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These are the user uploaded subtitles that are being translated: 1 00:00:00,720 --> 00:00:05,760 Probably the last enhancement on our bucket  list of cinematic lighting enhancements for   2 00:00:05,760 --> 00:00:11,880 today is lens flares, the lens flare occurs when  the hard light bounces around the lens barrel,   3 00:00:11,880 --> 00:00:19,020 it is considered by some cinematographers as  a mistake even and others adore it, for us CG   4 00:00:19,020 --> 00:00:24,540 makers it's a nice way to balance out the image  so it doesn't feel overly sharp, not to mention   5 00:00:24,540 --> 00:00:30,900 that it unifies the composition together and adds  that authenticity and grittiness to the image, the   6 00:00:30,900 --> 00:00:36,600 kind of grittiness that helps to ground our CG  lighting elements in some photographic truth.   7 00:00:37,740 --> 00:00:43,020 we will explore the technique that doesn't involve  any third-party add-ons for Blender, but that being   8 00:00:43,020 --> 00:00:48,480 said there are some awesome lens flares add-ons  that you can find on Blender Market that may help   9 00:00:48,480 --> 00:00:54,720 you to recreate this beautiful optical light  aberration within the lens, so the paid add-on   10 00:00:54,720 --> 00:01:00,600 path is definitely worth considering if you want  to have access to the ready-made presets and   11 00:01:00,600 --> 00:01:06,300 stuff like that and meanwhile we will simulate  this awesome photographic phenomenon using the   12 00:01:06,300 --> 00:01:14,160 vanilla Blender tools. without a further delay I'm  gonna navigate to one of the project files, one of   13 00:01:14,160 --> 00:01:19,740 the .blend files with a lens flare effect and  in just a moment I will copy paste it into our   14 00:01:19,740 --> 00:01:26,280 mineral scene and it will probably look gorgeous  right out of the box, but first let's see how the   15 00:01:26,280 --> 00:01:33,000 shader is set up. here's a trick for achieving the  non-occluding additive effects such as flame or   16 00:01:33,000 --> 00:01:39,720 lens flares for that matter, what we do is *add* two shaders together, like emission and transparent   17 00:01:39,720 --> 00:01:47,220 bsdfs here using the add shade node in Cycles. this  makes the material look like pure emission without   18 00:01:47,220 --> 00:01:56,640 actually occluding anything. all right so Ctrl C,  copy objects... jumping right back into our scene   19 00:01:58,260 --> 00:02:03,780 and after creating a new collection obviously  named flares_01 I'm gonna   20 00:02:03,780 --> 00:02:10,620 paste the flare, so Ctrl V... but the question  is where should it be located in this scene?   21 00:02:11,940 --> 00:02:16,980 again the excess optical aberration such  as lens flare occurs right inside the lens   22 00:02:16,980 --> 00:02:22,740 barrel when hard light and resides and bounces  around unpredictably, in other words it happens   23 00:02:22,740 --> 00:02:29,520 right near the sensor. of course this presumption  like any other rule in computer graphics can be   24 00:02:29,520 --> 00:02:36,300 broken, but generally we would want this lens flare  object to sit right on top of our camera object. 25 00:02:38,340 --> 00:02:44,220 so I'm selecting the lens then shift click on  the camera, Ctrl C and copying out its location   26 00:02:44,220 --> 00:02:52,020 and rotation. so the plane with our lens flare  occupies the same position in space as the camera   27 00:02:52,020 --> 00:02:58,500 sensor... and then we can press G and Z two times  to move it back and forth alongside its local   28 00:02:58,500 --> 00:03:04,440 z-axis, this is the easier way to slide it back  and forth to control the proximity to the sensor.   29 00:03:05,640 --> 00:03:10,680 what we can do then is flood the entire top  portion of the screen with this anamorphic   30 00:03:10,680 --> 00:03:18,360 streak by scaling it up and it's up to you  whether you want a soft glow or a totally   31 00:03:18,360 --> 00:03:26,940 overpowering cinematic lens flare JJ Abram's  style. well, some cinematographers and 3D artists   32 00:03:26,940 --> 00:03:32,880 for that matter like to keep the picture as  pristine and digital and clinical as possible   33 00:03:32,880 --> 00:03:38,640 without mistakes or artifacts like lens flares,  but chances are maybe you are from the other camp :)   34 00:03:39,720 --> 00:03:46,200 all right because I want to give it a certain tint  I'm adding the mix node in between the lens flare   35 00:03:46,200 --> 00:03:52,500 texture and the emission shader and what I'm doing  here is multiplying the lens flare texture by this   36 00:03:52,500 --> 00:04:00,360 orangey color or if you wish so, you can... you can  make it a classic blue anamorphic sci-fi streak :)  37 00:04:01,080 --> 00:04:08,040 personally I... I don't want to mess with the  warmer color palette of this image, so I   38 00:04:08,040 --> 00:04:14,640 will probably keep it yellowish-orangish, I think  this optical aberration really helps to unify the   39 00:04:14,640 --> 00:04:22,620 lighting in our scene somehow, it not only tames  the contrast and brings all colors together a   40 00:04:22,620 --> 00:04:28,740 little bit, it also... how should I put it... helps us  to tap into the photographic truth behind the   41 00:04:28,740 --> 00:04:35,100 image formation, the gorgeous light flood artifact  is not only aesthetically pleasing at least in my   42 00:04:35,100 --> 00:04:40,560 opinion, it also connotes the real construction  of the lens elements, you know that there are   43 00:04:40,560 --> 00:04:47,220 some sophisticated lens elements stacked into  layers letting the light bounce around it, this   44 00:04:47,220 --> 00:04:53,400 suggestion alone that there are bigger picture at  play adds a much needed depth into our CG lighting 45 00:04:53,400 --> 00:05:00,120 formula and the presence of such layers of  depth is just cinematic. all right, awesome!   46 00:05:00,120 --> 00:05:05,700 that's so that was the last minute addition to our  bucket list of cinematic lighting techniques for   47 00:05:05,700 --> 00:05:11,100 rendering any kind of still lives and object  shots, now it's time to go through the render   48 00:05:11,100 --> 00:05:16,800 settings, render this thing out and then recap the  steps that we have taken throughout this tutorial. 6724

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