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These are the user uploaded subtitles that are being translated: 1 00:00:00,840 --> 00:00:02,940 And now it's time for a quick digression.   2 00:00:04,320 --> 00:00:09,240 from my experience and the way I work, in every  lighting project there comes a point when the   3 00:00:09,240 --> 00:00:15,120 basic light scheme is pretty much nailed for  the most part and you know it's good and you   4 00:00:15,120 --> 00:00:22,380 are satisfied with it, everything works together  just fine, from there it makes sense to change the   5 00:00:22,380 --> 00:00:27,600 perspective and give some love to materials  before getting down to the lighting details.   6 00:00:27,600 --> 00:00:32,580 materials in computer graphics dictates the  way the light rays bounce off or travel through   7 00:00:32,580 --> 00:00:36,780 surfaces and the influence of shaders on  the overall look cannot be overestimated,   8 00:00:36,780 --> 00:00:43,080 so in these of topics subplot I guess we can try  enhancing our materials with the subsurface-like   9 00:00:43,080 --> 00:00:48,240 transport effect and spend a few minutes casually  talking about material properties in general. 10 00:00:50,340 --> 00:00:55,980 so we have strategically placed our key light  behind the subject, now what if we allowed some   11 00:00:55,980 --> 00:01:00,480 part of this light to actually penetrate  the translucent surface of this object and   12 00:01:00,480 --> 00:01:06,180 exit at some different point? I'm talking  about the subsurface scattering effect or   13 00:01:06,180 --> 00:01:12,300 subsurface slide transport as it's called  sometimes. as we have mentioned already, by   14 00:01:12,300 --> 00:01:17,880 default this effect was disabled in our demo  scene, what we can do now is strike it back on   15 00:01:18,720 --> 00:01:25,140 by reconnecting the loose dot that you can find  in the shader editor back into the subsurface   16 00:01:25,140 --> 00:01:29,940 scattering slot. doing that will open the way  for some really intriguing lighting calculations.   17 00:01:31,620 --> 00:01:34,920 what we need to do is select our main mineral 18 00:01:37,140 --> 00:01:43,140 open the shader editor in the top window,  you can press Shift F3 if you want to   19 00:01:43,140 --> 00:01:49,260 do it via shortcut, there you will find our  principal bsdf shader with a subsurface socket   20 00:01:50,100 --> 00:01:56,880 and the loose dot that needs to be dragged onto  this socket. subsurface scattering simulates   21 00:01:56,880 --> 00:02:03,480 semi-translucent objects in which light rays enter, bounce around then exit in a different place. aside   22 00:02:03,480 --> 00:02:09,060 from the sub surface slider that controls the  amount of the effect, there is the subsurface   23 00:02:09,060 --> 00:02:14,580 radius drop down menu where you can control  the coloring or the tint of the effect. there   24 00:02:14,580 --> 00:02:19,500 are three channels there, red, green and blue and  you can tweak each one separately. for example you   25 00:02:19,500 --> 00:02:25,740 can tweak the red one to increase or decrease  the amount of red light scattered around. so   26 00:02:25,740 --> 00:02:32,220 yeah basically that's how you give this mineral a  sapphire, ruby or whatever else tint. aside from the   27 00:02:32,220 --> 00:02:38,340 subsurface radius there is one more parameter that  allows us to tint the the subsurface scattering   28 00:02:38,340 --> 00:02:44,340 effect which is subsurface color, but I find it  slightly hard to achieve really saturated colors,   29 00:02:44,340 --> 00:02:51,300 it's a little bit unpredictable, so that's why  I resorted to use the subsurface radius instead.  30 00:02:52,020 --> 00:02:56,880 now let's quickly explore the nodes  that would go into the subsurface slot. 31 00:02:59,940 --> 00:03:03,360 I'm going to Ctrl Shift Click to preview this node alone   32 00:03:04,020 --> 00:03:10,380 and basically there is the color ramp that  receives the original diffuse texture then   33 00:03:10,380 --> 00:03:15,480 makes it black and white and adjusts the  contrast of it, the brighter the color the   34 00:03:15,480 --> 00:03:23,280 more scattering and vice versa. now Ctrl Shift  back onto the principled bsdf... okay... so it's a   35 00:03:23,280 --> 00:03:28,320 mechanism of tweaking the variable surface  scattering, then we should just grab the loose   36 00:03:28,320 --> 00:03:34,140 dot and hook it up into the subsurface input  and we should be good to go! the contrast can   37 00:03:34,140 --> 00:03:40,560 be tweaked by moving the flags closer to each  other within the color ramp node and the power   38 00:03:40,560 --> 00:03:48,240 of the effect can be tweaked by adjusting the...  the tone or the value of these flags, for example   39 00:03:48,240 --> 00:03:55,440 by making it darker you will reduce the amount of  scattering. so one mineral done, a few more to go.   40 00:03:56,940 --> 00:04:03,120 I will go through every object one by one really  quickly except the table, so let's select this   41 00:04:03,120 --> 00:04:08,760 stone in the background, click on the dot and  connect it to the subsurface input. now do the   42 00:04:08,760 --> 00:04:14,700 same with this one and the one in the foreground  has no subsurface scattering so no need to touch it.   43 00:04:16,140 --> 00:04:25,500 here's how it looked before and after subsurface  scattering applied. once again the position of our   44 00:04:25,500 --> 00:04:31,260 main light complements the subsurface scattering  effect *so much* because not only the shadows fall   45 00:04:31,260 --> 00:04:37,980 in the direction of the camera and the reflections  go in that direction as well but... the light... uh   46 00:04:37,980 --> 00:04:44,760 scattered through this stone also exits in the  direction of the camera if that makes sense and   47 00:04:44,760 --> 00:04:51,360 it all clicks because of the position of the  key light in the reverse key manner. cool, right? :)   48 00:04:53,040 --> 00:04:59,400 now while we are reviewing our materials, let's  go through other properties of our principle bsdf   49 00:04:59,400 --> 00:05:06,120 shader just in case. what else do we have here  that can be controlled? we have this specular   50 00:05:06,120 --> 00:05:13,440 slider that controls the amount of reflections.  that can play a major role in how the object   51 00:05:13,440 --> 00:05:19,560 would look under certain lighting conditions.  how many glossy rays in Cycles does it reflect,   52 00:05:20,280 --> 00:05:27,540 that could be important. and the other really  crucial thing is how glossy is it or how diffuse   53 00:05:27,540 --> 00:05:33,660 is it on the other end of the spectrum. we have  yet another color ramp here for controlling the   54 00:05:33,660 --> 00:05:39,960 glossiness or roughness, which is the same  thing but inverted. you can play with the   55 00:05:39,960 --> 00:05:44,580 position of the flags to make the certain  portions of the object look wet for example, 56 00:05:45,840 --> 00:05:51,660 let's disconnect this texture from the roughness  input for for a second... so basically the low   57 00:05:51,660 --> 00:05:57,840 roughness means that the object is super glossy,  surprise (!) and the higher roughness brings it   58 00:05:57,840 --> 00:06:04,500 closer to the perfect diffused look. with the  color ramp implemented we achieve a so-called   59 00:06:04,500 --> 00:06:10,260 variable roughness, meaning that these certain  portions of the object reflect the light in a   60 00:06:10,260 --> 00:06:16,320 more glossy manner while the other are way more  dull. the details like that may not seem like a   61 00:06:16,320 --> 00:06:22,320 big deal, but what is lighting in 3D if it's not  interactions between the emissive surfaces and the   62 00:06:22,320 --> 00:06:28,200 materials basically. so here comes the variable  roughness color ramp, Ctrl Shift to preview,   63 00:06:30,060 --> 00:06:36,660 dark means glossy or even mirror-like if it's  black bright means rough and diffuse and then   64 00:06:36,660 --> 00:06:42,180 control the contrast via the flags within  the color ramp. okay, Shift click on the main   65 00:06:42,180 --> 00:06:48,660 material... what else do we have here? the object  can be metallic if the metallic slider is pushed   66 00:06:48,660 --> 00:06:55,920 all the way to the right, or it can be a perfect  dielectric material if the slider is set to 0. 67 00:06:57,300 --> 00:07:02,040 lastly if you feel like turning this object  into a diamond, feel free to experiment with   68 00:07:02,040 --> 00:07:07,320 the transmission slider that controls the  object translucency, how much light passes   69 00:07:07,320 --> 00:07:11,820 through the object, it works similar to  subsurface scattering but in a slightly   70 00:07:11,820 --> 00:07:18,060 different manner, it doesn't necessarily scatters  the light around, it lets the light pass through   71 00:07:18,060 --> 00:07:24,240 just like glass. as they say, not everything is  made of clay and transmission shows just that. 72 00:07:27,120 --> 00:07:32,220 the transmission roughness controls how  clear is the object transparency, at the   73 00:07:32,220 --> 00:07:37,440 higher values it can make the interior  or volume portion of the mesh seem murky,   74 00:07:37,980 --> 00:07:44,820 that's what it does. aside from that there is  a good old Albedo texture or a diffuse texture   75 00:07:44,820 --> 00:07:52,620 at play that adds the base color to the object.  Ctrl Shift click to preview it really quickly...   76 00:07:54,300 --> 00:08:00,120 that is the base color of the object that affects  among the other things how much light bounces off   77 00:08:00,120 --> 00:08:06,540 that object. so there was a quick rundown of the  properties of the mineral shader, principled bsdf   78 00:08:06,540 --> 00:08:12,060 that can be tweaked alongside the subsurface  scattering, I tried to keep the material fairly   79 00:08:12,060 --> 00:08:17,820 generic and fairly well balanced for the tutorial  though, it has a little bit of everything, it's not   80 00:08:17,820 --> 00:08:24,420 a super super glossy nor super rough, it has some  subsurface scattering, it has some color but not   81 00:08:24,420 --> 00:08:31,920 overwhelming amount of saturation in it. so that  was a quick digression to bring the material and   82 00:08:31,920 --> 00:08:38,220 lighting interaction to the foreground for a  second. that is important for 3D lighting. now   83 00:08:38,220 --> 00:08:42,480 with that in mind and with the added beauty  of subsurface scattering letting sunlight   84 00:08:42,480 --> 00:08:48,720 bounce around the object, let us return to our  cinematic lighting setup and keep upgrading it. 11437

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