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These are the user uploaded subtitles that are being translated: 1 00:00:03,280 --> 00:00:08,520 Blocking Out the Scene and Setting Up the Lighting 2 00:00:10,913 --> 00:00:13,725 We've got this going on here and this is looking great. 3 00:00:14,097 --> 00:00:16,803 I'll add in a staircase using that Archipack add-on. 4 00:00:16,805 --> 00:00:19,995 If I go to Create, Archipack, Stairs. 5 00:00:19,995 --> 00:00:23,825 I want a U staircase, so this adds into my scene. 6 00:00:24,698 --> 00:00:26,083 I'll hit G to move it over 7 00:00:26,083 --> 00:00:29,423 and let's scale this up a bit so it fits in our scene a bit better. 8 00:00:30,207 --> 00:00:32,493 If we go back down to the Archipack tab here, 9 00:00:32,493 --> 00:00:34,113 I can turn off the panels on it 10 00:00:34,113 --> 00:00:36,948 to make some adjustments to its width and height 11 00:00:36,948 --> 00:00:38,843 so that it matches our scene better. 12 00:00:38,843 --> 00:00:41,223 I want this leading up to the top deck there. 13 00:00:41,225 --> 00:00:44,598 I see this is clipping through the floor so I'll pull this up there. 14 00:00:45,703 --> 00:00:48,133 I'll give it a bit of thickness to it, not much, 15 00:00:48,608 --> 00:00:51,330 but that is looking good to me. 16 00:00:51,332 --> 00:00:53,328 Let me pull that up a hair more there. 17 00:00:53,597 --> 00:00:58,097 If you tried to walk up this staircase, you wouldn't be able to go anywhere 18 00:00:58,098 --> 00:01:00,978 because there's no hole to get us up to the top here. 19 00:01:00,980 --> 00:01:03,670 If you'd walk through here, you'd bang your head. 20 00:01:03,670 --> 00:01:06,510 Let's use a Boolean to cut out a little hole here. 21 00:01:06,512 --> 00:01:08,505 I will add a Mesh, Cube, 22 00:01:09,018 --> 00:01:12,398 and then go to its Object Properties, down to Viewport Display, 23 00:01:12,405 --> 00:01:15,928 and check it to Wire, so we can see what we're doing here on this side. 24 00:01:16,540 --> 00:01:18,612 I'll go to the Modifiers tab on the roof, 25 00:01:18,613 --> 00:01:19,913 add a Boolean modifier, 26 00:01:19,915 --> 00:01:23,243 and for our object, I'll select that Cube we added here. 27 00:01:23,823 --> 00:01:24,925 I can scale this up. 28 00:01:24,927 --> 00:01:27,028 Let me turn off Proportional edit mode. 29 00:01:27,710 --> 00:01:30,823 If I pull this up, we'll cut a hole through our ceiling. 30 00:01:30,823 --> 00:01:34,155 If I go to top-down view, I want to line this up 31 00:01:34,155 --> 00:01:36,887 to where that staircase is coming up through the scene. 32 00:01:37,283 --> 00:01:38,942 We don't need it over everything. 33 00:01:38,943 --> 00:01:41,932 I also want to add a bit of imperfection to it 34 00:01:41,933 --> 00:01:45,075 so that it's not looking so neat and regular. 35 00:01:45,075 --> 00:01:47,625 We add a bit of intrigue to the staircase. 36 00:01:48,995 --> 00:01:51,503 I'll add a loop cut to this side, 37 00:01:51,510 --> 00:01:55,710 grab this edge and drag it along so that we have this curve to it almost. 38 00:01:56,398 --> 00:02:01,132 Maybe if we hit Ctrl + B to bevel it, we can add a bit of a bend to it almost 39 00:02:02,105 --> 00:02:03,697 as if it's a rounded staircase. 40 00:02:03,698 --> 00:02:05,180 Maybe do it to this edge too, 41 00:02:05,182 --> 00:02:08,120 bring this edge in a bit here and then bevel it. 42 00:02:09,815 --> 00:02:12,418 Now we have this bit of a curve to it. 43 00:02:13,005 --> 00:02:15,080 I'll turn off this Viewpoint for now 44 00:02:15,082 --> 00:02:17,598 because, in Render mode, that will block our scene 45 00:02:17,598 --> 00:02:18,660 but looks great. 46 00:02:18,660 --> 00:02:21,395 We've got this nice little cut there for our staircase. 47 00:02:22,320 --> 00:02:26,803 I'll add in some background elements to get things started. 48 00:02:26,805 --> 00:02:28,233 With our A.N.T landscape, 49 00:02:28,233 --> 00:02:31,180 we can quickly add in some Landscape elements. 50 00:02:31,182 --> 00:02:34,397 For this one, I'll use dunes because this is a beach environment. 51 00:02:34,808 --> 00:02:37,933 The default is fine for now since this is a background element. 52 00:02:38,815 --> 00:02:42,013 You can notice it clips into infinity, so if it's doing that, 53 00:02:42,015 --> 00:02:43,228 I'll go to my Camera 54 00:02:43,703 --> 00:02:49,298 and for clipping, I'll set this to something crazy high like 99,000. 55 00:02:49,298 --> 00:02:50,300 That's fine. 56 00:02:50,308 --> 00:02:53,528 With this Landscape selected, let's call it Dune. 57 00:02:54,498 --> 00:02:58,248 I'll add this to a new collection and call it BG Elements. 58 00:02:59,618 --> 00:03:02,255 We can hit Alt + D to make some link duplicates, 59 00:03:02,255 --> 00:03:05,935 rotate and scale them up so they fit the background of our scene. 60 00:03:06,308 --> 00:03:09,860 You won’t be able to tell the difference that this is the same object, 61 00:03:09,860 --> 00:03:12,027 it'll look like a natural part of the scene. 62 00:03:12,403 --> 00:03:15,915 Scaling these down in different ways and moving them around 63 00:03:16,333 --> 00:03:18,188 makes it look different enough 64 00:03:18,190 --> 00:03:22,520 that it is believable as a different element in your scene. 65 00:03:23,220 --> 00:03:26,585 We've got some dune mountains in the distance, which looks great. 66 00:03:27,608 --> 00:03:29,370 Our background is accounted for, 67 00:03:29,372 --> 00:03:31,983 we got our foreground with the sand accounted for. 68 00:03:31,985 --> 00:03:33,588 Let me turn that back on. 69 00:03:34,005 --> 00:03:37,363 We'll have waves coming in, but I'll focus on that a bit later. 70 00:03:37,365 --> 00:03:39,715 Let's add these stairs to our mid-ground section 71 00:03:39,715 --> 00:03:41,195 and delete this Archipack. 72 00:03:41,808 --> 00:03:46,077 We've got all this selected here and so let's add a deck here. 73 00:03:46,085 --> 00:03:48,608 To do that, I'll bring back the Bezier curve. 74 00:03:49,300 --> 00:03:51,293 Let's duplicate and pull it up here. 75 00:03:51,295 --> 00:03:54,303 I'll pull it above so it's looking at the top 76 00:03:54,618 --> 00:03:57,565 and I'll call this Handrail Top. 77 00:03:58,598 --> 00:04:01,905 For this one, I'll keep it as a curve object. 78 00:04:01,905 --> 00:04:06,195 Since I have it as a curve, I have the option to go down to Geometry 79 00:04:06,195 --> 00:04:08,440 under this curve Object Data Properties tab, 80 00:04:08,913 --> 00:04:12,177 and if you go down to Bevel, you can give it some beveling. 81 00:04:12,178 --> 00:04:15,695 If I go to Profile and turn up the Depth, 82 00:04:15,695 --> 00:04:17,642 it's adding some thickness to this. 83 00:04:17,643 --> 00:04:22,200 Now we got this as some real geometry, like a handrail around our top deck. 84 00:04:22,683 --> 00:04:23,840 There are many presets. 85 00:04:23,840 --> 00:04:27,612 You can modify this curve thing here to adjust itself too 86 00:04:27,913 --> 00:04:30,508 but for this one, let's call it Support Loops 87 00:04:30,508 --> 00:04:32,005 and that will look good. 88 00:04:32,005 --> 00:04:33,872 We got this interesting little thing. 89 00:04:33,873 --> 00:04:36,530 If the resolution looks weird, it's only at 4, 90 00:04:36,530 --> 00:04:39,800 let's turn it up to 20, so we get a bit more detail with that. 91 00:04:40,330 --> 00:04:41,980 Now, this is hovering in the air, 92 00:04:41,980 --> 00:04:44,613 so I'll duplicate that Bezier curve handle, 93 00:04:44,615 --> 00:04:47,702 pull it up here to the top of this 94 00:04:47,703 --> 00:04:50,868 and we will call this the Handrail Glass object. 95 00:04:50,870 --> 00:04:52,933 We will have a glassy element here 96 00:04:52,935 --> 00:04:56,720 and I'll convert this one right off the bat to a Mesh 97 00:04:57,410 --> 00:05:01,415 and then pull it down a bit to see what it's doing in Edit mode. 98 00:05:03,705 --> 00:05:05,418 That's what we're looking at here. 99 00:05:06,718 --> 00:05:09,513 Let's add some subdivisions to this. 100 00:05:11,805 --> 00:05:13,893 Between these, I'll add some subdivisions. 101 00:05:19,793 --> 00:05:23,725 Over here, we will add some subdivisions as well. 102 00:05:25,420 --> 00:05:28,108 On this last side, we'll add some more subdivisions 103 00:05:28,108 --> 00:05:31,377 which will be the last part of the blocking out we'll need to do. 104 00:05:31,378 --> 00:05:35,175 Then, we'll get into more detailing and stuff in the next section. 105 00:05:35,175 --> 00:05:38,513 For this one, instead of filling it, I'll pull this up here 106 00:05:39,508 --> 00:05:42,720 so it's underneath our handrail and then hit E to extrude, 107 00:05:43,027 --> 00:05:45,995 Z to constrain that motion on the Z axis and pull it down. 108 00:05:45,995 --> 00:05:47,483 Now, we've got this filled in 109 00:05:47,483 --> 00:05:50,603 and it looks cool if you look at the rendered side here. 110 00:05:51,233 --> 00:05:52,248 That looks great. 111 00:05:52,250 --> 00:05:56,192 I'll shade that smooth again, and turn its Auto Smooth to 30. 112 00:05:56,812 --> 00:06:00,528 Now we've some great elements here, let's add this to Midground_buildings. 113 00:06:00,790 --> 00:06:02,835 I'll delete this point light for now 114 00:06:03,617 --> 00:06:07,203 and then add our Handrail into our Midground_buildings. 115 00:06:09,815 --> 00:06:13,330 For me, one of the most important parts of any render is the lighting. 116 00:06:13,332 --> 00:06:15,755 I spend the most amount of time tweaking this 117 00:06:15,755 --> 00:06:17,965 even throughout the entire process. 118 00:06:17,965 --> 00:06:20,762 Once I block things and I have such things to work with, 119 00:06:20,763 --> 00:06:22,588 I'll switch over to Render mode 120 00:06:22,588 --> 00:06:26,568 with Cycles and Denoise turned on with OptiX denoising selected, 121 00:06:26,570 --> 00:06:27,788 I tend to use that. 122 00:06:28,307 --> 00:06:31,688 Also, in the object Output Properties tab, 123 00:06:31,688 --> 00:06:34,925 you can select it, so it renders what we see through the camera. 124 00:06:35,275 --> 00:06:37,988 If I switch to Render mode, you see nothing for now, 125 00:06:38,320 --> 00:06:42,193 but if I go down to my World Properties and check Environment Texture, 126 00:06:42,195 --> 00:06:44,205 I can bring in an HDRI. 127 00:06:44,205 --> 00:06:46,830 I've sourced an HDRI from HDRI Haven. 128 00:06:46,832 --> 00:06:50,230 It's a great site with a bunch of free-to-use HDRIs. 129 00:06:50,520 --> 00:06:54,513 I'll specifically use this night one that will look nice 130 00:06:54,513 --> 00:06:58,398 and give me an initial color palette to start off with for my scene. 131 00:06:58,400 --> 00:07:02,018 It will take a second to load up into Blender and now we have it there. 132 00:07:02,510 --> 00:07:03,915 If I pull this up here, 133 00:07:03,915 --> 00:07:07,500 I can change this bottom timeline to a Shader Editor, 134 00:07:07,502 --> 00:07:09,282 and switch from Object to World, 135 00:07:09,283 --> 00:07:12,958 we now have our HDRI plug into the background of our scene. 136 00:07:12,958 --> 00:07:15,330 If I zoom out here, it wraps our entire scene. 137 00:07:16,117 --> 00:07:18,320 I don't like how it's positioned here 138 00:07:18,320 --> 00:07:21,135 and since we enabled that Node Wrangler add-on initially, 139 00:07:21,135 --> 00:07:25,128 I can select this image of our HDRI and then hit Ctrl + T 140 00:07:25,508 --> 00:07:27,898 to add a mapping and a texture coordinate node 141 00:07:27,898 --> 00:07:30,325 clicked into our texture conveniently here. 142 00:07:30,620 --> 00:07:34,518 You can change the Z rotation of this, so it spins it around 143 00:07:34,822 --> 00:07:36,730 to change where that light comes from. 144 00:07:36,732 --> 00:07:39,895 I'll look where that primary lighting source is on this HDRI 145 00:07:39,895 --> 00:07:43,275 which appears to be this sunset that we're seeing right here. 146 00:07:43,277 --> 00:07:44,743 That's the brightest portion. 147 00:07:45,120 --> 00:07:50,638 I want this to the right of our scene reflecting across our building. 148 00:07:50,638 --> 00:07:52,297 We're giving nice shadows casting 149 00:07:52,298 --> 00:07:55,715 across our columns and into this interior part here. 150 00:07:55,715 --> 00:07:58,343 I'll turn off the brightness a bit in the strength, 151 00:07:59,003 --> 00:08:00,418 maybe down a hair. 152 00:08:00,898 --> 00:08:03,690 Again, I'll swap out this background. 153 00:08:03,690 --> 00:08:07,608 The HDRI is a good starting point to get an initial splash of color and light, 154 00:08:07,608 --> 00:08:11,115 and a bit of variety across our surface to work with there. 155 00:08:11,505 --> 00:08:12,667 That's a good start. 156 00:08:12,668 --> 00:08:15,793 However, our shadows are very muted here. 157 00:08:15,793 --> 00:08:20,085 Often, I'll add in a sunlamp for my renders here. 158 00:08:20,085 --> 00:08:22,353 I'll go add a sunlamp in here, 159 00:08:22,818 --> 00:08:25,305 pull this up and it's pointing down to start. 160 00:08:25,628 --> 00:08:29,437 With sunlamps, it only matters where this arrow is pointing. 161 00:08:29,438 --> 00:08:32,913 That's the directionality of our sun, so if I rotate this around, 162 00:08:33,500 --> 00:08:36,100 you can now see we got some shadows coming in. 163 00:08:36,403 --> 00:08:39,928 We're getting that nice shadow across our staircase and stuff here, 164 00:08:39,928 --> 00:08:40,928 which looks great. 165 00:08:41,317 --> 00:08:44,410 I'll go over the Object Data Properties for this light 166 00:08:44,412 --> 00:08:45,673 and adjust these colors. 167 00:08:45,673 --> 00:08:49,217 It's a bit bluish moonlight coming in a bit there 168 00:08:50,003 --> 00:08:52,415 and maybe turn its strength down a hair now. 169 00:08:52,417 --> 00:08:54,915 I'll add this to a new collection called Lighting. 170 00:08:55,580 --> 00:08:58,468 For a bit of clarity for me as I'm scrolling through, 171 00:08:58,470 --> 00:09:01,215 I'll change the color of this collection to yellow 172 00:09:01,217 --> 00:09:03,717 by right-clicking on that box you see there. 173 00:09:04,508 --> 00:09:07,810 We'll add in all the additional lighting for our scene here. 174 00:09:08,310 --> 00:09:11,645 This is a nice starter view of how our lighting setup will be. 175 00:09:12,205 --> 00:09:15,592 Again, I'll come back to this throughout the whole process 176 00:09:15,593 --> 00:09:18,018 to adjust things and refine stuff in my scene. 177 00:09:18,617 --> 00:09:20,963 Now, I'll turn off the HDRI in the background. 178 00:09:20,963 --> 00:09:24,022 I'll go to Render Properties, scroll down to Film, 179 00:09:24,023 --> 00:09:25,735 and then check on Transparent. 180 00:09:25,735 --> 00:09:29,953 Now, we have this checkered background which is completely transparent. 181 00:09:29,955 --> 00:09:32,905 If we rendered this, it would be a transparent background. 182 00:09:32,907 --> 00:09:36,002 We will use the images as planes to put something there, 183 00:09:36,310 --> 00:09:40,515 but this is a nice starting point for us to work on our lighting. 184 00:09:41,588 --> 00:09:44,215 Also, to start things off here, 185 00:09:44,217 --> 00:09:47,127 your eye is not drawn anywhere in particular on the scene. 186 00:09:47,128 --> 00:09:50,025 We don't have any textures or stuff going on our objects, 187 00:09:50,025 --> 00:09:54,208 but I want to have that initial splash of lighting in our building here 188 00:09:54,988 --> 00:09:57,710 to draw your eye into that section. 189 00:09:57,712 --> 00:10:00,720 To do that, I'll have our lighting collection selected here 190 00:10:00,722 --> 00:10:03,807 so that this gets added automatically when I import it in. 191 00:10:03,808 --> 00:10:07,323 Hit Shift + A, go to Light, and give us a Point light to work with. 192 00:10:07,323 --> 00:10:09,413 I'll pull this up into our room, 193 00:10:10,108 --> 00:10:13,725 scale it up over here by changing its radius to something like 1.5, 194 00:10:14,395 --> 00:10:18,528 and give it a nice warm orange color, as if this is the color of a lamp 195 00:10:18,530 --> 00:10:20,528 and crank its power up quite a bit. 196 00:10:21,512 --> 00:10:24,600 Now you see this has added a nice focal element here. 197 00:10:24,602 --> 00:10:28,205 Though there are no textures, we've some color splash from this light 198 00:10:28,632 --> 00:10:32,688 and this will enhance once we add some lamps to our scenes. 199 00:10:32,688 --> 00:10:36,205 I'll call this our Orange Splash Initial here, 200 00:10:36,205 --> 00:10:37,845 so we've got that look. 201 00:10:38,287 --> 00:10:41,930 I'll hit Alt + D to duplicate this and pull this over to this other side 202 00:10:41,930 --> 00:10:44,683 because we will have some lights in this area. 203 00:10:45,303 --> 00:10:50,115 Now, I'll unselect the Object Properties under Visibility, Glossy 204 00:10:50,117 --> 00:10:53,718 because sometimes this will show up as a weird reflection in water 205 00:10:53,720 --> 00:10:57,123 or in our glass that we won't like to have there. 206 00:10:57,425 --> 00:10:59,627 This is looking nice initially too. 207 00:10:59,628 --> 00:11:03,123 We've got a nice detail here for our scene already. 208 00:11:03,125 --> 00:11:06,132 If I turn off the Overlay, we get some nice depth. 209 00:11:06,133 --> 00:11:08,620 We've got mountains and dunes in the distance 210 00:11:08,620 --> 00:11:11,122 and this nice splash of color in our foreground. 211 00:11:11,123 --> 00:11:13,827 This looks great, it's a good start with our lighting. 212 00:11:19,395 --> 00:11:22,078 Now that you're more comfortable working in Blender 213 00:11:22,080 --> 00:11:24,007 and starting to block out your scene, 214 00:11:24,300 --> 00:11:27,022 we'll take it a few steps further in the next lesson. 215 00:11:27,395 --> 00:11:32,825 We'll refine many details of our scene and make it something special. 18015

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