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So the main pillars of our lighting formula
have already been put into place, now we can
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play with the details. how about spicing it all
up with some dust particles, such atmospheric
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enhancements to our lighting setup is the
perfect opportunity to enhance the sense of
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place that we try to recreate on onset, to add
the markers of authenticity and believability,
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which is as important in CG graphics is if not
more important than in classical cinematography,
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before we pepper up our beautiful sunbeams with
dust, I think I'll toggle off the visibility of
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the fog layer to make it slightly more
performant in terms of viewport speed.
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so I've added a new collection called dust, now
I'm going to teleport to one of the project files
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included with the course, namely the .blend
file with the dust effect, here we can see a
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classical dust imitation technique implemented, a
particle texture applied to material transparency,
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what we can do without diving deep into its
material settings is just select the plane,
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it is a one polygon plane indeed, so with the
plane being selected, now Ctrl C, copy objects,
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navigate back to our gorgeous mineral
scene and then Ctrl V to paste it.
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now if everything went right, the transparency
should show up in both the material preview and
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rendered modes, what I'll try to do with this fake
particle sprite now is put in such way so it falls
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right into focus, so the viewer can technically
appreciate the intricacies of this thing, for the
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convenience his sake I have switched temporarily
to the material preview mode to work in real time
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and so it feels like it should be in focus now.
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as for the shader it's nothing more than the alpha
texture applied to a plane, really and some neutral
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colored emission that probably shouldn't go
over the top, it is meant as a fairly subtle
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effect to sell the sunshine that passes through
the particles passing through the air, like every
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other such effect it shouldn't jump straight
in our faces, it should be used in a minimal way.
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I think what I'll do is turn down the emission
strength considerably, so it's barely visible, but
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still visible, you know what I mean and I will also
Infuse some peachiness into the emission tint to
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make it look like it's illuminated by our sun lamp
indeed which has this warmer property to its color,
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I think it's still a little bit too crude, I
will reduce the emission strength furthermore,
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now it looks to me like it could help us indeed
to sell the effect of the sun beams passing
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through the denser air, that's good, maybe we can
press Shift D a few times to create a few layers
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of dust to make it more three-dimensional, let's
say, one placed in the backdrop and the other one
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barely touching the lens so we see the nice out
of focus circles of bokeh, cool! so Shift D again,
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that is the third dust plane that we have
created, I wonder, can you see these blurred
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highlights that look almost like the lens dirt?
I think the aberrations like that is such a nice
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touch both in terms of selling the atmosphere
and just for its aesthetic pleasure. it reminds
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me of real photography where you capture such
things even if you don't want it, sometimes it
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just happens naturally and we have to simulate
it all from scratch :) it is not fair, not fair! :)
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to remove the anamorphic squeeze feel free to
reset the aperture ratio to 1, but personally
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I adore the horizontal squeeze effect of
the out of focus elements, it gives away
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the cinematic vibe by association with the real
anamorphic lenses, it's just beautiful I think.
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so let's keep it anamorphic and turn
back the fog layer on while we are on it.
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it is fair to say that one of the functions
of lighting is to enhance the sense of place
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to help sell the location's believability by
adding those small and not so small details.
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unfortunately for us 3D lighting gaffers, there
is a performance cost associated with stacking
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layers on top of layers on top of layers. the more
volumetric we go in terms of adding fog and the
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more transparency layers we stack, the harder it
becomes for Cycles to render, so if you feel that
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at this point your computer started struggling
with it, feel free to toggle some layers off
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temporarily. for example the haze layer, then when
needed you'll toggle it back on just for a second,
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have a look, toggle it back off until the final
render where you enable all bells and whistles.
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