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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,180 --> 00:00:06,480 The next box in our cinematic lighting checklist  is adding atmospheric haze. haze is a really   2 00:00:06,480 --> 00:00:10,620 powerful tool that cinematographers  use in movies to tame the dynamic   3 00:00:10,620 --> 00:00:16,920 range, to soften up the contrast, to make the  light beams visible alongside other things,   4 00:00:17,580 --> 00:00:22,320 in order to haze this environment first  thing that we need to do is obviously add   5 00:00:22,320 --> 00:00:30,360 a new collection, name it fog_01 and  then we'll need some kind of a box, a container,   6 00:00:30,360 --> 00:00:36,420 I'm gonna add a cube, scale it up so it  encompasses all the objects within the   7 00:00:36,420 --> 00:00:41,460 scene, it's a shame it blocks the view entirely,  so I'm going to jump into the object properties   8 00:00:41,460 --> 00:00:48,780 menu and in the display drop down select bounds.  then it's a matter of setting up a new material, 9 00:00:51,360 --> 00:00:58,260 which will actually be the volume material.  let's get into the shader editor first, then   10 00:00:58,260 --> 00:01:05,160 delete the default principled bsdf, go Shift A,  Shader and add the principled volume shader,   11 00:01:06,300 --> 00:01:13,380 plug it right here all the way and lower the  density considerably. we just need to fill our  12 00:01:13,380 --> 00:01:19,800 room up with haze ever so slightly, so I think  the density could be pretty low something like   13 00:01:19,800 --> 00:01:28,380 0.1 or 0.05 even, I'm just looking for this kind of  ethereal glow rather than the Silent Hill fog. okay   14 00:01:28,380 --> 00:01:34,920 the anisotropy value controls this scattering  of the volume material, it is pretty hard to put   15 00:01:34,920 --> 00:01:40,980 in words, we'll have a look at a few examples  later on, let's crank up the density all the   16 00:01:40,980 --> 00:01:47,340 way to 0.2 to make the anisotropy effect visible.  thinking about it, I would put it like that and   17 00:01:47,340 --> 00:01:53,880 I'm not sure how precise is this explanation  of anisotropy and what's actually going on, but   18 00:01:53,880 --> 00:02:00,060 I feel that the higher anisotropy values kind  of shift the scattering of the volume shader   19 00:02:00,060 --> 00:02:07,500 towards the... the light source, let's say at 0 it's a totally uniform scattering and at 0.75   20 00:02:07,500 --> 00:02:15,240 and higher we start to see how it shifts towards  our area light here. and at the negative values   21 00:02:15,240 --> 00:02:21,240 it kind of moves it away from the light source, I  know this explanation may sound a little bit murky, hehe :)) 22 00:02:22,560 --> 00:02:29,280 in theory the higher anisotropy values might look  like smoke and steam while the lower, even negative   23 00:02:29,280 --> 00:02:35,280 anisotropy values may look like dust, the best way  to know it is to play with it yourself I guess.   24 00:02:35,880 --> 00:02:45,600 I'm setting the density back to 0.05 or even  lower than that... yeah, I think that... that looks good. 25 00:02:49,440 --> 00:02:54,480 is this kind of enhancement to the depth and  overall dimension of the scene that allows   26 00:02:54,480 --> 00:03:00,840 the foreground objects to pop out, it sets up  different tiers of contrast throughout the   27 00:03:00,840 --> 00:03:06,720 scene, here we have a dark foreground and then a  still pretty high contrast within the mid-ground   28 00:03:06,720 --> 00:03:14,220 figure which is our mineral pack, then a totally  washed out backdrop which has a relatively low   29 00:03:14,220 --> 00:03:21,180 contrast in between the shaded and lit areas. the  mid-ground contrast ratio is much more abrupt,   30 00:03:21,180 --> 00:03:26,940 it just naturally makes this object closer to  the camera stand out just due to the contrast   31 00:03:26,940 --> 00:03:33,780 levels, that's probably one of the major things  about this image. and there is something very   32 00:03:33,780 --> 00:03:40,080 prominently cinematic about this combination of  the extra depth and dimension created by the haze   33 00:03:40,080 --> 00:03:47,280 and at the same time, the actual extra readability  of the center of interest, that is a powerful stuff. 34 00:03:49,380 --> 00:03:54,300 and of course with the harder light sources  like our sunshine it allows us to see the   35 00:03:54,300 --> 00:04:02,760 beam, to see *the beamage* or *beaminess* that  is also called light shafts and god rays.   36 00:04:02,760 --> 00:04:07,680 nice beautiful rays of sunshine that give  texture to the volume or space we are in.   37 00:04:09,240 --> 00:04:16,260 so that was atmospheric haze, one more component  of our cinematic lighting formula. what's next? 5087

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