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hi everyone
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in this lesson we're going to talk about lighting
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lighting is an important element in the creation of
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graphic works
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while
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light can be used to highlight the shape of an object
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it can also be used to create atmosphere in the scene
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and create accents in the scene
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among other things
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it's an important mechanism for creating narrative
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and emotional content
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so since it's such an important topic
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let's get right to the point
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there's a classic set of light sources in blender
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that you can find in any 3D program
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and this set is enough to simulate
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any physical light source
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let's take a brief look at each of them
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the 1st light source is point light
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the light from its spreads in all directions
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although it's extremely easy to work with
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because you don't have to watch the direction
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of the light source
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but that is also a disadvantage
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and it's quite difficult to limit
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the areas of the three dimensional scene
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from its impact
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so this type of light source is often used as a lamp
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lantern or street lighting
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it's fairly easy to set up a light source
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and the set of parameters is almost
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identical for all light sources
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we can set the color of the lighting
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with the color parameter
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and thus color the areas of the scene
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in the shade we want
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the next parameter is the light intensity
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which is given in Watts
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the Watts describe the amount of power
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in the luminous flux
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this isn't the most convenient unit
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if you're more used to working in lumens or Lux
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which are frequently used by lighting designers
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you'll have to convert one value to another
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or you can keep a table of
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already converted values somewhere at hand
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but in our case we won't do that
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we'll just treat this parameter
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as a kind of light intensity
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the radius parameter shows the size of the light source
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which affects the degree of shadow blurring
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if the radius is small
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it makes the shadow very clear and sharp
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but since such shadows look quite unnatural
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I always try to keep the radius much higher than zero
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the max bounces parameter
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sets the number of light ray bounces in the scene
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this is a rather specific setting
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which can be useful
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only in the case of debugging rather complicated
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complex and three dimensional scenes
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the cast shadow
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option allows you to disable
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shadows for the selected light source
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it's not very photorealistic
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but those kinds of dirty tricks can be useful in
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certain situations
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the multiple importance parameter
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allows you to distribute all the rays from
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the light source more rationally
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and if necessary
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increase the number of rays for glossy materials
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and materials with reflection
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to reduce the amount of noise in the rendering
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besides these basic functions
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we can activate the nodes system for each light source
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thanks to it
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we can expand the functionality to a large extent
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we work with nodes in the shader editor window
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for example we can use nodes black body
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it describes a physical model of a black body
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and allows you to set the color of the source
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using a color temperature value
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this is a more natural method of working
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was the light hue
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as an example
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a value of 3500 Kelvin
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would roughly correspond to the color of a setting sun
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and 5400 kelvins would correspond to a photo flash
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you can find these values on the internet
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or check with the lighting designers
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now we'll look at the next source of light
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namely the sun
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this kind of luminaire imitates the source of light
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which is infinitely distant from the object
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like the sun or the moon
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if we talk about the dark time of day
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also it has two important properties
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namely the lack of fading of the light intensity
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and the parallelism of the shadows
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note that this
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light source illuminates the entire scene
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no matter where it's located
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and for its adjustment
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the only important thing is the direction of light
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which we can set with a rather handy manipulator
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the next light source is spotlight
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this light source is like a point light
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which has the possibility to set the
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direction of the light
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besides the basic parameters
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we have the possibility to control this cone of light
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and to make the values of the cone harder or softer
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such a light source can be used as
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any kind of lanterns or spotlights
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another light source
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that is available to us is area light
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this is the most convenient and universal light source
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and depending on the settings
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it can be used in the role of those
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light sources that we've
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already discussed with you
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this source has a surface area of light emission and
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is used like a soft box
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in the shape setting
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we can change the shape of the surface
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and make it either radial or arbitrarily rectangular
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we can change the direction of the rays
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with the spread parameter
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from parallel to all directions
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this allows us to create a very soft and diffused light
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moreover we have the possibility
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to create lighting with the environment
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its settings are in the tab in the world properties
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or by switching the shader editor window
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from object to world
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as you can see
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node's background is already connected there
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in which we can set the color
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and intensity of the lighting
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this method of lighting is applicable
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when we need to create a filling light
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such as from the sky
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this method is most often used as an additional method
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after all
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this method of lighting looks very unexpressive
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if we create
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nodes texture sky and plug it into the color parameter
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we get a more complex type of lighting
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nodes texture sky simulates
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celestial solar illumination
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and doesn't require additional light sources for this
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we can use the sun size parameter
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to create lighting both in clear and sunny weather
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and in cloudy weather
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when the light passes through the clouds
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and becomes very diffuse
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the sun intensity parameter
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can adjust the overall effect of the sun
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on the lighting model
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with sun elevation we can adjust
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the height of the sun in the sky
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according to the height of the sun
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the sky will also change its hue
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ranging from clear blue to sunset orange
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also
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we use sun rotation to rotate our celestial sphere
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this allows us to adjust the angle of the shadow
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we set the altitude parameter to the altitude above sea
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level
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and with the right settings
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we can achieve lighting like in a mountainous area
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meanwhile with the air
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dust and ozone options
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we can create more specific scene conditions
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besides we can use HDR images to illuminate our scene
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we'll use the nodes environment texture
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for this purpose
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and load a suitable image into it
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this way we can create a very accurate environment
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lighting model
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often only one HDR map is
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enough to illuminate 1 3 dimensional scene
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we can rotate the HDR image
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if necessary to find the best angle of illumination
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now let's go to our scene and
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do the lighting for our character
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I've already picked up
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one of the animation frames
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that looks quite expressive to my taste
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and based on it I made a scene with lighting
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so let's look at the final result and analyze it
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it all started with a camera setup
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I found the right angle
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and set the focal length on the camera to 80mm
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this is a typical focal length for portraits
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which both leaves a sense of perspective
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and doesn't distort
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the proportions of the subjects too much
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I also made a background on which our character
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will be placed
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I made it rounded
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in
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order to get rid of the flat lines in the background
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for the background
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I used as simple of a material as possible
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matte without reflections
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its light is quite dark with a slight blue tint
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typically
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it's completely unnoticable in the final rendering
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this is because the horse itself is block
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thus I have to raise the brightness
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of the light sources rather high
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and in order to keep our picture
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within the correct exposure
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I had to make a rather dark background
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for convenience
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I divided our light sources into two collections
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the light foreground collection
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contains the light sources that work
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directly with a horse
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the 1st and main source of light is the fill light
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this is a large area light
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that softly illuminates the horse and the entire area
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around it
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I made the light source a neutral warm shade
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which almost doesn't brighten up the scene itself
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the intensity of the light source isn't very high
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so that there is a range in brightness for
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other light sources
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the next light source is key light
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this is used to create the main character
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of the fluck
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this is also area light
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but a little smaller
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also it creates the basic falling shadow of the objects
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at the same time
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I changed the value of spread for this light source
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I made it a little smaller
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to focus only on the character
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and to minimize the effect on the background
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the next group of sources works to create
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outline lighting
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these sources are called rim lights
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as always these are area lights
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one at the top and one at the back pretty wide
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its main task is to create a beautiful light
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on the main its color is neutrally cool
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so that it slightly balances out
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the fill light source
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and it's also slightly reduced in spread
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to increase the effect
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of the slight source on the main character
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there are also two other sources of backlighting
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on the sides
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on the left hand right
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which also highlight the horse's outline
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on the left is a blue light source
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which solves the problem of
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excessive blockness of the horse
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due to the nature of the fluck
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on the right side it's a fairly small area light
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a cool shade of blue
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its placement and size
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made it possible to create
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quite an interesting fleck on the glasses
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both of these light sources are appointed upwards
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so as not to give excessive light on the floor
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that's how we work out
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to the two backlights that work for the silhouette
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was the 3rd one we light the hair
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fill light is for general lighting
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and key light makes the volume more expressive
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now
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let's see how the light sources work in the background
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they're organized in a much simpler way
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there are only two light sources
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one serves as a large fill light source
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and the other is a local key light
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00:12:12,900 --> 00:12:15,333
they create a Halo of light around the horse
281
00:12:16,133 --> 00:12:17,399
this is the source of light
282
00:12:17,400 --> 00:12:19,500
that I did with a normal point light
283
00:12:20,466 --> 00:12:22,533
when we include all sources together
284
00:12:22,533 --> 00:12:24,499
we get quite a volumetric picture
285
00:12:24,800 --> 00:12:26,266
it's also worth mentioning
286
00:12:26,266 --> 00:12:28,166
that I do all the render tests
287
00:12:28,166 --> 00:12:30,499
with a reduced number of stripes on the horse
288
00:12:30,866 --> 00:12:32,666
therefore in the final render
289
00:12:32,666 --> 00:12:33,799
the brightness value
290
00:12:33,800 --> 00:12:36,266
on different elements will be slightly different
291
00:12:36,700 --> 00:12:39,000
now let's talk about the render set up itself
292
00:12:39,566 --> 00:12:42,466
for this project we're going to use the cycles render
293
00:12:42,966 --> 00:12:44,999
which is the main one for blender
294
00:12:49,133 --> 00:12:49,999
let's take a look
295
00:12:50,000 --> 00:12:52,566
at the settings that might be useful in this project
296
00:12:52,900 --> 00:12:53,733
1st of all
297
00:12:53,733 --> 00:12:55,266
let's select the device
298
00:12:55,266 --> 00:12:56,966
that will be rendering the picture
299
00:12:57,000 --> 00:12:59,200
I'll enable GPU compute mode
300
00:12:59,266 --> 00:13:01,266
it'll allow me to render the picture
301
00:13:01,266 --> 00:13:02,733
not by the central processor
302
00:13:02,733 --> 00:13:04,333
but by the video card
303
00:13:06,966 --> 00:13:07,899
let's move on
304
00:13:09,200 --> 00:13:11,266
the sempling tab is the main one
305
00:13:11,266 --> 00:13:13,666
where we adjust the quality of the final image
306
00:13:13,866 --> 00:13:15,533
the preview tab is
307
00:13:15,533 --> 00:13:17,966
where we adjust the preview render settings
308
00:13:18,266 --> 00:13:21,199
and in the render tab we adjust the final render
309
00:13:21,566 --> 00:13:24,399
the main image quality settings are noise threshold
310
00:13:24,400 --> 00:13:26,333
and max samples value
311
00:13:27,333 --> 00:13:29,666
if the noise threshold parameter is activated
312
00:13:29,666 --> 00:13:33,499
it allows you to force render to minimum sample values
313
00:13:35,866 --> 00:13:36,499
and the
314
00:13:36,500 --> 00:13:39,333
noise threshold parameter defines the level of noise
315
00:13:40,066 --> 00:13:41,899
at which the rendering will stop
316
00:13:42,533 --> 00:13:43,699
in other words
317
00:13:43,700 --> 00:13:45,600
this parameter works as a switch
318
00:13:45,600 --> 00:13:47,500
which determines whether to use
319
00:13:47,500 --> 00:13:49,300
the maximum number of samples
320
00:13:49,300 --> 00:13:50,900
or the minimum will be enough
321
00:13:51,966 --> 00:13:53,133
moreover in this tab
322
00:13:53,133 --> 00:13:56,099
we have the possibility to activate the denois mode
323
00:13:56,800 --> 00:13:59,366
but since we're working with fur and hair
324
00:13:59,866 --> 00:14:02,566
the denois algorithm will just turn our picture
325
00:14:02,566 --> 00:14:03,499
into a mess
326
00:14:03,933 --> 00:14:06,133
so they cannot be useful to us in this case
327
00:14:07,133 --> 00:14:09,066
if we want to render an animation
328
00:14:09,066 --> 00:14:10,999
we need to enable animate seed
329
00:14:12,366 --> 00:14:13,999
such an icon with a clock
330
00:14:14,000 --> 00:14:16,000
this means that for each frame
331
00:14:16,066 --> 00:14:19,166
a new pattern for the emission of rays will be created
332
00:14:19,533 --> 00:14:21,533
if this option isn't enabled
333
00:14:21,533 --> 00:14:23,733
the noise on a picture will be static
334
00:14:23,733 --> 00:14:26,666
and it'll look very unnatural in the animation
335
00:14:26,766 --> 00:14:28,399
in the light paths settings
336
00:14:28,400 --> 00:14:28,733
we have
337
00:14:28,733 --> 00:14:31,399
just a number of reflections for each type of ray
338
00:14:32,466 --> 00:14:33,999
the more re reflections
339
00:14:34,000 --> 00:14:34,933
the more accurately
340
00:14:34,933 --> 00:14:36,933
the light in the scene is calculated
341
00:14:37,366 --> 00:14:39,999
and therefore the quality of the picture increases
342
00:14:40,133 --> 00:14:43,399
however we have to pay for this with rendering time
343
00:14:44,366 --> 00:14:45,999
so I'd recommend you to leave these
344
00:14:46,000 --> 00:14:47,166
parameters by default
345
00:14:47,166 --> 00:14:49,199
or try to use presets to increase the
346
00:14:49,200 --> 00:14:50,500
quality of rendering
347
00:14:53,533 --> 00:14:56,299
the hair tab contains the parameters responsible
348
00:14:56,300 --> 00:14:57,666
for rendering hair
349
00:14:58,500 --> 00:15:02,066
in the shape parameter we specify the type of geometry
350
00:15:02,333 --> 00:15:03,933
which will act as hair
351
00:15:03,933 --> 00:15:06,533
now we use rounded ribbons as the shape
352
00:15:07,300 --> 00:15:09,966
and it's the optimal one for our situation
353
00:15:10,700 --> 00:15:13,400
the curved subdivision's parameter is responsible
354
00:15:13,400 --> 00:15:15,200
for additional smoothing of the hair
355
00:15:15,200 --> 00:15:16,400
during rendering
356
00:15:17,100 --> 00:15:18,400
the world properties
357
00:15:18,400 --> 00:15:21,466
tab is used to set the output of the final image
358
00:15:22,066 --> 00:15:24,566
you can set the frame size in the format tab
359
00:15:24,566 --> 00:15:26,699
and also a convenience manipulator
360
00:15:26,700 --> 00:15:28,700
of the frame size as a percentage
361
00:15:29,700 --> 00:15:30,733
you can use it to
362
00:15:30,733 --> 00:15:34,133
increase or decrease the final frame size in multiples
363
00:15:35,866 --> 00:15:37,066
in the output window
364
00:15:37,066 --> 00:15:38,399
we can specify the path
365
00:15:38,400 --> 00:15:40,133
in which the image will be saved
366
00:15:40,133 --> 00:15:42,166
and the format of the file itself
367
00:15:42,500 --> 00:15:44,900
in our case I use open EXR
368
00:15:47,166 --> 00:15:48,566
this format is a standard
369
00:15:48,566 --> 00:15:51,199
when working with two dimensional images
370
00:15:51,333 --> 00:15:53,333
and its subsequent processing
371
00:15:54,200 --> 00:15:56,533
it's possible to write the image with a wide
372
00:15:56,533 --> 00:15:59,466
dynamic range of colors and related channels
373
00:16:00,166 --> 00:16:02,733
also this format has a minimum compression value
374
00:16:03,300 --> 00:16:03,866
that is
375
00:16:03,866 --> 00:16:06,166
all information about the picture is saved
376
00:16:06,900 --> 00:16:07,733
in principle
377
00:16:07,733 --> 00:16:10,366
even at this stage we can click on the render button
378
00:16:10,366 --> 00:16:11,866
and get the final image
379
00:16:11,933 --> 00:16:13,066
but in this case
380
00:16:13,266 --> 00:16:15,133
we'll get a pure beauty pass
381
00:16:15,133 --> 00:16:16,866
in which it'll be very difficult to
382
00:16:16,866 --> 00:16:18,699
edit individual values of brightness
383
00:16:18,700 --> 00:16:21,866
color or saturation of individual elements
384
00:16:23,700 --> 00:16:26,366
therefore there is a practice in computer graphics to
385
00:16:26,366 --> 00:16:27,166
split the render
386
00:16:27,166 --> 00:16:28,366
into separate layers
387
00:16:29,333 --> 00:16:30,566
this allows you to work
388
00:16:30,566 --> 00:16:32,533
more freely during the color correction
389
00:16:32,533 --> 00:16:34,466
and global compositing phase
390
00:16:35,300 --> 00:16:38,400
let's check how this can be done in blender by the way
391
00:16:38,600 --> 00:16:40,533
the work with layers in blender is
392
00:16:40,533 --> 00:16:41,999
organized quite clearly
393
00:16:42,133 --> 00:16:44,899
the active layer is marked in an upper right corner
394
00:16:45,533 --> 00:16:47,933
and we can create additional layers there as well
395
00:16:48,333 --> 00:16:50,899
we can save a specifically configured view
396
00:16:50,900 --> 00:16:52,600
of the scene on each layer
397
00:16:53,300 --> 00:16:54,366
in order to do this
398
00:16:54,366 --> 00:16:56,866
I need to regroup my light sources a little bit
399
00:16:57,133 --> 00:17:00,166
I've already rearranged them into three groups
400
00:17:00,166 --> 00:17:03,299
this is the filler the backlight and the background
401
00:17:03,300 --> 00:17:06,366
I've created three layers with the same names
402
00:17:06,366 --> 00:17:08,666
now I'll keep the collection of the same name
403
00:17:08,666 --> 00:17:10,533
active in each of the layers
404
00:17:10,800 --> 00:17:13,733
thus only key layer will have key light active
405
00:17:13,900 --> 00:17:16,533
and only the background layer will have the background
406
00:17:16,533 --> 00:17:17,399
light active
407
00:17:17,700 --> 00:17:20,200
there is a similar situation with the backlight
408
00:17:20,566 --> 00:17:23,299
I also want to point out one more aspect
409
00:17:23,766 --> 00:17:25,366
after we created several layers
410
00:17:25,366 --> 00:17:26,366
in the render tab
411
00:17:26,366 --> 00:17:26,799
it's now
412
00:17:26,800 --> 00:17:29,666
possible to change the sample value for each layer
413
00:17:30,300 --> 00:17:31,800
if it's set to zero
414
00:17:31,933 --> 00:17:34,666
the number of samples will be taken automatically
415
00:17:35,300 --> 00:17:36,400
this is very useful
416
00:17:36,400 --> 00:17:37,866
when you need to optimize a scene
417
00:17:37,866 --> 00:17:39,133
for a better performance
418
00:17:40,533 --> 00:17:43,366
I'll do a small test before rendering the final image
419
00:17:44,133 --> 00:17:45,566
but since this is a test
420
00:17:45,566 --> 00:17:47,866
we only need a small number of samples
421
00:17:50,400 --> 00:17:53,700
now let's click on render and wait for the final result
422
00:17:55,333 --> 00:17:56,366
unfortunately
423
00:17:56,366 --> 00:17:58,999
this way we're forced to render every single layer
424
00:18:00,100 --> 00:18:02,700
thus the rendering time of the final image
425
00:18:02,700 --> 00:18:04,066
increases in proportion
426
00:18:04,066 --> 00:18:05,799
to the number of layers we've made
427
00:18:06,900 --> 00:18:07,766
nevertheless
428
00:18:07,766 --> 00:18:10,566
this is all compensated at the compositing stage
429
00:18:13,333 --> 00:18:14,533
when the render is finished
430
00:18:14,533 --> 00:18:16,133
we can check each of the layers
431
00:18:16,133 --> 00:18:18,666
in the frame buffer window by selecting them
432
00:18:18,666 --> 00:18:19,599
in the top menu
433
00:18:25,766 --> 00:18:28,099
now you can move to compositing layout
434
00:18:28,733 --> 00:18:29,466
compositing
435
00:18:29,466 --> 00:18:32,266
works on the same principle as the shader editor
436
00:18:33,933 --> 00:18:36,166
therefore you shouldn't have too much trouble
437
00:18:37,166 --> 00:18:39,499
though there are a few small nuances
438
00:18:39,900 --> 00:18:43,133
1st of all we need to activate the use nodes checkbox
439
00:18:43,133 --> 00:18:44,099
and reconnect
440
00:18:44,100 --> 00:18:45,500
the node render layers
441
00:18:45,500 --> 00:18:47,533
to update the rendering information
442
00:18:51,966 --> 00:18:53,566
you can select any of the layers
443
00:18:53,566 --> 00:18:55,566
in the bottom list of this node
444
00:18:55,566 --> 00:18:57,899
to see the result of the compositing
445
00:18:58,700 --> 00:19:01,800
let's create a node viewer and connect our images to it
446
00:19:03,466 --> 00:19:06,466
after copying the node render layers several times
447
00:19:06,466 --> 00:19:09,099
we select the desired layer in each one
448
00:19:10,533 --> 00:19:11,333
to assemble
449
00:19:11,333 --> 00:19:13,799
the two layers we need node mix
450
00:19:16,800 --> 00:19:18,533
let's connect our images to it
451
00:19:19,133 --> 00:19:21,866
and choose add in the mixing method
452
00:19:24,100 --> 00:19:26,400
in the same way we connect the last image
453
00:19:31,600 --> 00:19:35,466
if we compare the clean render and the assembled image
454
00:19:36,066 --> 00:19:38,733
we can see that we got an identical result
455
00:19:40,166 --> 00:19:42,133
we spend a lot less time on rendering
456
00:19:42,133 --> 00:19:43,399
for the beauty frame
457
00:19:44,366 --> 00:19:45,099
instead
458
00:19:45,100 --> 00:19:48,366
in a stacked image we have huge editing possibilities
459
00:19:48,666 --> 00:19:51,199
and we can literally change the lighting of the whole
460
00:19:51,200 --> 00:19:52,000
scene
461
00:19:52,366 --> 00:19:55,266
also it's necessary to mention the creation of masks
462
00:19:55,566 --> 00:19:56,133
often
463
00:19:56,133 --> 00:19:58,933
we have to edit individual elements during compositing
464
00:19:59,533 --> 00:20:02,466
in order to do this we have to create masks
465
00:20:02,766 --> 00:20:04,666
in order not to do it manually
466
00:20:04,666 --> 00:20:07,099
we can use the cryptomat module
467
00:20:07,666 --> 00:20:08,366
which will create
468
00:20:08,366 --> 00:20:10,566
masks for the whole scene automatically
469
00:20:11,000 --> 00:20:13,166
besides to activate this function
470
00:20:13,166 --> 00:20:15,066
you have to activate all the layers
471
00:20:15,066 --> 00:20:16,933
in the cryptomat parometers
472
00:20:17,133 --> 00:20:20,299
and it also supports more fine tuned customization
473
00:20:20,333 --> 00:20:22,166
but it's not relevant to us now
474
00:20:22,500 --> 00:20:25,700
another thing worth mentioning is that in our case
475
00:20:25,700 --> 00:20:27,366
I activate cryptomat
476
00:20:27,366 --> 00:20:28,599
only on one layer
477
00:20:28,900 --> 00:20:31,933
since we have the same set of elements on all layers
478
00:20:31,933 --> 00:20:35,199
I activated cryptomat on the key light layer
479
00:20:35,333 --> 00:20:37,933
and having switched to the compositing mode
480
00:20:38,000 --> 00:20:39,000
so we can see
481
00:20:39,000 --> 00:20:42,400
that now the key light layer has additional outputs
482
00:20:42,400 --> 00:20:45,866
these outputs are exactly the information for cryptomat
483
00:20:45,866 --> 00:20:47,299
currently they're empty
484
00:20:47,566 --> 00:20:49,499
and we need to render the image again
485
00:20:49,500 --> 00:20:51,733
in order to write the information there
486
00:20:51,900 --> 00:20:53,933
I don't need to render all layers
487
00:20:53,933 --> 00:20:56,799
but only the layer that has cryptomat on it
488
00:20:56,966 --> 00:21:00,066
I'll use the render single layer function to do this
489
00:21:00,133 --> 00:21:02,966
it'll allow rendering only the selected layer
490
00:21:02,966 --> 00:21:04,299
when the render is complete
491
00:21:04,300 --> 00:21:06,533
we can create a node cryptomat
492
00:21:06,533 --> 00:21:09,099
which automatically works with this information
493
00:21:11,066 --> 00:21:12,333
from the list of layers
494
00:21:12,333 --> 00:21:15,699
we'll choose the one on which we have cryptomat stored
495
00:21:16,566 --> 00:21:18,933
for clarity we plug it into the viewer
496
00:21:18,933 --> 00:21:20,399
to see what's going on in it
497
00:21:21,166 --> 00:21:22,166
and as you can see
498
00:21:22,166 --> 00:21:24,099
we have some kind of color image here
499
00:21:24,366 --> 00:21:26,133
this is technical information
500
00:21:26,133 --> 00:21:28,533
so we don't care exactly how it looks
501
00:21:28,533 --> 00:21:30,499
as long as the information is present
502
00:21:31,533 --> 00:21:33,866
to create a mask for a specific object
503
00:21:33,866 --> 00:21:37,099
click on the plus sign and select the desired object
504
00:21:39,800 --> 00:21:40,500
then again
505
00:21:40,500 --> 00:21:43,766
for clarity let's connect the mask in the viewer
506
00:21:44,800 --> 00:21:46,866
this is what the mask of the background geometry
507
00:21:46,866 --> 00:21:47,666
looks like
508
00:21:49,200 --> 00:21:51,966
we can add and remove elements from the
509
00:21:51,966 --> 00:21:54,366
mask with the plus and minus buttons
510
00:21:56,366 --> 00:21:59,333
this allows us to make a mask of several elements
511
00:22:00,800 --> 00:22:02,566
we'll consider further work with
512
00:22:02,566 --> 00:22:04,599
masks at the compositing stage
513
00:22:04,966 --> 00:22:07,699
but now let's talk about how to save all this treasure
514
00:22:08,966 --> 00:22:11,733
the point is that all of the layers we rendered
515
00:22:11,733 --> 00:22:12,899
except the beauty layer
516
00:22:12,900 --> 00:22:14,933
are now stored in the blender buffer
517
00:22:15,133 --> 00:22:18,399
and this buffer is cleared when you close the program
518
00:22:18,466 --> 00:22:20,966
accordingly we'll lose all our renders
519
00:22:21,200 --> 00:22:23,933
this is why we need to save each layer separately
520
00:22:24,766 --> 00:22:27,333
this could be done manually through the viewer window
521
00:22:28,000 --> 00:22:29,666
but it's not a productive idea
522
00:22:29,900 --> 00:22:31,366
it'd be much more correct
523
00:22:31,366 --> 00:22:34,733
to create unnote file outputs of each of the elements
524
00:22:35,533 --> 00:22:38,366
and the separate output for the cryptomat layer
525
00:22:38,500 --> 00:22:40,066
the output settings are
526
00:22:40,100 --> 00:22:42,733
identical to the ones we have in the render window
527
00:22:42,900 --> 00:22:45,466
all we need to create is the correct file path
528
00:22:45,700 --> 00:22:48,500
but the cryptomat layer should be set up separately
529
00:22:50,933 --> 00:22:51,466
to save it
530
00:22:51,466 --> 00:22:54,099
we need to connect all kryptomat elements in note
531
00:22:54,100 --> 00:22:55,266
file output
532
00:22:56,300 --> 00:22:57,800
we'll do this by creating
533
00:22:57,800 --> 00:22:59,333
an additional number of inputs
534
00:22:59,333 --> 00:23:02,466
that corresponds to the number of kryptomat elements
535
00:23:04,333 --> 00:23:06,599
let's connect all these channels one by one
536
00:23:06,600 --> 00:23:08,766
and make correct names for each channel
537
00:23:13,700 --> 00:23:16,266
that is the way we're going to render our final image
538
00:23:16,700 --> 00:23:19,700
all we need to do is enable automatic samples
539
00:23:19,700 --> 00:23:21,266
for each of the layers
540
00:23:22,966 --> 00:23:25,133
and make all the scene elements active
541
00:23:26,100 --> 00:23:26,700
by the way
542
00:23:26,700 --> 00:23:28,533
if we aren't gonna use the beauty layer
543
00:23:28,533 --> 00:23:30,533
we can leave it with a single sample
544
00:23:30,766 --> 00:23:32,699
so as not to waste time on it
545
00:23:33,333 --> 00:23:34,099
finally
546
00:23:34,100 --> 00:23:36,700
let's click on the render image in the render tab
547
00:23:37,966 --> 00:23:40,499
when the renderer of all the elements is finished
548
00:23:40,600 --> 00:23:42,133
I'll create a new scene
549
00:23:42,533 --> 00:23:44,299
exclusively under compositing
550
00:23:45,000 --> 00:23:47,800
next I'll transfer all the rendered layers into it
551
00:23:48,733 --> 00:23:51,199
I'll also create node kryptomat
552
00:23:51,766 --> 00:23:55,166
switch it to image mode and select our file with masks
553
00:23:56,800 --> 00:23:58,400
now let's create a node viewer
554
00:23:58,400 --> 00:24:00,166
to display the information on the screen
555
00:24:00,166 --> 00:24:02,466
and check the quality of all the layers
556
00:24:07,533 --> 00:24:10,133
if the displayed picture doesn't fit on the screen
557
00:24:11,566 --> 00:24:14,199
we can adjust the image size in the side menu
558
00:24:14,266 --> 00:24:16,066
or use the handy handlers
559
00:24:19,266 --> 00:24:21,866
now let's take a look at all the elements one by one
560
00:24:21,900 --> 00:24:23,133
we have the background
561
00:24:26,666 --> 00:24:27,366
the backlight
562
00:24:27,366 --> 00:24:28,766
and the fill key light
563
00:24:32,600 --> 00:24:35,566
and this is exactly how node kryptomat looks
564
00:24:35,600 --> 00:24:37,000
with all the elements
565
00:24:39,133 --> 00:24:41,566
let's immediately select the background mask
566
00:24:41,900 --> 00:24:43,266
click on a plus sign
567
00:24:43,400 --> 00:24:46,466
turn on the idropper and select the background element
568
00:24:48,933 --> 00:24:50,399
if we switch to mask mode
569
00:24:50,400 --> 00:24:52,766
we can see how our final mask looks
570
00:24:53,566 --> 00:24:55,933
and now let's put the whole picture together
571
00:24:58,600 --> 00:25:00,966
1st I'll create an RGB node
572
00:25:01,300 --> 00:25:03,300
which will be the source for our setup
573
00:25:04,266 --> 00:25:06,766
I make it black and create a node mix
574
00:25:10,966 --> 00:25:14,666
I set the blending mode to add and merge the two layers
575
00:25:20,700 --> 00:25:22,400
I can use the node exposure
576
00:25:22,400 --> 00:25:24,266
to edit the brightness of the picture
577
00:25:25,300 --> 00:25:26,566
this is a better approach
578
00:25:26,566 --> 00:25:28,299
than using the node mix channel
579
00:25:34,466 --> 00:25:36,699
furthermore I can use node exposure
580
00:25:36,700 --> 00:25:38,733
to increase the brightness of the picture
581
00:25:39,133 --> 00:25:40,599
to the values I want
582
00:25:41,266 --> 00:25:43,999
in the same way I'll connect the other layers
583
00:25:48,700 --> 00:25:50,733
if we put it all together correctly
584
00:25:50,733 --> 00:25:53,533
our picture will look exactly like the final render
585
00:25:53,800 --> 00:25:56,366
however I guess I'm not happy with this result
586
00:25:56,900 --> 00:25:59,966
the color and contrast of the image is lacking for me
587
00:26:00,666 --> 00:26:01,333
to fix it
588
00:26:01,333 --> 00:26:02,966
we can use the color profiles
589
00:26:05,766 --> 00:26:06,566
there is a color
590
00:26:06,566 --> 00:26:08,733
management tab at the very bottom
591
00:26:08,733 --> 00:26:10,199
of the render settings
592
00:26:10,500 --> 00:26:13,200
by default it already has filmic mode
593
00:26:13,733 --> 00:26:14,899
and all we have to do
594
00:26:14,900 --> 00:26:16,900
is to choose the preset that suits us
595
00:26:17,866 --> 00:26:20,666
let's try high or very high contrast
596
00:26:21,266 --> 00:26:21,866
this way
597
00:26:21,866 --> 00:26:24,066
you get a very vibrant and bright image
598
00:26:24,066 --> 00:26:25,533
with a minimum of effort
599
00:26:26,600 --> 00:26:27,600
the next step
600
00:26:27,600 --> 00:26:30,000
I want to take is to make the background darker
601
00:26:30,000 --> 00:26:31,200
and more saturated
602
00:26:34,333 --> 00:26:35,066
but I'd
603
00:26:35,066 --> 00:26:37,699
also like to leave a spot of color in the center
604
00:26:38,500 --> 00:26:41,000
I'll try to solve this with node gamma
605
00:26:43,133 --> 00:26:45,299
let's make the gamma values 2.7
606
00:26:46,166 --> 00:26:49,266
in this way our picture became more voluminous
607
00:26:50,200 --> 00:26:51,300
I should say though
608
00:26:51,300 --> 00:26:53,400
that this method is a bad solution
609
00:26:53,800 --> 00:26:56,200
because it distorts the gamma of the light stream
610
00:26:56,200 --> 00:26:57,966
that was recorded in the layer
611
00:27:00,933 --> 00:27:03,533
most likely it can cause a lot of artifacts in more
612
00:27:03,533 --> 00:27:05,133
complex compositions
613
00:27:07,566 --> 00:27:08,899
but as we are doing this
614
00:27:08,900 --> 00:27:10,933
as a part of a simple color correction
615
00:27:10,933 --> 00:27:12,566
such dirty tricks can work
616
00:27:13,866 --> 00:27:16,799
and of course how could I forget about our cryptomat
617
00:27:17,366 --> 00:27:19,166
let's create another node mix
618
00:27:21,000 --> 00:27:22,800
we'll make the mixing method multiple
619
00:27:22,800 --> 00:27:25,533
and connect cryptomat in mask mode
620
00:27:28,400 --> 00:27:31,566
now by changing the color in a 2nd node mix channel
621
00:27:31,566 --> 00:27:33,933
we can send our background in any color
622
00:27:39,066 --> 00:27:40,533
so half of the job is done
623
00:27:41,066 --> 00:27:43,733
we lack special effects for the final image
624
00:27:46,133 --> 00:27:48,166
therefore let's create a node glow
625
00:27:48,766 --> 00:27:50,299
we connect it to our setup
626
00:27:50,300 --> 00:27:52,700
and switch it to the fog glow mode
627
00:27:55,400 --> 00:27:57,166
and following the traditional way
628
00:27:57,166 --> 00:27:59,399
will add chromatic aberrations
629
00:28:03,100 --> 00:28:05,733
we'll do this with node lens distortion
630
00:28:06,733 --> 00:28:07,966
but as you can see
631
00:28:07,966 --> 00:28:10,933
this node has created not only chromatic aberration
632
00:28:10,933 --> 00:28:13,166
but also global lens distortion
633
00:28:15,333 --> 00:28:18,599
probably we don't need such imperfection of the image
634
00:28:19,666 --> 00:28:21,866
that's why we activate the projector function
635
00:28:21,866 --> 00:28:23,766
and increase the dispersion value
636
00:28:23,766 --> 00:28:26,099
to show chromatic aberrations a bit more
637
00:28:28,733 --> 00:28:29,966
was the m hotkey
638
00:28:29,966 --> 00:28:31,866
we can deactivate the selected node
639
00:28:31,866 --> 00:28:33,199
and compare the result
640
00:28:33,200 --> 00:28:34,766
with and without the effect
641
00:28:38,600 --> 00:28:42,166
perhaps further action in compositing makes no sense
642
00:28:42,766 --> 00:28:45,533
so the color correction work can be considered finished
643
00:28:46,500 --> 00:28:48,566
we only have to export our result
644
00:28:49,400 --> 00:28:51,500
I'll create a node output file
645
00:28:51,500 --> 00:28:53,800
where I'll specify the path to the folder
646
00:28:53,800 --> 00:28:54,766
in which the image
647
00:28:54,766 --> 00:28:57,566
and final format of the image will be rendered
648
00:28:59,300 --> 00:29:02,866
in this case I'll use the PNG format which is
649
00:29:02,866 --> 00:29:04,666
able to keep a good quality picture
650
00:29:04,666 --> 00:29:06,366
with minimal file size
651
00:29:07,566 --> 00:29:10,299
but in order to see the final image during rendering
652
00:29:10,300 --> 00:29:13,066
which is helpful if we're rendering animation
653
00:29:13,400 --> 00:29:16,000
we need to connect to our setup node compositing
654
00:29:17,900 --> 00:29:18,466
finally
655
00:29:18,466 --> 00:29:19,766
let's render the image
656
00:29:21,133 --> 00:29:23,333
well this is probably the end of our course
657
00:29:23,466 --> 00:29:24,766
thank you for your attention
48787
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