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Okay.
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So what I want to cover in this chapter is I just want to do some
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balancing basic tee.
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So I want to balance out my material and I just want to make sure here
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there is like this little bug going on.
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It looks really strange.
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I think it has to do with the subsurface scattering that you can see
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over here.
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But yes, there's basically a few things that I want to cover.
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One thing that I have had a look at and I feel a little bit less
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confident about is that we are exporting this using custom Atlas that
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has like
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the variations in it.
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I think the bad side of it is not worth the good side of it.
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So what I mean right now is that we have over here like these extra
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atlases.
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However, they are way less refined and we don't have the ability to
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use the roughness and we also don't have the ability to use the
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translucency this way.
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So I think, what I want to do is I had to just want to go ahead.
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And use our default.
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So if we go ahead and create a new texture folder that will just call
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Ivy underscore leaves over here.
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And so I still want to keep like the old one in here.
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Then what I'm going to do is I'm just going to go into my textures
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text.com IV, and I'm basically just going to import these for over
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here.
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So let's go ahead and import these double check.
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I think I need to
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Flip the yeah, I need to flip the green Channel over here like that.
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So that is also done.
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That's fine.
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Now.
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What I'm going to do is I'm just going to go ahead and I'm going to
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see first of all grab your translucency over here.
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And I guess I think we will make the system a little bit different.
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What we're going to probably do now is we are going to first multiply
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our translucency that we have just added and you can right, click
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convert a parameter.
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Subsurface, that's what I will call it.
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So it has different names depending on which program you use and then
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we multiply it.
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So we multiply the subsurface with the color so that we can slightly
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change the color around and then we can control the strength of it.
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So I think that is a little bit better.
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I'm going to also just by default.
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Apply.
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These Texas, we still needed later on, do it over here.
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And the reason that I'm doing that is because right now, we are going
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to use a custom offer.
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So I just want to grab this off over here and I want to use this into
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my opacity.
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I think you have right, click click pin.
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This is the mass.
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So yeah, we need to be in the opacity mask.
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So that's fine.
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Yeah, that's already starting to look quite a bit better.
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So we got those all done and then yes, we do have a half this but our
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roughness is fine for now.
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Maybe later on.
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What we can do is we can just throw on like a quick crunch map to give
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it like some very slight variation.
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So we do that.
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Then there is one thing that we do need to do and that is that we need
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to export this and then yes, we
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I need to set it up again inside of Maya, but we just want to export
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this to game.
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And I want to export this with the atlas set To None, which basically
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means that it will not try to create an atlas.
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So then we can just go ahead and press.
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Ok.
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And that should also fix like, ruv stuff that we had to fix later on
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in here.
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So, for now, you know what, I'm just going to delete that.
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I'm not too worried about the scaling and everything because we are so
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early on in the project.
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So I don't need to match it up.
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Exactly.
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So what I'm going to do is I'm going to go
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Why do I have so many Maps?
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I'm going to delete all of those, but basically,
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It changed again.
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Now it now.
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Oh, no.
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Wait, I'm looking at it from like the different direction.
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Let's go ahead and rotate this and then I'm just going to go ahead and
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scale this down again.
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Move this down over here.
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Like this.
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I'm just going to quickly check.
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I need to flip it around again.
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That is really strange.
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I wonder if that's a bug because that it never used to do this.
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But again, let's just select all of these and then maybe all shift
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and, like, deselect these bits, and I need to flip it on the
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Yeah, actually I even need to move it who I never like moving my
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you've he's like this.
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It's always risky to do that kind of stuff.
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But as long as they fit the to be fine, okay.
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So those are now into place that is fine.
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And what I'm going to do now is I can just go ahead and do like save
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us, save our scene and do a lie, export over here and that should
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pretty much fix everything.
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So if we now go back into and real over here.
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Right-click re-import.
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and then, just do a
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Hmm, different Leaf materials.
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Oh, the reason it's doing different.
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Leaf materials is because it's still asking us to add four variations,
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which actually you know, what?
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That could be in our advantage.
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I don't know why it's important like this because we still have like
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the original scaling.
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But okay, I guess that's what I want to do.
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Is I want to set my scaling.
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This that is weird.
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So let's do like a scaling of five.
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There you go.
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Really didn't make it that much bigger.
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I must have made it way bigger than I really expected or then I
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noticed.
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But anyway, this is pretty cool.
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So what we can do with this is we can simply out like a few extra
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materials.
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So right now, I just want to see which one is our bark.
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Okay, so this one is a box.
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So if I just go ahead and in my materials, I like to make this
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smaller.
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So this one is to balk.
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And then for, now what I will do is I will just make all of them, the
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same ivy.
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Over here.
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We even have four variations.
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That's interesting.
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So I made those Ivy pieces over there.
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It seems that it still does not properly.
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Do our UVs.
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Which is interesting because these are not decals know.
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These are you've he's like the mask is working.
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Oh, I know why I need to open this up and I need to replace them in
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here.
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Sorry about that.
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I'm quite forgetful at times.
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So I just need to replace my base color.
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Am I normal?
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There we go.
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Okay.
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So that's already looking better.
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I'm just going to quickly check in.
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My rendering received Eagles is turned off.
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So it still has like a little bit of like a, I don't know what it is.
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It's almost like a shadow problems and I have a feeling or like, the
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suspicion that it comes from our normal map.
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Yeah, I feel like that that is the case.
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Let's just not risk it and let's actually get rid of an old map
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strength because I normally do not use it on the foliage.
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I normally only use that on like bricks and everything.
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So,
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Okay, so it's not that bad.
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So on that you can see that here.
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We are already starting to get like here.
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You can see it better.
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We are starting to get like a small improvements.
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So this is just part of the deal.
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It's just bouncing out.
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So I'm going to have my two materials on here.
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And I'm going to go in here and I'm going to basically just see let's
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first of all, make this one a bit darker.
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Like that.
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And now if we go in here, let's have a look.
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So, first of all, let's set our subsurface scattering if I set you to
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zero.
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Okay, so it's definitely you have to do 0.1 the subsurface scattering.
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Is adding a funky effect to it.
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Which I don't really toss to be honest.
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Here, you cannot see that much here.
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But here you can definitely see it.
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See so I'm not going.
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I'm going to have this quite low just to avoid it for now.
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But I do want to have it later on.
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So I wonder exactly where the problem is.
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Well, it might not be a problem.
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It might just be some kind of like a limitation.
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The next thing that I want to do is so I want to go ahead and have
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control of my color but I also want have control over these
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situations.
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So I'm going to go in here and after are multiplied with our color.
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I'm going to add a set of ation note or a set of eight, not a
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separate.
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Desensitization notes, sorry.
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Desaturation todas in here at a scalar parameter.
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Remember s, click and called this.
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Let's just do the set set this to 0 and plug this into a base color
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was Zero gray.
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Yes, 0 is gray and one is or minus one.
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Is that it looks dollar.
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I believe I think then I'll wait - one is that it becomes saturated
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and plus 1 means that it looks more gay scale.
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So we now have these.
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So now let's do some balancing out.
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Let's start with that color.
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Let's make the color a little bit more, like a yellowish color, and
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then just own it nicely down.
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And then add some desaturation of like, zero points here, C.
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And then if you see 0.3, maybe we can very quickly get like
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interesting facts.
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So I do want to go for a little bit too colorful.
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So not this dull but also here this is quite a good one.
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So we want to go for like maybe a little bit colorful.
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Maybe slightly darker green color.
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So
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Let's see.
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Don't know if that's a here.
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If I do darker green.
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I don't know.
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It also depends on your environment.
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What looks best?
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I think in this environment because it looks so peaceful.
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It might actually be nice.
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Yes, if we go for like a more slightly yellowish tone and have
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everything like a little bit brighter.
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So something like that's pretty good.
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And then desaturation Co-op or to know 0.4.
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0.35.
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Let's do 0.35.
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Okay, so we got that one also done.
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That's pretty good actually.
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Yeah, it's looking pretty good.
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Even over a, of course.
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It does not look logical in this place because we are going to have
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like a unique one here.
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But for example, over here might look a logical.
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To have it hanging.
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Sort of like in this location.
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Like this.
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Little bit more.
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You see?
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So you get like some quite interesting effects.
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And if you go to like your camera, you can see like, oh yeah here.
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So we have like some IV and stuff like that.
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I do have like lights over here, that are already compensating a
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little bit but not too much yet.
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So the subsurface color.
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What it will do is it will basically whenever we have a light it will
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let the light shine to on the other end and here we can see it like a
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little bit.
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What we have now when I place a light behind it.
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Now what we can do is we can just play around with this a little bit
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more.
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So here are the sets to 1.
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You can see that the light shines through really strongly but it never
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really tends to look very good.
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So if we and it looks surprisingly flat, I kind of expected it to be
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stronger - one just in case.
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No, don't worry.
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It was just me trying something out 0.2.
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0.3.
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Maybe.
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So serve look like over here.
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Yes, is 0.3 looks pretty decent.
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And now for the color we can go in here.
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You can even like make it like a really strong color to get started
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with here.
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Let's do like a bit of like a yellowish color like this and
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You can also like increases strength.
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So here, let's do like a slight yellowish color and then simply tone
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it down until it does not look as strong anymore.
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So around it.
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Now, these values look quite nice.
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Something like this over here.
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Yeah, you know, that's good work.
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So we got those pieces.
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Now, what I'm going to do is I'm going to quickly make them a little
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bit darker because when we play around with our subs,
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First averaging often becomes a little bit lighter.
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So, you kind of want to compensate by just hitting your color?
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Bit darker again here.
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See, and now you can really see the effect over here where the sun is
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hitting.
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You can see that it shines through, and here, you can see that this is
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in Shadow and it just like quite a bit softer Maybach.
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I also want to once again should mess around with it a bit more.
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Yeah, it's I don't want to have this as notes about.
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I feel like that would not look very nice.
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I know that in our reference, it is quite bright, but in our reference
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we have way more leaves basically because they are sitting on a wall
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which kind of hides it.
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So, I'm just going to kind like
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Play house with this stuff and set my roughness the 0.8.
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So let's set it like a little bit duller and I think that that is
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looking pretty good.
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I think we got a pretty solid material right now, for our foliage just
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like an easy material.
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Doesn't need to be too difficult, but I quite like that.
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That's also go into like a preview map.
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Here in a preview map.
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It is also pretty interesting.
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What I'm going to do, just to close of this chapter because this was
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just a balancing chapter here.
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I'm going to make my lights a little bit.
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More orange and maybe I'll make it like a little bit stronger over
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here to like six or seven.
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And what I'm going to do is I'm going to see you Skylight I kind of
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want to do.
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I have like some hti's hais are basically just like some Cube Maps
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over here.
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I don't know if I used one for like the very beginning.
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Nah, well, it's not that important.
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It would have just been nice.
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What I can do is I can go to create visual effects and out a post
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process volume.
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And in here, I can just do like a bunch of stuff like playing around
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with my Bloom amount, which, in this case doesn't do much setting my
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exposure.
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I like the always set my exposure to Zero by zero.
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And, by the way, in order to see the effect, we do need to go all the
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way down to our post-process, volume settings, and turn it on.
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Now, you can see that this is very bright.
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But then if you play hard to do exposure, you see.
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We can set this to like - 20.
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That's minus 15.
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There we go.
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See.
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And then we can just like mess around with a bloom a little bit like
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this.
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And we got also do some color grading, which is nice.
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So, here's some Vic netting on top of it.
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Let's go down to the misc.
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And then for our color grading, maybe I can actually use my color
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grading that I used in the tunnel scene, just for the fun of it.
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Vit.
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It does look interesting in like a scene like this because this is a
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good color grading that I use for my tunnel seen see the difference.
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So I pushed like the green a little bit more and that's why over here.
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It looks a little bit different.
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Let's set this 2.6 over here.
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And what I'm also going to do is let's go ahead and go into our
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global.
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Gamma.
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It's like a little bit of lichen, yellowish tint in here.
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And then what I also want to do is I want to go into my Shadows at my
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gamma and I want to give this like a little bit of like a bluish tint
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over here.
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I could have just copied over my post effects of by the way, from my
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other scene, but they sometimes it's fun to just mess around with
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these things.
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And in my Lumen, I'm just going to set my Lumen quality of my
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Reflections and my GI.
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Nice to do.
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There we go.
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Okay, so that's like a nice preview scene for us to get started with.
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So he can also see it in action, where, oh, sorry.
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Let's set up pivot Points to be world's oriented.
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Here.
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I can like play.
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00:16:49,825 --> 00:16:52,525
How to this a little bit more and then you can also see how it would
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00:16:52,525 --> 00:16:56,025
look, if you, for example, repeat it, but don't forget often.
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You would not always repeat like this.
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Sometimes you just move it like an intersect.
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It a little bit and then maybe like move it down a bit more.
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Just that from a distance.
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00:17:05,425 --> 00:17:06,625
It will look totally fine.
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So, this likewise a nice one to have like a generic piece.
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And what we're going to do in the next chapter is we are going to
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create another generic piece on top of this.
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00:17:16,025 --> 00:17:18,225
And then what I want to do is I want to show you how to actually
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create some unique specific pieces.
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00:17:21,325 --> 00:17:24,925
So that are really designed specifically for your environment.
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00:17:25,225 --> 00:17:28,925
But as you can see, this is a pretty solid start already.
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00:17:29,425 --> 00:17:33,225
I'm going to have these and I'm going to do one last thing.
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Go to create a quick, rectangular light.
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Over here.
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Going to rotate it to the tar.
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I'm going to set my source width and height and maybe my bond or
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angle.
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Also a little bit lower set.
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My color to be like a nice, nice orange color, and maybe art like a
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00:17:57,025 --> 00:18:00,825
little bit of like an increase in my light and I don't know, this
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00:18:00,825 --> 00:18:05,025
often just gives me like n a little bit of Shadow response and also
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00:18:05,025 --> 00:18:06,725
just in general, it will give me
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00:18:08,125 --> 00:18:11,225
Some better Lighting in this specific effect.
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00:18:11,325 --> 00:18:12,625
Oh and set it to movable.
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00:18:12,725 --> 00:18:14,825
Let's not forget that here.
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00:18:14,825 --> 00:18:17,325
Let's set it to like a small rotation.
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00:18:20,225 --> 00:18:23,025
Like this and maybe let's tone it down a little bit more.
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00:18:24,525 --> 00:18:25,925
212.
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And now what I can also see is I can also play around my roughness
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response.
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So that's the last thing.
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00:18:30,925 --> 00:18:35,925
I know I will say that this is a lasting very often in these kind of
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00:18:35,925 --> 00:18:40,025
tutorials because it is just a bunch of bouncing to get a perfect.
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00:18:40,125 --> 00:18:40,625
Sometimes.
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00:18:40,625 --> 00:18:43,625
I literally play with this for like an hour or two just to get it.
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00:18:43,625 --> 00:18:45,925
Absolutely perfect, but I cannot do that right now.
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00:18:46,425 --> 00:18:47,925
So 0.4.
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00:18:50,725 --> 00:18:54,125
It does have something when this little bit shiny 0.5, Maybe.
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00:18:56,625 --> 00:19:01,625
0.5 to, let's just do 0.5.
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00:19:01,625 --> 00:19:02,825
0.5 should be fine.
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00:19:03,525 --> 00:19:03,825
There we go.
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00:19:03,825 --> 00:19:06,125
So that looks quite interesting, in test, like a little bit of like a
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00:19:06,125 --> 00:19:09,325
shine to it, which I quite like perfect.
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00:19:09,325 --> 00:19:12,525
Okay, let's go ahead and save our scene and continue to the next
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chapter.30396
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