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These are the user uploaded subtitles that are being translated: 1 00:00:00,525 --> 00:00:01,025 Okay. 2 00:00:01,025 --> 00:00:04,025 So what I want to cover in this chapter is I just want to do some 3 00:00:04,025 --> 00:00:05,125 balancing basic tee. 4 00:00:05,325 --> 00:00:09,125 So I want to balance out my material and I just want to make sure here 5 00:00:09,125 --> 00:00:11,125 there is like this little bug going on. 6 00:00:11,125 --> 00:00:12,725 It looks really strange. 7 00:00:13,025 --> 00:00:15,625 I think it has to do with the subsurface scattering that you can see 8 00:00:15,625 --> 00:00:16,025 over here. 9 00:00:16,425 --> 00:00:18,825 But yes, there's basically a few things that I want to cover. 10 00:00:19,525 --> 00:00:23,525 One thing that I have had a look at and I feel a little bit less 11 00:00:23,525 --> 00:00:28,725 confident about is that we are exporting this using custom Atlas that 12 00:00:28,725 --> 00:00:29,525 has like 13 00:00:30,125 --> 00:00:31,225 the variations in it. 14 00:00:31,225 --> 00:00:36,425 I think the bad side of it is not worth the good side of it. 15 00:00:36,525 --> 00:00:39,525 So what I mean right now is that we have over here like these extra 16 00:00:39,525 --> 00:00:40,125 atlases. 17 00:00:40,625 --> 00:00:44,125 However, they are way less refined and we don't have the ability to 18 00:00:44,125 --> 00:00:46,525 use the roughness and we also don't have the ability to use the 19 00:00:46,525 --> 00:00:48,025 translucency this way. 20 00:00:48,425 --> 00:00:51,525 So I think, what I want to do is I had to just want to go ahead. 21 00:00:52,725 --> 00:00:54,425 And use our default. 22 00:00:54,525 --> 00:00:58,625 So if we go ahead and create a new texture folder that will just call 23 00:00:58,625 --> 00:01:01,825 Ivy underscore leaves over here. 24 00:01:02,725 --> 00:01:05,125 And so I still want to keep like the old one in here. 25 00:01:05,825 --> 00:01:08,825 Then what I'm going to do is I'm just going to go into my textures 26 00:01:09,025 --> 00:01:13,425 text.com IV, and I'm basically just going to import these for over 27 00:01:13,425 --> 00:01:13,725 here. 28 00:01:13,725 --> 00:01:16,825 So let's go ahead and import these double check. 29 00:01:17,025 --> 00:01:19,425 I think I need to 30 00:01:20,725 --> 00:01:24,325 Flip the yeah, I need to flip the green Channel over here like that. 31 00:01:24,825 --> 00:01:26,725 So that is also done. 32 00:01:26,725 --> 00:01:27,725 That's fine. 33 00:01:28,025 --> 00:01:28,225 Now. 34 00:01:28,225 --> 00:01:31,125 What I'm going to do is I'm just going to go ahead and I'm going to 35 00:01:32,325 --> 00:01:38,125 see first of all grab your translucency over here. 36 00:01:39,425 --> 00:01:43,625 And I guess I think we will make the system a little bit different. 37 00:01:44,125 --> 00:01:49,225 What we're going to probably do now is we are going to first multiply 38 00:01:49,225 --> 00:01:52,925 our translucency that we have just added and you can right, click 39 00:01:53,325 --> 00:01:54,325 convert a parameter. 40 00:01:57,725 --> 00:01:59,425 Subsurface, that's what I will call it. 41 00:01:59,725 --> 00:02:03,725 So it has different names depending on which program you use and then 42 00:02:03,725 --> 00:02:04,525 we multiply it. 43 00:02:04,525 --> 00:02:07,425 So we multiply the subsurface with the color so that we can slightly 44 00:02:07,425 --> 00:02:10,425 change the color around and then we can control the strength of it. 45 00:02:11,025 --> 00:02:12,425 So I think that is a little bit better. 46 00:02:13,025 --> 00:02:14,925 I'm going to also just by default. 47 00:02:15,525 --> 00:02:16,225 Apply. 48 00:02:17,825 --> 00:02:21,525 These Texas, we still needed later on, do it over here. 49 00:02:22,225 --> 00:02:25,025 And the reason that I'm doing that is because right now, we are going 50 00:02:25,025 --> 00:02:26,325 to use a custom offer. 51 00:02:26,525 --> 00:02:30,725 So I just want to grab this off over here and I want to use this into 52 00:02:30,725 --> 00:02:31,525 my opacity. 53 00:02:33,925 --> 00:02:36,025 I think you have right, click click pin. 54 00:02:36,825 --> 00:02:37,725 This is the mass. 55 00:02:37,725 --> 00:02:39,925 So yeah, we need to be in the opacity mask. 56 00:02:39,925 --> 00:02:40,725 So that's fine. 57 00:02:41,425 --> 00:02:43,525 Yeah, that's already starting to look quite a bit better. 58 00:02:44,025 --> 00:02:47,825 So we got those all done and then yes, we do have a half this but our 59 00:02:47,825 --> 00:02:49,325 roughness is fine for now. 60 00:02:49,725 --> 00:02:50,325 Maybe later on. 61 00:02:50,325 --> 00:02:53,125 What we can do is we can just throw on like a quick crunch map to give 62 00:02:53,125 --> 00:02:55,025 it like some very slight variation. 63 00:02:55,725 --> 00:02:58,125 So we do that. 64 00:02:58,925 --> 00:03:01,925 Then there is one thing that we do need to do and that is that we need 65 00:03:01,925 --> 00:03:03,625 to export this and then yes, we 66 00:03:03,725 --> 00:03:07,425 I need to set it up again inside of Maya, but we just want to export 67 00:03:07,425 --> 00:03:08,025 this to game. 68 00:03:09,925 --> 00:03:13,825 And I want to export this with the atlas set To None, which basically 69 00:03:13,825 --> 00:03:15,825 means that it will not try to create an atlas. 70 00:03:16,425 --> 00:03:18,125 So then we can just go ahead and press. 71 00:03:18,125 --> 00:03:18,625 Ok. 72 00:03:19,825 --> 00:03:23,925 And that should also fix like, ruv stuff that we had to fix later on 73 00:03:23,925 --> 00:03:24,425 in here. 74 00:03:24,625 --> 00:03:27,125 So, for now, you know what, I'm just going to delete that. 75 00:03:27,125 --> 00:03:30,525 I'm not too worried about the scaling and everything because we are so 76 00:03:30,525 --> 00:03:31,525 early on in the project. 77 00:03:31,525 --> 00:03:32,725 So I don't need to match it up. 78 00:03:32,725 --> 00:03:33,525 Exactly. 79 00:03:34,525 --> 00:03:37,025 So what I'm going to do is I'm going to go 80 00:03:38,425 --> 00:03:39,825 Why do I have so many Maps? 81 00:03:40,525 --> 00:03:43,425 I'm going to delete all of those, but basically, 82 00:03:45,625 --> 00:03:46,425 It changed again. 83 00:03:46,525 --> 00:03:47,125 Now it now. 84 00:03:47,225 --> 00:03:47,825 Oh, no. 85 00:03:47,825 --> 00:03:50,125 Wait, I'm looking at it from like the different direction. 86 00:03:50,325 --> 00:03:53,525 Let's go ahead and rotate this and then I'm just going to go ahead and 87 00:03:53,525 --> 00:03:54,525 scale this down again. 88 00:03:56,025 --> 00:03:57,125 Move this down over here. 89 00:03:59,625 --> 00:04:00,125 Like this. 90 00:04:00,425 --> 00:04:02,225 I'm just going to quickly check. 91 00:04:05,625 --> 00:04:07,925 I need to flip it around again. 92 00:04:08,025 --> 00:04:09,525 That is really strange. 93 00:04:09,925 --> 00:04:13,025 I wonder if that's a bug because that it never used to do this. 94 00:04:13,225 --> 00:04:16,325 But again, let's just select all of these and then maybe all shift 95 00:04:16,325 --> 00:04:21,825 and, like, deselect these bits, and I need to flip it on the 96 00:04:25,625 --> 00:04:29,725 Yeah, actually I even need to move it who I never like moving my 97 00:04:29,725 --> 00:04:30,625 you've he's like this. 98 00:04:31,525 --> 00:04:33,425 It's always risky to do that kind of stuff. 99 00:04:33,525 --> 00:04:36,425 But as long as they fit the to be fine, okay. 100 00:04:36,425 --> 00:04:39,225 So those are now into place that is fine. 101 00:04:40,625 --> 00:04:43,825 And what I'm going to do now is I can just go ahead and do like save 102 00:04:43,825 --> 00:04:48,425 us, save our scene and do a lie, export over here and that should 103 00:04:48,425 --> 00:04:49,425 pretty much fix everything. 104 00:04:49,425 --> 00:04:53,825 So if we now go back into and real over here. 105 00:04:55,825 --> 00:04:57,525 Right-click re-import. 106 00:04:58,525 --> 00:04:59,925 and then, just do a 107 00:05:01,525 --> 00:05:03,525 Hmm, different Leaf materials. 108 00:05:03,825 --> 00:05:06,425 Oh, the reason it's doing different. 109 00:05:06,425 --> 00:05:10,625 Leaf materials is because it's still asking us to add four variations, 110 00:05:11,025 --> 00:05:12,425 which actually you know, what? 111 00:05:12,425 --> 00:05:14,125 That could be in our advantage. 112 00:05:14,125 --> 00:05:18,625 I don't know why it's important like this because we still have like 113 00:05:18,625 --> 00:05:19,625 the original scaling. 114 00:05:19,625 --> 00:05:23,025 But okay, I guess that's what I want to do. 115 00:05:23,025 --> 00:05:24,025 Is I want to set my scaling. 116 00:05:24,025 --> 00:05:26,025 This that is weird. 117 00:05:26,125 --> 00:05:28,125 So let's do like a scaling of five. 118 00:05:30,725 --> 00:05:31,225 There you go. 119 00:05:32,325 --> 00:05:33,925 Really didn't make it that much bigger. 120 00:05:34,225 --> 00:05:37,825 I must have made it way bigger than I really expected or then I 121 00:05:37,825 --> 00:05:38,625 noticed. 122 00:05:38,625 --> 00:05:39,825 But anyway, this is pretty cool. 123 00:05:39,825 --> 00:05:43,525 So what we can do with this is we can simply out like a few extra 124 00:05:43,525 --> 00:05:44,125 materials. 125 00:05:44,525 --> 00:05:48,525 So right now, I just want to see which one is our bark. 126 00:05:53,425 --> 00:05:54,725 Okay, so this one is a box. 127 00:05:54,725 --> 00:05:59,925 So if I just go ahead and in my materials, I like to make this 128 00:05:59,925 --> 00:06:00,625 smaller. 129 00:06:01,525 --> 00:06:02,925 So this one is to balk. 130 00:06:03,925 --> 00:06:06,825 And then for, now what I will do is I will just make all of them, the 131 00:06:06,825 --> 00:06:07,525 same ivy. 132 00:06:09,325 --> 00:06:09,925 Over here. 133 00:06:13,125 --> 00:06:14,525 We even have four variations. 134 00:06:14,525 --> 00:06:15,425 That's interesting. 135 00:06:15,925 --> 00:06:18,525 So I made those Ivy pieces over there. 136 00:06:20,325 --> 00:06:24,325 It seems that it still does not properly. 137 00:06:24,325 --> 00:06:25,825 Do our UVs. 138 00:06:27,225 --> 00:06:29,625 Which is interesting because these are not decals know. 139 00:06:29,625 --> 00:06:32,325 These are you've he's like the mask is working. 140 00:06:32,425 --> 00:06:36,425 Oh, I know why I need to open this up and I need to replace them in 141 00:06:36,425 --> 00:06:36,725 here. 142 00:06:37,625 --> 00:06:38,425 Sorry about that. 143 00:06:39,025 --> 00:06:40,825 I'm quite forgetful at times. 144 00:06:40,925 --> 00:06:42,725 So I just need to replace my base color. 145 00:06:43,325 --> 00:06:44,225 Am I normal? 146 00:06:46,425 --> 00:06:47,125 There we go. 147 00:06:47,725 --> 00:06:48,025 Okay. 148 00:06:48,025 --> 00:06:49,225 So that's already looking better. 149 00:06:49,525 --> 00:06:50,925 I'm just going to quickly check in. 150 00:06:50,925 --> 00:06:54,325 My rendering received Eagles is turned off. 151 00:06:54,725 --> 00:06:59,325 So it still has like a little bit of like a, I don't know what it is. 152 00:06:59,325 --> 00:07:03,325 It's almost like a shadow problems and I have a feeling or like, the 153 00:07:03,325 --> 00:07:06,025 suspicion that it comes from our normal map. 154 00:07:07,125 --> 00:07:08,625 Yeah, I feel like that that is the case. 155 00:07:08,625 --> 00:07:12,225 Let's just not risk it and let's actually get rid of an old map 156 00:07:12,225 --> 00:07:15,825 strength because I normally do not use it on the foliage. 157 00:07:15,825 --> 00:07:18,125 I normally only use that on like bricks and everything. 158 00:07:18,625 --> 00:07:19,225 So, 159 00:07:20,425 --> 00:07:22,125 Okay, so it's not that bad. 160 00:07:22,125 --> 00:07:23,825 So on that you can see that here. 161 00:07:23,825 --> 00:07:26,225 We are already starting to get like here. 162 00:07:26,225 --> 00:07:27,025 You can see it better. 163 00:07:27,525 --> 00:07:29,625 We are starting to get like a small improvements. 164 00:07:29,625 --> 00:07:32,225 So this is just part of the deal. 165 00:07:32,225 --> 00:07:34,125 It's just bouncing out. 166 00:07:34,125 --> 00:07:36,625 So I'm going to have my two materials on here. 167 00:07:37,825 --> 00:07:42,425 And I'm going to go in here and I'm going to basically just see let's 168 00:07:42,425 --> 00:07:44,225 first of all, make this one a bit darker. 169 00:07:46,325 --> 00:07:47,025 Like that. 170 00:07:47,625 --> 00:07:49,925 And now if we go in here, let's have a look. 171 00:07:49,925 --> 00:07:53,625 So, first of all, let's set our subsurface scattering if I set you to 172 00:07:53,625 --> 00:07:54,325 zero. 173 00:07:55,125 --> 00:07:59,825 Okay, so it's definitely you have to do 0.1 the subsurface scattering. 174 00:08:01,225 --> 00:08:04,525 Is adding a funky effect to it. 175 00:08:05,925 --> 00:08:07,725 Which I don't really toss to be honest. 176 00:08:09,425 --> 00:08:11,025 Here, you cannot see that much here. 177 00:08:11,025 --> 00:08:12,425 But here you can definitely see it. 178 00:08:12,525 --> 00:08:14,625 See so I'm not going. 179 00:08:14,625 --> 00:08:17,725 I'm going to have this quite low just to avoid it for now. 180 00:08:19,225 --> 00:08:20,925 But I do want to have it later on. 181 00:08:20,925 --> 00:08:23,825 So I wonder exactly where the problem is. 182 00:08:24,125 --> 00:08:25,525 Well, it might not be a problem. 183 00:08:25,525 --> 00:08:27,425 It might just be some kind of like a limitation. 184 00:08:28,025 --> 00:08:30,725 The next thing that I want to do is so I want to go ahead and have 185 00:08:30,725 --> 00:08:33,725 control of my color but I also want have control over these 186 00:08:33,725 --> 00:08:34,525 situations. 187 00:08:34,525 --> 00:08:39,125 So I'm going to go in here and after are multiplied with our color. 188 00:08:39,125 --> 00:08:44,325 I'm going to add a set of ation note or a set of eight, not a 189 00:08:44,325 --> 00:08:45,025 separate. 190 00:08:46,225 --> 00:08:47,725 Desensitization notes, sorry. 191 00:08:47,725 --> 00:08:52,725 Desaturation todas in here at a scalar parameter. 192 00:08:52,825 --> 00:08:56,125 Remember s, click and called this. 193 00:08:58,725 --> 00:09:03,125 Let's just do the set set this to 0 and plug this into a base color 194 00:09:03,525 --> 00:09:04,925 was Zero gray. 195 00:09:04,925 --> 00:09:09,925 Yes, 0 is gray and one is or minus one. 196 00:09:09,925 --> 00:09:12,425 Is that it looks dollar. 197 00:09:13,125 --> 00:09:17,925 I believe I think then I'll wait - one is that it becomes saturated 198 00:09:17,925 --> 00:09:21,425 and plus 1 means that it looks more gay scale. 199 00:09:22,125 --> 00:09:23,725 So we now have these. 200 00:09:23,725 --> 00:09:25,325 So now let's do some balancing out. 201 00:09:25,325 --> 00:09:26,425 Let's start with that color. 202 00:09:27,325 --> 00:09:30,225 Let's make the color a little bit more, like a yellowish color, and 203 00:09:30,225 --> 00:09:33,025 then just own it nicely down. 204 00:09:33,625 --> 00:09:36,925 And then add some desaturation of like, zero points here, C. 205 00:09:36,925 --> 00:09:41,725 And then if you see 0.3, maybe we can very quickly get like 206 00:09:41,725 --> 00:09:42,525 interesting facts. 207 00:09:42,525 --> 00:09:45,125 So I do want to go for a little bit too colorful. 208 00:09:45,125 --> 00:09:49,225 So not this dull but also here this is quite a good one. 209 00:09:49,225 --> 00:09:52,925 So we want to go for like maybe a little bit colorful. 210 00:09:53,625 --> 00:09:55,825 Maybe slightly darker green color. 211 00:09:55,825 --> 00:09:56,325 So 212 00:09:58,725 --> 00:09:59,625 Let's see. 213 00:10:01,225 --> 00:10:03,225 Don't know if that's a here. 214 00:10:03,225 --> 00:10:04,325 If I do darker green. 215 00:10:04,325 --> 00:10:04,925 I don't know. 216 00:10:05,025 --> 00:10:07,125 It also depends on your environment. 217 00:10:07,225 --> 00:10:08,225 What looks best? 218 00:10:08,225 --> 00:10:11,325 I think in this environment because it looks so peaceful. 219 00:10:11,925 --> 00:10:12,925 It might actually be nice. 220 00:10:12,925 --> 00:10:17,625 Yes, if we go for like a more slightly yellowish tone and have 221 00:10:17,625 --> 00:10:19,025 everything like a little bit brighter. 222 00:10:19,025 --> 00:10:21,125 So something like that's pretty good. 223 00:10:21,125 --> 00:10:24,325 And then desaturation Co-op or to know 0.4. 224 00:10:25,725 --> 00:10:26,825 0.35. 225 00:10:26,825 --> 00:10:28,325 Let's do 0.35. 226 00:10:28,925 --> 00:10:31,025 Okay, so we got that one also done. 227 00:10:31,025 --> 00:10:32,225 That's pretty good actually. 228 00:10:33,925 --> 00:10:35,125 Yeah, it's looking pretty good. 229 00:10:35,625 --> 00:10:36,925 Even over a, of course. 230 00:10:37,225 --> 00:10:40,325 It does not look logical in this place because we are going to have 231 00:10:40,325 --> 00:10:41,625 like a unique one here. 232 00:10:43,125 --> 00:10:45,225 But for example, over here might look a logical. 233 00:10:46,625 --> 00:10:47,625 To have it hanging. 234 00:10:50,825 --> 00:10:52,525 Sort of like in this location. 235 00:10:53,725 --> 00:10:54,425 Like this. 236 00:10:57,125 --> 00:10:58,625 Little bit more. 237 00:11:02,025 --> 00:11:02,425 You see? 238 00:11:02,425 --> 00:11:04,525 So you get like some quite interesting effects. 239 00:11:05,725 --> 00:11:08,125 And if you go to like your camera, you can see like, oh yeah here. 240 00:11:08,125 --> 00:11:10,225 So we have like some IV and stuff like that. 241 00:11:10,725 --> 00:11:13,625 I do have like lights over here, that are already compensating a 242 00:11:13,625 --> 00:11:17,625 little bit but not too much yet. 243 00:11:17,825 --> 00:11:19,225 So the subsurface color. 244 00:11:19,525 --> 00:11:23,025 What it will do is it will basically whenever we have a light it will 245 00:11:23,025 --> 00:11:27,825 let the light shine to on the other end and here we can see it like a 246 00:11:27,825 --> 00:11:28,225 little bit. 247 00:11:28,225 --> 00:11:31,125 What we have now when I place a light behind it. 248 00:11:32,025 --> 00:11:34,625 Now what we can do is we can just play around with this a little bit 249 00:11:34,625 --> 00:11:35,025 more. 250 00:11:35,425 --> 00:11:36,825 So here are the sets to 1. 251 00:11:36,925 --> 00:11:41,025 You can see that the light shines through really strongly but it never 252 00:11:41,025 --> 00:11:43,825 really tends to look very good. 253 00:11:44,125 --> 00:11:48,425 So if we and it looks surprisingly flat, I kind of expected it to be 254 00:11:48,925 --> 00:11:52,125 stronger - one just in case. 255 00:11:52,125 --> 00:11:53,825 No, don't worry. 256 00:11:53,825 --> 00:11:58,025 It was just me trying something out 0.2. 257 00:12:01,425 --> 00:12:02,625 0.3. 258 00:12:02,625 --> 00:12:03,225 Maybe. 259 00:12:05,425 --> 00:12:06,725 So serve look like over here. 260 00:12:07,425 --> 00:12:12,325 Yes, is 0.3 looks pretty decent. 261 00:12:13,225 --> 00:12:15,625 And now for the color we can go in here. 262 00:12:16,125 --> 00:12:18,925 You can even like make it like a really strong color to get started 263 00:12:18,925 --> 00:12:20,225 with here. 264 00:12:20,225 --> 00:12:24,325 Let's do like a bit of like a yellowish color like this and 265 00:12:25,725 --> 00:12:27,525 You can also like increases strength. 266 00:12:27,525 --> 00:12:32,525 So here, let's do like a slight yellowish color and then simply tone 267 00:12:32,525 --> 00:12:36,725 it down until it does not look as strong anymore. 268 00:12:36,725 --> 00:12:37,625 So around it. 269 00:12:37,725 --> 00:12:40,025 Now, these values look quite nice. 270 00:12:40,825 --> 00:12:42,225 Something like this over here. 271 00:12:44,025 --> 00:12:45,425 Yeah, you know, that's good work. 272 00:12:46,125 --> 00:12:47,325 So we got those pieces. 273 00:12:48,125 --> 00:12:52,925 Now, what I'm going to do is I'm going to quickly make them a little 274 00:12:52,925 --> 00:12:55,325 bit darker because when we play around with our subs, 275 00:12:55,425 --> 00:12:58,125 First averaging often becomes a little bit lighter. 276 00:12:59,325 --> 00:13:01,725 So, you kind of want to compensate by just hitting your color? 277 00:13:03,025 --> 00:13:04,625 Bit darker again here. 278 00:13:04,625 --> 00:13:07,625 See, and now you can really see the effect over here where the sun is 279 00:13:07,625 --> 00:13:08,125 hitting. 280 00:13:08,225 --> 00:13:10,825 You can see that it shines through, and here, you can see that this is 281 00:13:10,825 --> 00:13:15,325 in Shadow and it just like quite a bit softer Maybach. 282 00:13:15,325 --> 00:13:18,925 I also want to once again should mess around with it a bit more. 283 00:13:21,025 --> 00:13:23,525 Yeah, it's I don't want to have this as notes about. 284 00:13:23,525 --> 00:13:25,525 I feel like that would not look very nice. 285 00:13:25,625 --> 00:13:29,825 I know that in our reference, it is quite bright, but in our reference 286 00:13:29,825 --> 00:13:33,125 we have way more leaves basically because they are sitting on a wall 287 00:13:33,325 --> 00:13:34,325 which kind of hides it. 288 00:13:34,325 --> 00:13:36,225 So, I'm just going to kind like 289 00:13:37,725 --> 00:13:42,625 Play house with this stuff and set my roughness the 0.8. 290 00:13:42,625 --> 00:13:46,225 So let's set it like a little bit duller and I think that that is 291 00:13:46,225 --> 00:13:46,825 looking pretty good. 292 00:13:46,825 --> 00:13:51,925 I think we got a pretty solid material right now, for our foliage just 293 00:13:51,925 --> 00:13:52,725 like an easy material. 294 00:13:52,725 --> 00:13:55,525 Doesn't need to be too difficult, but I quite like that. 295 00:13:55,625 --> 00:13:57,425 That's also go into like a preview map. 296 00:13:58,925 --> 00:13:59,825 Here in a preview map. 297 00:13:59,825 --> 00:14:01,125 It is also pretty interesting. 298 00:14:01,825 --> 00:14:04,625 What I'm going to do, just to close of this chapter because this was 299 00:14:04,625 --> 00:14:06,425 just a balancing chapter here. 300 00:14:06,425 --> 00:14:09,525 I'm going to make my lights a little bit. 301 00:14:10,625 --> 00:14:13,425 More orange and maybe I'll make it like a little bit stronger over 302 00:14:13,425 --> 00:14:16,025 here to like six or seven. 303 00:14:16,925 --> 00:14:22,925 And what I'm going to do is I'm going to see you Skylight I kind of 304 00:14:22,925 --> 00:14:23,825 want to do. 305 00:14:23,825 --> 00:14:30,225 I have like some hti's hais are basically just like some Cube Maps 306 00:14:30,225 --> 00:14:30,725 over here. 307 00:14:30,925 --> 00:14:33,625 I don't know if I used one for like the very beginning. 308 00:14:36,325 --> 00:14:38,325 Nah, well, it's not that important. 309 00:14:38,325 --> 00:14:40,125 It would have just been nice. 310 00:14:40,125 --> 00:14:45,225 What I can do is I can go to create visual effects and out a post 311 00:14:45,225 --> 00:14:46,125 process volume. 312 00:14:46,725 --> 00:14:50,225 And in here, I can just do like a bunch of stuff like playing around 313 00:14:50,225 --> 00:14:54,525 with my Bloom amount, which, in this case doesn't do much setting my 314 00:14:54,525 --> 00:14:55,125 exposure. 315 00:14:55,125 --> 00:14:57,825 I like the always set my exposure to Zero by zero. 316 00:14:58,725 --> 00:15:01,825 And, by the way, in order to see the effect, we do need to go all the 317 00:15:01,825 --> 00:15:05,125 way down to our post-process, volume settings, and turn it on. 318 00:15:05,525 --> 00:15:07,225 Now, you can see that this is very bright. 319 00:15:07,225 --> 00:15:10,425 But then if you play hard to do exposure, you see. 320 00:15:10,425 --> 00:15:13,425 We can set this to like - 20. 321 00:15:13,425 --> 00:15:16,225 That's minus 15. 322 00:15:16,425 --> 00:15:17,325 There we go. 323 00:15:17,325 --> 00:15:18,425 See. 324 00:15:18,625 --> 00:15:21,725 And then we can just like mess around with a bloom a little bit like 325 00:15:21,725 --> 00:15:21,925 this. 326 00:15:21,925 --> 00:15:24,425 And we got also do some color grading, which is nice. 327 00:15:24,425 --> 00:15:27,425 So, here's some Vic netting on top of it. 328 00:15:27,625 --> 00:15:29,825 Let's go down to the misc. 329 00:15:29,825 --> 00:15:33,025 And then for our color grading, maybe I can actually use my color 330 00:15:33,025 --> 00:15:35,525 grading that I used in the tunnel scene, just for the fun of it. 331 00:15:35,525 --> 00:15:35,825 Vit. 332 00:15:40,225 --> 00:15:43,125 It does look interesting in like a scene like this because this is a 333 00:15:43,125 --> 00:15:45,725 good color grading that I use for my tunnel seen see the difference. 334 00:15:46,325 --> 00:15:49,825 So I pushed like the green a little bit more and that's why over here. 335 00:15:49,825 --> 00:15:51,225 It looks a little bit different. 336 00:15:51,525 --> 00:15:53,625 Let's set this 2.6 over here. 337 00:15:54,825 --> 00:15:58,425 And what I'm also going to do is let's go ahead and go into our 338 00:15:59,525 --> 00:16:00,425 global. 339 00:16:02,425 --> 00:16:03,025 Gamma. 340 00:16:06,225 --> 00:16:09,525 It's like a little bit of lichen, yellowish tint in here. 341 00:16:10,025 --> 00:16:12,825 And then what I also want to do is I want to go into my Shadows at my 342 00:16:12,825 --> 00:16:16,125 gamma and I want to give this like a little bit of like a bluish tint 343 00:16:16,125 --> 00:16:16,825 over here. 344 00:16:17,825 --> 00:16:21,125 I could have just copied over my post effects of by the way, from my 345 00:16:21,125 --> 00:16:25,825 other scene, but they sometimes it's fun to just mess around with 346 00:16:25,825 --> 00:16:26,425 these things. 347 00:16:27,025 --> 00:16:30,825 And in my Lumen, I'm just going to set my Lumen quality of my 348 00:16:30,825 --> 00:16:32,825 Reflections and my GI. 349 00:16:33,825 --> 00:16:34,625 Nice to do. 350 00:16:34,725 --> 00:16:35,225 There we go. 351 00:16:35,725 --> 00:16:39,025 Okay, so that's like a nice preview scene for us to get started with. 352 00:16:40,025 --> 00:16:43,425 So he can also see it in action, where, oh, sorry. 353 00:16:43,425 --> 00:16:47,125 Let's set up pivot Points to be world's oriented. 354 00:16:48,125 --> 00:16:48,325 Here. 355 00:16:48,325 --> 00:16:49,825 I can like play. 356 00:16:49,825 --> 00:16:52,525 How to this a little bit more and then you can also see how it would 357 00:16:52,525 --> 00:16:56,025 look, if you, for example, repeat it, but don't forget often. 358 00:16:56,225 --> 00:16:57,925 You would not always repeat like this. 359 00:16:57,925 --> 00:16:59,925 Sometimes you just move it like an intersect. 360 00:16:59,925 --> 00:17:02,825 It a little bit and then maybe like move it down a bit more. 361 00:17:03,425 --> 00:17:05,125 Just that from a distance. 362 00:17:05,425 --> 00:17:06,625 It will look totally fine. 363 00:17:07,025 --> 00:17:09,625 So, this likewise a nice one to have like a generic piece. 364 00:17:10,025 --> 00:17:13,225 And what we're going to do in the next chapter is we are going to 365 00:17:13,225 --> 00:17:15,525 create another generic piece on top of this. 366 00:17:16,025 --> 00:17:18,225 And then what I want to do is I want to show you how to actually 367 00:17:18,225 --> 00:17:20,825 create some unique specific pieces. 368 00:17:21,325 --> 00:17:24,925 So that are really designed specifically for your environment. 369 00:17:25,225 --> 00:17:28,925 But as you can see, this is a pretty solid start already. 370 00:17:29,425 --> 00:17:33,225 I'm going to have these and I'm going to do one last thing. 371 00:17:33,425 --> 00:17:35,925 Go to create a quick, rectangular light. 372 00:17:37,125 --> 00:17:38,025 Over here. 373 00:17:39,625 --> 00:17:41,825 Going to rotate it to the tar. 374 00:17:43,425 --> 00:17:49,325 I'm going to set my source width and height and maybe my bond or 375 00:17:49,325 --> 00:17:49,725 angle. 376 00:17:49,725 --> 00:17:51,825 Also a little bit lower set. 377 00:17:51,825 --> 00:17:57,025 My color to be like a nice, nice orange color, and maybe art like a 378 00:17:57,025 --> 00:18:00,825 little bit of like an increase in my light and I don't know, this 379 00:18:00,825 --> 00:18:05,025 often just gives me like n a little bit of Shadow response and also 380 00:18:05,025 --> 00:18:06,725 just in general, it will give me 381 00:18:08,125 --> 00:18:11,225 Some better Lighting in this specific effect. 382 00:18:11,325 --> 00:18:12,625 Oh and set it to movable. 383 00:18:12,725 --> 00:18:14,825 Let's not forget that here. 384 00:18:14,825 --> 00:18:17,325 Let's set it to like a small rotation. 385 00:18:20,225 --> 00:18:23,025 Like this and maybe let's tone it down a little bit more. 386 00:18:24,525 --> 00:18:25,925 212. 387 00:18:25,925 --> 00:18:29,125 And now what I can also see is I can also play around my roughness 388 00:18:29,125 --> 00:18:29,625 response. 389 00:18:29,625 --> 00:18:30,725 So that's the last thing. 390 00:18:30,925 --> 00:18:35,925 I know I will say that this is a lasting very often in these kind of 391 00:18:35,925 --> 00:18:40,025 tutorials because it is just a bunch of bouncing to get a perfect. 392 00:18:40,125 --> 00:18:40,625 Sometimes. 393 00:18:40,625 --> 00:18:43,625 I literally play with this for like an hour or two just to get it. 394 00:18:43,625 --> 00:18:45,925 Absolutely perfect, but I cannot do that right now. 395 00:18:46,425 --> 00:18:47,925 So 0.4. 396 00:18:50,725 --> 00:18:54,125 It does have something when this little bit shiny 0.5, Maybe. 397 00:18:56,625 --> 00:19:01,625 0.5 to, let's just do 0.5. 398 00:19:01,625 --> 00:19:02,825 0.5 should be fine. 399 00:19:03,525 --> 00:19:03,825 There we go. 400 00:19:03,825 --> 00:19:06,125 So that looks quite interesting, in test, like a little bit of like a 401 00:19:06,125 --> 00:19:09,325 shine to it, which I quite like perfect. 402 00:19:09,325 --> 00:19:12,525 Okay, let's go ahead and save our scene and continue to the next 403 00:19:12,525 --> 00:19:12,925 chapter.30396

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