two, one
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two... see the glossy highlights popped out and being
extracted by the secondary light source. good job!
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let's check a quick before and after.
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this is our extra light added into the mix so it's
worth recapping a few crucial points. first of all
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our light hits the object from behind so to speak,
this seemingly innocent creative choice makes all
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the shadows fall in our direction so effectively
we now shoot in... into shadows, in other words the
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camera is always standing on the shadow side,
this is called the reverse key lighting or the
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upstage lighting. the other thing definitely worth
mentioning is that our light source is brought in
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very close to the subject, to the scene and so
we can marvel at the light falloff effect. that
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is simply put aesthetically pleasing. well, we
could have placed our light to the right or to
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the left as long as it's on the opposite side
from the camera, it would still be the reverse
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key lighting and we would still have some
kind of a fill coming in from the camera side.
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so far it is a really balanced, really
three-dimensional light setup, I love it!
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