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Probably the last enhancement on our bucket
list of cinematic lighting enhancements for
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today is lens flares, the lens flare occurs when
the hard light bounces around the lens barrel,
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it is considered by some cinematographers as
a mistake even and others adore it, for us CG
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makers it's a nice way to balance out the image
so it doesn't feel overly sharp, not to mention
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that it unifies the composition together and adds
that authenticity and grittiness to the image, the
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kind of grittiness that helps to ground our CG
lighting elements in some photographic truth.
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we will explore the technique that doesn't involve
any third-party add-ons for Blender, but that being
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said there are some awesome lens flares add-ons
that you can find on Blender Market that may help
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you to recreate this beautiful optical light
aberration within the lens, so the paid add-on
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path is definitely worth considering if you want
to have access to the ready-made presets and
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stuff like that and meanwhile we will simulate
this awesome photographic phenomenon using the
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vanilla Blender tools. without a further delay I'm
gonna navigate to one of the project files, one of
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the .blend files with a lens flare effect and
in just a moment I will copy paste it into our
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mineral scene and it will probably look gorgeous
right out of the box, but first let's see how the
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shader is set up. here's a trick for achieving the
non-occluding additive effects such as flame or
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lens flares for that matter, what we do is *add* two shaders together, like emission and transparent
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bsdfs here using the add shade node in Cycles. this
makes the material look like pure emission without
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actually occluding anything. all right so Ctrl C,
copy objects... jumping right back into our scene
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and after creating a new collection obviously
named flares_01 I'm gonna
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paste the flare, so Ctrl V... but the question
is where should it be located in this scene?
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again the excess optical aberration such
as lens flare occurs right inside the lens
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barrel when hard light and resides and bounces
around unpredictably, in other words it happens
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right near the sensor. of course this presumption
like any other rule in computer graphics can be
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broken, but generally we would want this lens flare
object to sit right on top of our camera object.
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so I'm selecting the lens then shift click on
the camera, Ctrl C and copying out its location
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and rotation. so the plane with our lens flare
occupies the same position in space as the camera
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sensor... and then we can press G and Z two times
to move it back and forth alongside its local
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z-axis, this is the easier way to slide it back
and forth to control the proximity to the sensor.
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what we can do then is flood the entire top
portion of the screen with this anamorphic
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streak by scaling it up and it's up to you
whether you want a soft glow or a totally
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overpowering cinematic lens flare JJ Abram's
style. well, some cinematographers and 3D artists
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for that matter like to keep the picture as
pristine and digital and clinical as possible
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without mistakes or artifacts like lens flares,
but chances are maybe you are from the other camp :)
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all right because I want to give it a certain tint
I'm adding the mix node in between the lens flare
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texture and the emission shader and what I'm doing
here is multiplying the lens flare texture by this
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orangey color or if you wish so, you can... you can
make it a classic blue anamorphic sci-fi streak :)
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personally I... I don't want to mess with the
warmer color palette of this image, so I
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will probably keep it yellowish-orangish, I think
this optical aberration really helps to unify the
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lighting in our scene somehow, it not only tames
the contrast and brings all colors together a
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little bit, it also... how should I put it... helps us
to tap into the photographic truth behind the
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image formation, the gorgeous light flood artifact
is not only aesthetically pleasing at least in my
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opinion, it also connotes the real construction
of the lens elements, you know that there are
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some sophisticated lens elements stacked into
layers letting the light bounce around it, this
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suggestion alone that there are bigger picture at
play adds a much needed depth into our CG lighting
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formula and the presence of such layers of
depth is just cinematic. all right, awesome!
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that's so that was the last minute addition to our
bucket list of cinematic lighting techniques for
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rendering any kind of still lives and object
shots, now it's time to go through the render
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settings, render this thing out and then recap the
steps that we have taken throughout this tutorial.
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