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These are the user uploaded subtitles that are being translated: 1 00:00:00,360 --> 00:00:05,880 So the main pillars of our lighting formula  have already been put into place, now we can   2 00:00:05,880 --> 00:00:11,520 play with the details. how about spicing it all  up with some dust particles, such atmospheric   3 00:00:11,520 --> 00:00:16,620 enhancements to our lighting setup is the  perfect opportunity to enhance the sense of   4 00:00:16,620 --> 00:00:23,280 place that we try to recreate on onset, to add  the markers of authenticity and believability,   5 00:00:23,280 --> 00:00:29,700 which is as important in CG graphics is if not  more important than in classical cinematography,   6 00:00:31,500 --> 00:00:37,260 before we pepper up our beautiful sunbeams with  dust, I think I'll toggle off the visibility of   7 00:00:37,260 --> 00:00:42,000 the fog layer to make it slightly more  performant in terms of viewport speed.   8 00:00:43,020 --> 00:00:49,620 so I've added a new collection called dust, now  I'm going to teleport to one of the project files   9 00:00:49,620 --> 00:00:55,440 included with the course, namely the .blend  file with the dust effect, here we can see a   10 00:00:55,440 --> 00:01:00,960 classical dust imitation technique implemented, a  particle texture applied to material transparency,   11 00:01:01,860 --> 00:01:07,440 what we can do without diving deep into its  material settings is just select the plane,   12 00:01:07,980 --> 00:01:15,480 it is a one polygon plane indeed, so with the  plane being selected, now Ctrl C, copy objects,   13 00:01:15,480 --> 00:01:20,160 navigate back to our gorgeous mineral  scene and then Ctrl V to paste it.   14 00:01:21,960 --> 00:01:27,660 now if everything went right, the transparency  should show up in both the material preview and   15 00:01:27,660 --> 00:01:34,500 rendered modes, what I'll try to do with this fake  particle sprite now is put in such way so it falls   16 00:01:34,500 --> 00:01:40,860 right into focus, so the viewer can technically  appreciate the intricacies of this thing, for the   17 00:01:40,860 --> 00:01:46,080 convenience his sake I have switched temporarily  to the material preview mode to work in real time   18 00:01:47,040 --> 00:01:50,400 and so it feels like it should be in focus now. 19 00:01:52,620 --> 00:01:58,800 as for the shader it's nothing more than the alpha  texture applied to a plane, really and some neutral   20 00:01:58,800 --> 00:02:04,800 colored emission that probably shouldn't go  over the top, it is meant as a fairly subtle   21 00:02:04,800 --> 00:02:11,220 effect to sell the sunshine that passes through  the particles passing through the air, like every   22 00:02:11,220 --> 00:02:16,620 other such effect it shouldn't jump straight  in our faces, it should be used in a minimal way.   23 00:02:17,340 --> 00:02:23,520 I think what I'll do is turn down the emission  strength considerably, so it's barely visible, but   24 00:02:23,520 --> 00:02:29,220 still visible, you know what I mean and I will also  Infuse some peachiness into the emission tint to   25 00:02:29,220 --> 00:02:35,700 make it look like it's illuminated by our sun lamp  indeed which has this warmer property to its color,   26 00:02:36,600 --> 00:02:42,720 I think it's still a little bit too crude, I  will reduce the emission strength furthermore,   27 00:02:43,500 --> 00:02:48,720 now it looks to me like it could help us indeed  to sell the effect of the sun beams passing   28 00:02:48,720 --> 00:02:56,220 through the denser air, that's good, maybe we can  press Shift D a few times to create a few layers   29 00:02:56,220 --> 00:03:02,040 of dust to make it more three-dimensional, let's  say, one placed in the backdrop and the other one   30 00:03:02,040 --> 00:03:09,840 barely touching the lens so we see the nice out  of focus circles of bokeh, cool! so Shift D again,   31 00:03:11,040 --> 00:03:16,920 that is the third dust plane that we have  created, I wonder, can you see these blurred   32 00:03:16,920 --> 00:03:22,500 highlights that look almost like the lens dirt?  I think the aberrations like that is such a nice   33 00:03:22,500 --> 00:03:29,520 touch both in terms of selling the atmosphere  and just for its aesthetic pleasure. it reminds   34 00:03:29,520 --> 00:03:35,460 me of real photography where you capture such  things even if you don't want it, sometimes it   35 00:03:35,460 --> 00:03:42,180 just happens naturally and we have to simulate  it all from scratch :) it is not fair, not fair! :)   36 00:03:43,920 --> 00:03:49,440 to remove the anamorphic squeeze feel free to  reset the aperture ratio to 1, but personally   37 00:03:49,440 --> 00:03:54,660 I adore the horizontal squeeze effect of  the out of focus elements, it gives away   38 00:03:54,660 --> 00:04:00,660 the cinematic vibe by association with the real  anamorphic lenses, it's just beautiful I think.   39 00:04:01,380 --> 00:04:06,240 so let's keep it anamorphic and turn  back the fog layer on while we are on it.   40 00:04:07,980 --> 00:04:12,480 it is fair to say that one of the functions  of lighting is to enhance the sense of place   41 00:04:12,480 --> 00:04:18,900 to help sell the location's believability by  adding those small and not so small details.   42 00:04:20,580 --> 00:04:27,300 unfortunately for us 3D lighting gaffers, there  is a performance cost associated with stacking   43 00:04:27,300 --> 00:04:34,020 layers on top of layers on top of layers. the more  volumetric we go in terms of adding fog and the   44 00:04:34,020 --> 00:04:39,540 more transparency layers we stack, the harder it  becomes for Cycles to render, so if you feel that   45 00:04:39,540 --> 00:04:45,180 at this point your computer started struggling  with it, feel free to toggle some layers off   46 00:04:45,180 --> 00:04:51,360 temporarily. for example the haze layer, then when  needed you'll toggle it back on just for a second,   47 00:04:51,360 --> 00:04:57,060 have a look, toggle it back off until the final  render where you enable all bells and whistles. 6462

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