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These are the user uploaded subtitles that are being translated: 1 00:00:00,400 --> 00:00:01,200 hi everyone 2 00:00:01,733 --> 00:00:04,333 in this lesson we're going to talk about lighting 3 00:00:05,066 --> 00:00:07,333 lighting is an important element in the creation of 4 00:00:07,333 --> 00:00:08,499 graphic works 5 00:00:09,333 --> 00:00:09,899 while 6 00:00:09,900 --> 00:00:12,500 light can be used to highlight the shape of an object 7 00:00:12,866 --> 00:00:15,399 it can also be used to create atmosphere in the scene 8 00:00:15,400 --> 00:00:17,300 and create accents in the scene 9 00:00:18,666 --> 00:00:19,866 among other things 10 00:00:19,900 --> 00:00:22,466 it's an important mechanism for creating narrative 11 00:00:22,466 --> 00:00:23,966 and emotional content 12 00:00:24,900 --> 00:00:27,200 so since it's such an important topic 13 00:00:27,200 --> 00:00:28,566 let's get right to the point 14 00:00:30,166 --> 00:00:32,666 there's a classic set of light sources in blender 15 00:00:32,666 --> 00:00:35,066 that you can find in any 3D program 16 00:00:35,700 --> 00:00:37,700 and this set is enough to simulate 17 00:00:37,733 --> 00:00:39,133 any physical light source 18 00:00:42,533 --> 00:00:44,466 let's take a brief look at each of them 19 00:00:45,200 --> 00:00:47,466 the 1st light source is point light 20 00:00:48,333 --> 00:00:50,499 the light from its spreads in all directions 21 00:00:51,200 --> 00:00:53,466 although it's extremely easy to work with 22 00:00:53,466 --> 00:00:55,599 because you don't have to watch the direction 23 00:00:55,600 --> 00:00:56,900 of the light source 24 00:00:57,300 --> 00:00:59,133 but that is also a disadvantage 25 00:01:01,100 --> 00:01:02,666 and it's quite difficult to limit 26 00:01:02,666 --> 00:01:05,166 the areas of the three dimensional scene 27 00:01:05,566 --> 00:01:06,866 from its impact 28 00:01:09,200 --> 00:01:12,900 so this type of light source is often used as a lamp 29 00:01:12,900 --> 00:01:14,933 lantern or street lighting 30 00:01:15,866 --> 00:01:18,199 it's fairly easy to set up a light source 31 00:01:18,600 --> 00:01:20,500 and the set of parameters is almost 32 00:01:20,500 --> 00:01:22,533 identical for all light sources 33 00:01:23,566 --> 00:01:25,199 we can set the color of the lighting 34 00:01:25,200 --> 00:01:26,700 with the color parameter 35 00:01:28,266 --> 00:01:30,566 and thus color the areas of the scene 36 00:01:30,566 --> 00:01:31,733 in the shade we want 37 00:01:32,133 --> 00:01:34,466 the next parameter is the light intensity 38 00:01:34,933 --> 00:01:36,499 which is given in Watts 39 00:01:37,266 --> 00:01:39,399 the Watts describe the amount of power 40 00:01:39,400 --> 00:01:40,800 in the luminous flux 41 00:01:41,300 --> 00:01:43,266 this isn't the most convenient unit 42 00:01:43,866 --> 00:01:46,866 if you're more used to working in lumens or Lux 43 00:01:46,866 --> 00:01:49,466 which are frequently used by lighting designers 44 00:01:49,766 --> 00:01:51,966 you'll have to convert one value to another 45 00:01:54,466 --> 00:01:56,266 or you can keep a table of 46 00:01:56,266 --> 00:01:58,366 already converted values somewhere at hand 47 00:01:59,000 --> 00:02:00,966 but in our case we won't do that 48 00:02:01,300 --> 00:02:02,933 we'll just treat this parameter 49 00:02:02,933 --> 00:02:04,699 as a kind of light intensity 50 00:02:08,566 --> 00:02:11,366 the radius parameter shows the size of the light source 51 00:02:12,166 --> 00:02:14,499 which affects the degree of shadow blurring 52 00:02:16,500 --> 00:02:17,766 if the radius is small 53 00:02:17,766 --> 00:02:19,933 it makes the shadow very clear and sharp 54 00:02:20,900 --> 00:02:23,600 but since such shadows look quite unnatural 55 00:02:23,800 --> 00:02:26,733 I always try to keep the radius much higher than zero 56 00:02:27,666 --> 00:02:29,199 the max bounces parameter 57 00:02:29,200 --> 00:02:32,166 sets the number of light ray bounces in the scene 58 00:02:32,700 --> 00:02:34,666 this is a rather specific setting 59 00:02:34,866 --> 00:02:35,899 which can be useful 60 00:02:35,900 --> 00:02:38,500 only in the case of debugging rather complicated 61 00:02:38,500 --> 00:02:41,066 complex and three dimensional scenes 62 00:02:41,200 --> 00:02:42,266 the cast shadow 63 00:02:42,266 --> 00:02:43,866 option allows you to disable 64 00:02:43,866 --> 00:02:46,099 shadows for the selected light source 65 00:02:46,766 --> 00:02:48,566 it's not very photorealistic 66 00:02:49,100 --> 00:02:51,400 but those kinds of dirty tricks can be useful in 67 00:02:51,400 --> 00:02:52,766 certain situations 68 00:02:53,700 --> 00:02:55,666 the multiple importance parameter 69 00:02:55,666 --> 00:02:57,933 allows you to distribute all the rays from 70 00:02:57,933 --> 00:02:59,666 the light source more rationally 71 00:03:00,133 --> 00:03:01,333 and if necessary 72 00:03:01,333 --> 00:03:04,366 increase the number of rays for glossy materials 73 00:03:04,566 --> 00:03:06,466 and materials with reflection 74 00:03:06,700 --> 00:03:09,066 to reduce the amount of noise in the rendering 75 00:03:09,966 --> 00:03:11,566 besides these basic functions 76 00:03:11,566 --> 00:03:15,099 we can activate the nodes system for each light source 77 00:03:16,466 --> 00:03:17,366 thanks to it 78 00:03:17,366 --> 00:03:20,099 we can expand the functionality to a large extent 79 00:03:21,000 --> 00:03:23,766 we work with nodes in the shader editor window 80 00:03:24,700 --> 00:03:27,666 for example we can use nodes black body 81 00:03:28,166 --> 00:03:30,799 it describes a physical model of a black body 82 00:03:30,800 --> 00:03:33,166 and allows you to set the color of the source 83 00:03:33,166 --> 00:03:34,899 using a color temperature value 84 00:03:37,000 --> 00:03:39,200 this is a more natural method of working 85 00:03:39,200 --> 00:03:40,300 was the light hue 86 00:03:40,966 --> 00:03:41,933 as an example 87 00:03:41,933 --> 00:03:44,366 a value of 3500 Kelvin 88 00:03:44,366 --> 00:03:47,299 would roughly correspond to the color of a setting sun 89 00:03:48,800 --> 00:03:52,500 and 5400 kelvins would correspond to a photo flash 90 00:03:54,600 --> 00:03:56,600 you can find these values on the internet 91 00:03:56,600 --> 00:03:58,566 or check with the lighting designers 92 00:04:00,166 --> 00:04:02,766 now we'll look at the next source of light 93 00:04:03,800 --> 00:04:05,133 namely the sun 94 00:04:05,600 --> 00:04:08,866 this kind of luminaire imitates the source of light 95 00:04:08,866 --> 00:04:11,533 which is infinitely distant from the object 96 00:04:11,600 --> 00:04:13,266 like the sun or the moon 97 00:04:13,400 --> 00:04:15,533 if we talk about the dark time of day 98 00:04:15,733 --> 00:04:17,699 also it has two important properties 99 00:04:18,333 --> 00:04:21,133 namely the lack of fading of the light intensity 100 00:04:21,133 --> 00:04:23,566 and the parallelism of the shadows 101 00:04:24,100 --> 00:04:25,000 note that this 102 00:04:25,000 --> 00:04:27,166 light source illuminates the entire scene 103 00:04:27,166 --> 00:04:28,899 no matter where it's located 104 00:04:29,500 --> 00:04:30,866 and for its adjustment 105 00:04:30,866 --> 00:04:33,399 the only important thing is the direction of light 106 00:04:34,466 --> 00:04:37,199 which we can set with a rather handy manipulator 107 00:04:37,866 --> 00:04:39,966 the next light source is spotlight 108 00:04:42,733 --> 00:04:44,999 this light source is like a point light 109 00:04:45,400 --> 00:04:47,100 which has the possibility to set the 110 00:04:47,100 --> 00:04:48,133 direction of the light 111 00:04:49,266 --> 00:04:50,766 besides the basic parameters 112 00:04:50,766 --> 00:04:53,599 we have the possibility to control this cone of light 113 00:04:54,500 --> 00:04:57,533 and to make the values of the cone harder or softer 114 00:04:58,866 --> 00:05:00,866 such a light source can be used as 115 00:05:00,866 --> 00:05:03,266 any kind of lanterns or spotlights 116 00:05:04,566 --> 00:05:05,699 another light source 117 00:05:05,700 --> 00:05:08,133 that is available to us is area light 118 00:05:09,100 --> 00:05:12,100 this is the most convenient and universal light source 119 00:05:12,600 --> 00:05:14,866 and depending on the settings 120 00:05:15,200 --> 00:05:17,066 it can be used in the role of those 121 00:05:17,066 --> 00:05:18,466 light sources that we've 122 00:05:18,466 --> 00:05:19,599 already discussed with you 123 00:05:20,966 --> 00:05:24,099 this source has a surface area of light emission and 124 00:05:24,100 --> 00:05:25,733 is used like a soft box 125 00:05:27,700 --> 00:05:28,766 in the shape setting 126 00:05:28,766 --> 00:05:30,466 we can change the shape of the surface 127 00:05:30,466 --> 00:05:33,599 and make it either radial or arbitrarily rectangular 128 00:05:36,600 --> 00:05:38,866 we can change the direction of the rays 129 00:05:38,866 --> 00:05:40,466 with the spread parameter 130 00:05:41,266 --> 00:05:43,866 from parallel to all directions 131 00:05:45,133 --> 00:05:48,066 this allows us to create a very soft and diffused light 132 00:05:50,133 --> 00:05:51,766 moreover we have the possibility 133 00:05:51,766 --> 00:05:53,766 to create lighting with the environment 134 00:05:55,100 --> 00:05:58,133 its settings are in the tab in the world properties 135 00:05:58,133 --> 00:06:00,399 or by switching the shader editor window 136 00:06:00,400 --> 00:06:01,933 from object to world 137 00:06:02,766 --> 00:06:03,799 as you can see 138 00:06:03,866 --> 00:06:06,366 node's background is already connected there 139 00:06:07,000 --> 00:06:08,533 in which we can set the color 140 00:06:08,533 --> 00:06:10,266 and intensity of the lighting 141 00:06:10,966 --> 00:06:13,099 this method of lighting is applicable 142 00:06:13,100 --> 00:06:14,933 when we need to create a filling light 143 00:06:14,933 --> 00:06:16,466 such as from the sky 144 00:06:16,800 --> 00:06:19,766 this method is most often used as an additional method 145 00:06:20,266 --> 00:06:20,766 after all 146 00:06:20,766 --> 00:06:23,466 this method of lighting looks very unexpressive 147 00:06:23,500 --> 00:06:24,533 if we create 148 00:06:24,533 --> 00:06:28,199 nodes texture sky and plug it into the color parameter 149 00:06:30,666 --> 00:06:32,933 we get a more complex type of lighting 150 00:06:34,066 --> 00:06:36,166 nodes texture sky simulates 151 00:06:36,166 --> 00:06:37,999 celestial solar illumination 152 00:06:38,000 --> 00:06:40,900 and doesn't require additional light sources for this 153 00:06:43,200 --> 00:06:45,100 we can use the sun size parameter 154 00:06:45,100 --> 00:06:48,200 to create lighting both in clear and sunny weather 155 00:06:48,600 --> 00:06:50,200 and in cloudy weather 156 00:06:50,266 --> 00:06:52,133 when the light passes through the clouds 157 00:06:52,133 --> 00:06:53,799 and becomes very diffuse 158 00:06:54,300 --> 00:06:55,866 the sun intensity parameter 159 00:06:55,866 --> 00:06:57,999 can adjust the overall effect of the sun 160 00:06:58,000 --> 00:06:59,266 on the lighting model 161 00:07:00,800 --> 00:07:02,966 with sun elevation we can adjust 162 00:07:02,966 --> 00:07:05,066 the height of the sun in the sky 163 00:07:05,766 --> 00:07:07,533 according to the height of the sun 164 00:07:07,533 --> 00:07:09,533 the sky will also change its hue 165 00:07:10,933 --> 00:07:14,066 ranging from clear blue to sunset orange 166 00:07:14,766 --> 00:07:15,133 also 167 00:07:15,133 --> 00:07:18,566 we use sun rotation to rotate our celestial sphere 168 00:07:18,666 --> 00:07:21,133 this allows us to adjust the angle of the shadow 169 00:07:21,500 --> 00:07:24,533 we set the altitude parameter to the altitude above sea 170 00:07:24,566 --> 00:07:25,166 level 171 00:07:25,166 --> 00:07:26,599 and with the right settings 172 00:07:26,600 --> 00:07:29,300 we can achieve lighting like in a mountainous area 173 00:07:29,500 --> 00:07:31,100 meanwhile with the air 174 00:07:31,100 --> 00:07:32,966 dust and ozone options 175 00:07:32,966 --> 00:07:35,699 we can create more specific scene conditions 176 00:07:35,700 --> 00:07:39,533 besides we can use HDR images to illuminate our scene 177 00:07:40,400 --> 00:07:42,333 we'll use the nodes environment texture 178 00:07:42,333 --> 00:07:43,399 for this purpose 179 00:07:44,333 --> 00:07:46,466 and load a suitable image into it 180 00:07:47,500 --> 00:07:49,900 this way we can create a very accurate environment 181 00:07:49,900 --> 00:07:50,800 lighting model 182 00:07:51,333 --> 00:07:53,466 often only one HDR map is 183 00:07:53,466 --> 00:07:55,766 enough to illuminate 1 3 dimensional scene 184 00:08:00,333 --> 00:08:02,333 we can rotate the HDR image 185 00:08:02,733 --> 00:08:06,099 if necessary to find the best angle of illumination 186 00:08:09,533 --> 00:08:11,366 now let's go to our scene and 187 00:08:11,366 --> 00:08:13,199 do the lighting for our character 188 00:08:14,266 --> 00:08:15,599 I've already picked up 189 00:08:15,600 --> 00:08:17,066 one of the animation frames 190 00:08:17,066 --> 00:08:18,999 that looks quite expressive to my taste 191 00:08:19,800 --> 00:08:22,666 and based on it I made a scene with lighting 192 00:08:26,700 --> 00:08:29,333 so let's look at the final result and analyze it 193 00:08:31,933 --> 00:08:34,199 it all started with a camera setup 194 00:08:34,700 --> 00:08:36,066 I found the right angle 195 00:08:36,066 --> 00:08:39,099 and set the focal length on the camera to 80mm 196 00:08:40,400 --> 00:08:43,200 this is a typical focal length for portraits 197 00:08:44,300 --> 00:08:46,533 which both leaves a sense of perspective 198 00:08:46,533 --> 00:08:47,699 and doesn't distort 199 00:08:47,700 --> 00:08:49,900 the proportions of the subjects too much 200 00:08:50,400 --> 00:08:52,900 I also made a background on which our character 201 00:08:52,900 --> 00:08:53,800 will be placed 202 00:08:58,800 --> 00:08:59,900 I made it rounded 203 00:08:59,900 --> 00:09:00,100 in 204 00:09:00,100 --> 00:09:02,966 order to get rid of the flat lines in the background 205 00:09:04,266 --> 00:09:05,299 for the background 206 00:09:05,300 --> 00:09:07,966 I used as simple of a material as possible 207 00:09:08,100 --> 00:09:10,133 matte without reflections 208 00:09:14,133 --> 00:09:17,466 its light is quite dark with a slight blue tint 209 00:09:18,166 --> 00:09:18,866 typically 210 00:09:18,866 --> 00:09:21,766 it's completely unnoticable in the final rendering 211 00:09:23,066 --> 00:09:25,466 this is because the horse itself is block 212 00:09:26,800 --> 00:09:28,500 thus I have to raise the brightness 213 00:09:28,500 --> 00:09:30,300 of the light sources rather high 214 00:09:30,800 --> 00:09:32,900 and in order to keep our picture 215 00:09:32,900 --> 00:09:34,466 within the correct exposure 216 00:09:34,733 --> 00:09:36,999 I had to make a rather dark background 217 00:09:37,266 --> 00:09:38,266 for convenience 218 00:09:38,266 --> 00:09:41,266 I divided our light sources into two collections 219 00:09:42,066 --> 00:09:43,399 the light foreground collection 220 00:09:43,400 --> 00:09:45,166 contains the light sources that work 221 00:09:45,166 --> 00:09:46,533 directly with a horse 222 00:09:47,566 --> 00:09:50,599 the 1st and main source of light is the fill light 223 00:09:51,600 --> 00:09:53,333 this is a large area light 224 00:09:53,333 --> 00:09:56,299 that softly illuminates the horse and the entire area 225 00:09:56,300 --> 00:09:57,100 around it 226 00:09:58,066 --> 00:10:00,699 I made the light source a neutral warm shade 227 00:10:01,166 --> 00:10:03,566 which almost doesn't brighten up the scene itself 228 00:10:03,800 --> 00:10:06,333 the intensity of the light source isn't very high 229 00:10:06,333 --> 00:10:09,066 so that there is a range in brightness for 230 00:10:09,066 --> 00:10:10,333 other light sources 231 00:10:10,566 --> 00:10:12,766 the next light source is key light 232 00:10:13,533 --> 00:10:15,666 this is used to create the main character 233 00:10:15,666 --> 00:10:16,533 of the fluck 234 00:10:17,733 --> 00:10:19,333 this is also area light 235 00:10:19,333 --> 00:10:20,799 but a little smaller 236 00:10:21,933 --> 00:10:25,199 also it creates the basic falling shadow of the objects 237 00:10:25,933 --> 00:10:27,166 at the same time 238 00:10:27,166 --> 00:10:30,333 I changed the value of spread for this light source 239 00:10:31,000 --> 00:10:32,533 I made it a little smaller 240 00:10:32,533 --> 00:10:34,199 to focus only on the character 241 00:10:34,200 --> 00:10:36,500 and to minimize the effect on the background 242 00:10:37,966 --> 00:10:40,099 the next group of sources works to create 243 00:10:40,100 --> 00:10:41,300 outline lighting 244 00:10:41,700 --> 00:10:44,166 these sources are called rim lights 245 00:10:44,966 --> 00:10:47,266 as always these are area lights 246 00:10:47,566 --> 00:10:51,266 one at the top and one at the back pretty wide 247 00:10:51,800 --> 00:10:54,133 its main task is to create a beautiful light 248 00:10:54,133 --> 00:10:56,966 on the main its color is neutrally cool 249 00:10:57,333 --> 00:10:59,199 so that it slightly balances out 250 00:10:59,266 --> 00:11:00,499 the fill light source 251 00:11:02,300 --> 00:11:04,400 and it's also slightly reduced in spread 252 00:11:04,400 --> 00:11:05,566 to increase the effect 253 00:11:05,566 --> 00:11:07,699 of the slight source on the main character 254 00:11:08,066 --> 00:11:10,699 there are also two other sources of backlighting 255 00:11:10,700 --> 00:11:11,700 on the sides 256 00:11:12,533 --> 00:11:13,733 on the left hand right 257 00:11:13,733 --> 00:11:15,799 which also highlight the horse's outline 258 00:11:16,466 --> 00:11:18,299 on the left is a blue light source 259 00:11:18,500 --> 00:11:19,866 which solves the problem of 260 00:11:19,866 --> 00:11:21,699 excessive blockness of the horse 261 00:11:22,166 --> 00:11:23,699 due to the nature of the fluck 262 00:11:24,933 --> 00:11:27,966 on the right side it's a fairly small area light 263 00:11:28,300 --> 00:11:29,733 a cool shade of blue 264 00:11:32,200 --> 00:11:33,800 its placement and size 265 00:11:33,800 --> 00:11:35,133 made it possible to create 266 00:11:35,133 --> 00:11:37,499 quite an interesting fleck on the glasses 267 00:11:37,933 --> 00:11:41,066 both of these light sources are appointed upwards 268 00:11:41,166 --> 00:11:43,699 so as not to give excessive light on the floor 269 00:11:44,766 --> 00:11:45,933 that's how we work out 270 00:11:45,933 --> 00:11:49,099 to the two backlights that work for the silhouette 271 00:11:49,166 --> 00:11:51,399 was the 3rd one we light the hair 272 00:11:52,066 --> 00:11:54,066 fill light is for general lighting 273 00:11:54,066 --> 00:11:56,533 and key light makes the volume more expressive 274 00:11:57,966 --> 00:11:58,166 now 275 00:11:58,166 --> 00:12:00,899 let's see how the light sources work in the background 276 00:12:01,533 --> 00:12:03,599 they're organized in a much simpler way 277 00:12:03,866 --> 00:12:05,966 there are only two light sources 278 00:12:06,600 --> 00:12:08,800 one serves as a large fill light source 279 00:12:08,800 --> 00:12:11,066 and the other is a local key light 280 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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