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hi everyone
in this lesson we're going to talk about lighting
lighting is an important element in the creation of
graphic works
while
light can be used to highlight the shape of an object
it can also be used to create atmosphere in the scene
and create accents in the scene
among other things
it's an important mechanism for creating narrative
and emotional content
so since it's such an important topic
let's get right to the point
there's a classic set of light sources in blender
that you can find in any 3D program
and this set is enough to simulate
any physical light source
let's take a brief look at each of them
the 1st light source is point light
the light from its spreads in all directions
although it's extremely easy to work with
because you don't have to watch the direction
of the light source
but that is also a disadvantage
and it's quite difficult to limit
the areas of the three dimensional scene
from its impact
so this type of light source is often used as a lamp
lantern or street lighting
it's fairly easy to set up a light source
and the set of parameters is almost
identical for all light sources
we can set the color of the lighting
with the color parameter
and thus color the areas of the scene
in the shade we want
the next parameter is the light intensity
which is given in Watts
the Watts describe the amount of power
in the luminous flux
this isn't the most convenient unit
if you're more used to working in lumens or Lux
which are frequently used by lighting designers
you'll have to convert one value to another
or you can keep a table of
already converted values somewhere at hand
but in our case we won't do that
we'll just treat this parameter
as a kind of light intensity
the radius parameter shows the size of the light source
which affects the degree of shadow blurring
if the radius is small
it makes the shadow very clear and sharp
but since such shadows look quite unnatural
I always try to keep the radius much higher than zero
the max bounces parameter
sets the number of light ray bounces in the scene
this is a rather specific setting
which can be useful
only in the case of debugging rather complicated
complex and three dimensional scenes
the cast shadow
option allows you to disable
shadows for the selected light source
it's not very photorealistic
but those kinds of dirty tricks can be useful in
certain situations
the multiple importance parameter
allows you to distribute all the rays from
the light source more rationally
and if necessary
increase the number of rays for glossy materials
and materials with reflection
to reduce the amount of noise in the rendering
besides these basic functions
we can activate the nodes system for each light source
thanks to it
we can expand the functionality to a large extent
we work with nodes in the shader editor window
for example we can use nodes black body
it describes a physical model of a black body
and allows you to set the color of the source
using a color temperature value
this is a more natural method of working
was the light hue
as an example
a value of 3500 Kelvin
would roughly correspond to the color of a setting sun
and 5400 kelvins would correspond to a photo flash
you can find these values on the internet
or check with the lighting designers
now we'll look at the next source of light
namely the sun
this kind of luminaire imitates the source of light
which is infinitely distant from the object
like the sun or the moon
if we talk about the dark time of day
also it has two important properties
namely the lack of fading of the light intensity
and the parallelism of the shadows
note that this
light source illuminates the entire scene
no matter where it's located
and for its adjustment
the only important thing is the direction of light
which we can set with a rather handy manipulator
the next light source is spotlight
this light source is like a point light
which has the possibility to set the
direction of the light
besides the basic parameters
we have the possibility to control this cone of light
and to make the values of the cone harder or softer
such a light source can be used as
any kind of lanterns or spotlights
another light source
that is available to us is area light
this is the most convenient and universal light source
and depending on the settings
it can be used in the role of those
light sources that we've
already discussed with you
this source has a surface area of light emission and
is used like a soft box
in the shape setting
we can change the shape of the surface
and make it either radial or arbitrarily rectangular
we can change the direction of the rays
with the spread parameter
from parallel to all directions
this allows us to create a very soft and diffused light
moreover we have the possibility
to create lighting with the environment
its settings are in the tab in the world properties
or by switching the shader editor window
from object to world
as you can see
node's background is already connected there
in which we can set the color
and intensity of the lighting
this method of lighting is applicable
when we need to create a filling light
such as from the sky
this method is most often used as an additional method
after all
this method of lighting looks very unexpressive
if we create
nodes texture sky and plug it into the color parameter
we get a more complex type of lighting
nodes texture sky simulates
celestial solar illumination
and doesn't require additional light sources for this
we can use the sun size parameter
to create lighting both in clear and sunny weather
and in cloudy weather
when the light passes through the clouds
and becomes very diffuse
the sun intensity parameter
can adjust the overall effect of the sun
on the lighting model
with sun elevation we can adjust
the height of the sun in the sky
according to the height of the sun
the sky will also change its hue
ranging from clear blue to sunset orange
also
we use sun rotation to rotate our celestial sphere
this allows us to adjust the angle of the shadow
we set the altitude parameter to the altitude above sea
level
and with the right settings
we can achieve lighting like in a mountainous area
meanwhile with the air
dust and ozone options
we can create more specific scene conditions
besides we can use HDR images to illuminate our scene
we'll use the nodes environment texture
for this purpose
and load a suitable image into it
this way we can create a very accurate environment
lighting model
often only one HDR map is
enough to illuminate 1 3 dimensional scene
we can rotate the HDR image
if necessary to find the best angle of illumination
now let's go to our scene and
do the lighting for our character
I've already picked up
one of the animation frames
that looks quite expressive to my taste
and based on it I made a scene with lighting
so let's look at the final result and analyze it
it all started with a camera setup
I found the right angle
and set the focal length on the camera to 80mm
this is a typical focal length for portraits
which both leaves a sense of perspective
and doesn't distort
the proportions of the subjects too much
I also made a background on which our character
will be placed
I made it rounded
in
order to get rid of the flat lines in the background
for the background
I used as simple of a material as possible
matte without reflections
its light is quite dark with a slight blue tint
typically
it's completely unnoticable in the final rendering
this is because the horse itself is block
thus I have to raise the brightness
of the light sources rather high
and in order to keep our picture
within the correct exposure
I had to make a rather dark background
for convenience
I divided our light sources into two collections
the light foreground collection
contains the light sources that work
directly with a horse
the 1st and main source of light is the fill light
this is a large area light
that softly illuminates the horse and the entire area
around it
I made the light source a neutral warm shade
which almost doesn't brighten up the scene itself
the intensity of the light source isn't very high
so that there is a range in brightness for
other light sources
the next light source is key light
this is used to create the main character
of the fluck
this is also area light
but a little smaller
also it creates the basic falling shadow of the objects
at the same time
I changed the value of spread for this light source
I made it a little smaller
to focus only on the character
and to minimize the effect on the background
the next group of sources works to create
outline lighting
these sources are called rim lights
as always these are area lights
one at the top and one at the back pretty wide
its main task is to create a beautiful light
on the main its color is neutrally cool
so that it slightly balances out
the fill light source
and it's also slightly reduced in spread
to increase the effect
of the slight source on the main character
there are also two other sources of backlighting
on the sides
on the left hand right
which also highlight the horse's outline
on the left is a blue light source
which solves the problem of
excessive blockness of the horse
due to the nature of the fluck
on the right side it's a fairly small area light
a cool shade of blue
its placement and size
made it possible to create
quite an interesting fleck on the glasses
both of these light sources are appointed upwards
so as not to give excessive light on the floor
that's how we work out
to the two backlights that work for the silhouette
was the 3rd one we light the hair
fill light is for general lighting
and key light makes the volume more expressive
now
let's see how the light sources work in the background
they're organized in a much simpler way
there are only two light sources
one serves as a large fill light source
and the other is a local key light
they create a Halo of light around the horse
this is the source of light
that I did with a normal point light
when we include all sources together
we get quite a volumetric picture
it's also worth mentioning
that I do all the render tests
with a reduced number of stripes on the horse
therefore in the final render
the brightness value
on different elements will be slightly different
now let's talk about the render set up itself
for this project we're going to use the cycles render
which is the main one for blender
let's take a look
at the settings that might be useful in this project
1st of all
let's select the device
that will be rendering the picture
I'll enable GPU compute mode
it'll allow me to render the picture
not by the central processor
but by the video card
let's move on
the sempling tab is the main one
where we adjust the quality of the final image
the preview tab is
where we adjust the preview render settings
and in the render tab we adjust the final render
the main image quality settings are noise threshold
and max samples value
if the noise threshold parameter is activated
it allows you to force render to minimum sample values
and the
noise threshold parameter defines the level of noise
at which the rendering will stop
in other words
this parameter works as a switch
which determines whether to use
the maximum number of samples
or the minimum will be enough
moreover in this tab
we have the possibility to activate the denois mode
but since we're working with fur and hair
the denois algorithm will just turn our picture
into a mess
so they cannot be useful to us in this case
if we want to render an animation
we need to enable animate seed
such an icon with a clock
this means that for each frame
a new pattern for the emission of rays will be created
if this option isn't enabled
the noise on a picture will be static
and it'll look very unnatural in the animation
in the light paths settings
we have
just a number of reflections for each type of ray
the more re reflections
the more accurately
the light in the scene is calculated
and therefore the quality of the picture increases
however we have to pay for this with rendering time
so I'd recommend you to leave these
parameters by default
or try to use presets to increase the
quality of rendering
the hair tab contains the parameters responsible
for rendering hair
in the shape parameter we specify the type of geometry
which will act as hair
now we use rounded ribbons as the shape
and it's the optimal one for our situation
the curved subdivision's parameter is responsible
for additional smoothing of the hair
during rendering
the world properties
tab is used to set the output of the final image
you can set the frame size in the format tab
and also a convenience manipulator
of the frame size as a percentage
you can use it to
increase or decrease the final frame size in multiples
in the output window
we can specify the path
in which the image will be saved
and the format of the file itself
in our case I use open EXR
this format is a standard
when working with two dimensional images
and its subsequent processing
it's possible to write the image with a wide
dynamic range of colors and related channels
also this format has a minimum compression value
that is
all information about the picture is saved
in principle
even at this stage we can click on the render button
and get the final image
but in this case
we'll get a pure beauty pass
in which it'll be very difficult to
edit individual values of brightness
color or saturation of individual elements
therefore there is a practice in computer graphics to
split the render
into separate layers
this allows you to work
more freely during the color correction
and global compositing phase
let's check how this can be done in blender by the way
the work with layers in blender is
organized quite clearly
the active layer is marked in an upper right corner
and we can create additional layers there as well
we can save a specifically configured view
of the scene on each layer
in order to do this
I need to regroup my light sources a little bit
I've already rearranged them into three groups
this is the filler the backlight and the background
I've created three layers with the same names
now I'll keep the collection of the same name
active in each of the layers
thus only key layer will have key light active
and only the background layer will have the background
light active
there is a similar situation with the backlight
I also want to point out one more aspect
after we created several layers
in the render tab
it's now
possible to change the sample value for each layer
if it's set to zero
the number of samples will be taken automatically
this is very useful
when you need to optimize a scene
for a better performance
I'll do a small test before rendering the final image
but since this is a test
we only need a small number of samples
now let's click on render and wait for the final result
unfortunately
this way we're forced to render every single layer
thus the rendering time of the final image
increases in proportion
to the number of layers we've made
nevertheless
this is all compensated at the compositing stage
when the render is finished
we can check each of the layers
in the frame buffer window by selecting them
in the top menu
now you can move to compositing layout
compositing
works on the same principle as the shader editor
therefore you shouldn't have too much trouble
though there are a few small nuances
1st of all we need to activate the use nodes checkbox
and reconnect
the node render layers
to update the rendering information
you can select any of the layers
in the bottom list of this node
to see the result of the compositing
let's create a node viewer and connect our images to it
after copying the node render layers several times
we select the desired layer in each one
to assemble
the two layers we need node mix
let's connect our images to it
and choose add in the mixing method
in the same way we connect the last image
if we compare the clean render and the assembled image
we can see that we got an identical result
we spend a lot less time on rendering
for the beauty frame
instead
in a stacked image we have huge editing possibilities
and we can literally change the lighting of the whole
scene
also it's necessary to mention the creation of masks
often
we have to edit individual elements during compositing
in order to do this we have to create masks
in order not to do it manually
we can use the cryptomat module
which will create
masks for the whole scene automatically
besides to activate this function
you have to activate all the layers
in the cryptomat parometers
and it also supports more fine tuned customization
but it's not relevant to us now
another thing worth mentioning is that in our case
I activate cryptomat
only on one layer
since we have the same set of elements on all layers
I activated cryptomat on the key light layer
and having switched to the compositing mode
so we can see
that now the key light layer has additional outputs
these outputs are exactly the information for cryptomat
currently they're empty
and we need to render the image again
in order to write the information there
I don't need to render all layers
but only the layer that has cryptomat on it
I'll use the render single layer function to do this
it'll allow rendering only the selected layer
when the render is complete
we can create a node cryptomat
which automatically works with this information
from the list of layers
we'll choose the one on which we have cryptomat stored
for clarity we plug it into the viewer
to see what's going on in it
and as you can see
we have some kind of color image here
this is technical information
so we don't care exactly how it looks
as long as the information is present
to create a mask for a specific object
click on the plus sign and select the desired object
then again
for clarity let's connect the mask in the viewer
this is what the mask of the background geometry
looks like
we can add and remove elements from the
mask with the plus and minus buttons
this allows us to make a mask of several elements
we'll consider further work with
masks at the compositing stage
but now let's talk about how to save all this treasure
the point is that all of the layers we rendered
except the beauty layer
are now stored in the blender buffer
and this buffer is cleared when you close the program
accordingly we'll lose all our renders
this is why we need to save each layer separately
this could be done manually through the viewer window
but it's not a productive idea
it'd be much more correct
to create unnote file outputs of each of the elements
and the separate output for the cryptomat layer
the output settings are
identical to the ones we have in the render window
all we need to create is the correct file path
but the cryptomat layer should be set up separately
to save it
we need to connect all kryptomat elements in note
file output
we'll do this by creating
an additional number of inputs
that corresponds to the number of kryptomat elements
let's connect all these channels one by one
and make correct names for each channel
that is the way we're going to render our final image
all we need to do is enable automatic samples
for each of the layers
and make all the scene elements active
by the way
if we aren't gonna use the beauty layer
we can leave it with a single sample
so as not to waste time on it
finally
let's click on the render image in the render tab
when the renderer of all the elements is finished
I'll create a new scene
exclusively under compositing
next I'll transfer all the rendered layers into it
I'll also create node kryptomat
switch it to image mode and select our file with masks
now let's create a node viewer
to display the information on the screen
and check the quality of all the layers
if the displayed picture doesn't fit on the screen
we can adjust the image size in the side menu
or use the handy handlers
now let's take a look at all the elements one by one
we have the background
the backlight
and the fill key light
and this is exactly how node kryptomat looks
with all the elements
let's immediately select the background mask
click on a plus sign
turn on the idropper and select the background element
if we switch to mask mode
we can see how our final mask looks
and now let's put the whole picture together
1st I'll create an RGB node
which will be the source for our setup
I make it black and create a node mix
I set the blending mode to add and merge the two layers
I can use the node exposure
to edit the brightness of the picture
this is a better approach
than using the node mix channel
furthermore I can use node exposure
to increase the brightness of the picture
to the values I want
in the same way I'll connect the other layers
if we put it all together correctly
our picture will look exactly like the final render
however I guess I'm not happy with this result
the color and contrast of the image is lacking for me
to fix it
we can use the color profiles
there is a color
management tab at the very bottom
of the render settings
by default it already has filmic mode
and all we have to do
is to choose the preset that suits us
let's try high or very high contrast
this way
you get a very vibrant and bright image
with a minimum of effort
the next step
I want to take is to make the background darker
and more saturated
but I'd
also like to leave a spot of color in the center
I'll try to solve this with node gamma
let's make the gamma values 2.7
in this way our picture became more voluminous
I should say though
that this method is a bad solution
because it distorts the gamma of the light stream
that was recorded in the layer
most likely it can cause a lot of artifacts in more
complex compositions
but as we are doing this
as a part of a simple color correction
such dirty tricks can work
and of course how could I forget about our cryptomat
let's create another node mix
we'll make the mixing method multiple
and connect cryptomat in mask mode
now by changing the color in a 2nd node mix channel
we can send our background in any color
so half of the job is done
we lack special effects for the final image
therefore let's create a node glow
we connect it to our setup
and switch it to the fog glow mode
and following the traditional way
will add chromatic aberrations
we'll do this with node lens distortion
but as you can see
this node has created not only chromatic aberration
but also global lens distortion
probably we don't need such imperfection of the image
that's why we activate the projector function
and increase the dispersion value
to show chromatic aberrations a bit more
was the m hotkey
we can deactivate the selected node
and compare the result
with and without the effect
perhaps further action in compositing makes no sense
so the color correction work can be considered finished
we only have to export our result
I'll create a node output file
where I'll specify the path to the folder
in which the image
and final format of the image will be rendered
in this case I'll use the PNG format which is
able to keep a good quality picture
with minimal file size
but in order to see the final image during rendering
which is helpful if we're rendering animation
we need to connect to our setup node compositing
finally
let's render the image
well this is probably the end of our course
thank you for your attention
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