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in today's video
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we'll be taking a look at interior lighting
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combining the uses of lumen
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hardware ray tracing and patch tracing
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I'm gonna show you how you can think of lighting
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in a way that will help you
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pick and choose the mood you're going for
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by simply lighting a couple of different
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lighting scenarios
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it will really help you break down how to light
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any given interior
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now full disclosure
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the video is sponsored by Nvidia Studio and
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Scan Computers
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everything from the modeling layout
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lighting rendering and
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editing of this video have been done with the Asus
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Zenbook Pro 16
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oled laptop I don't get to keep the laptop
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it's being sent back
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and only being used for reviewing purposes
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just before we jump into today's tutorial
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I'm going to take a
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brief moment to talk about the hardware
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we're using today
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the Asus Zenfog Pro16
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oled laptop runs on a beefy RTX4070
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that allows you to fully utilize hardware
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ray tracing and path tracing
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and tensor AI cord
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which is going to help massively
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when you're rendering your shots
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it's got the Kuta cords you need
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which are needed if you plan on 3d scanning things
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with an app like Reality Capture
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and since the 40 series GPU you can benefit from DLSS3
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which I talked about in an earlier video right here
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it's got 32kgs of RAM a core i9 processor
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which handles unreal Shader compilation
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like an absolute champ
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the display on this laptop is
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absolutely top notch
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120 hertz with
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100 percent DCIP3 and 100 percent srgb color coverage
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and its OLED meaning your black
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they can be nice and inky
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some notable
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quality of life features include this nifty hinged
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keyboard which not only feels
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a lot more natural to me when I'm typing
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but also seem to help with the cooling
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and the trackpad has haptic feedback
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which was a nice surprise
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Nvidia Studio is for creator
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but invited G Force is for gamers
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right down to the drivers
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even on my personal desktop workstations
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I'm always using
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studio drivers just
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because I find them a lot more reliable
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than a game driver
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for creative work
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specifically
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if a laptop or desktop is Nvidia Studio validated
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it means that spec and design
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meet the needs of a creator
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you can get a video studio laptop at Scan Computers
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you can check out the link down below
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I thought it would be fun to make a
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tutorial using a laptop for a change
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because
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a lot of people assume that the work I do in unreal
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can only be done on a
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crazy expensive workstation desktop
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and that's just not the case
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so let's get started with what you came here for
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lighting interiors in Unreal Engine 5
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okay so
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since we're getting started
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I just want to make sure that you all have the same
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project settings that I'm using
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I am currently using Unreal Engine 5.3
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so by going to settings up here
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we're gonna go to project settings
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we're going to scroll down to the rendering
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tab down here
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and you're going to want to make sure to support
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hardware ray
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tracing and turned on
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and patch tracing and turned on here as well
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I'm using virtual set of maps and
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make sure that use hardware ray tracing when available
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is turned on and it should go without saying
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but if you want this to work
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you need a GPU that is capable of ray tracing
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the GPU in this laptop is an RTX470
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so you're not gonna have any issues with it
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and one last thing
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we're in the search panel laptop
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we're gonna search for a direct X
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and I believe you need to have Direct x12 enabled
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at least
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that's what I'm using and it works like a charm
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so here we have a scene that I made it unreal
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that is loofly inspired by a scene in game of Thrones
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and before we get started with the lighting
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let's look at the reference
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and try to break down where the light is coming from
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notice how there is no artificial lighting
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the only thing we're seeing is light
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pouring in through that doorway
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at the top of the stairs
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that is the only light source and the camera is
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exposing for the interior
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making the exterior completely overexposed and
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blown out
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and that is what we're gonna try to mimic here
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now this laptop handles this scene like an absolute
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champ I'm blazing past xdfps without any issues
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and if you want to follow along with this
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environment in this tutorial and rework engineer
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how to scene with lit
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you can download this project for free
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here on gumroad linked down below
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just to be clear though
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it's not going to look exactly the same
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because I'm using a lot of mega scan textures
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and modeled in this level
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and I'm not
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legally allowed to redistribute those assets
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but you will have something to work with
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and the lighting will look the same
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so what we're going to do now is we're going to
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completely kill all of our lighting
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and we have to create
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a daylight system
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using the environment light mixer as always
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so by going to the window tab up here
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we're going to go to the environment light mixer
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create skylight atmospheric light
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sky atmosphere and height fog
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and next we're going to create a post process volume
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drag it into our scene here and make sure we set it to
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unbound make sure this is checked right here
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you'll see this is really important for
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pretty much everything moving forward in this video
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so you'll see obviously this is very underwhelming
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when it comes to interior lighting
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indirect lighting
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is everything and that's the main takeaway here
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the easiest way is to
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increase the brightness of your
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skylight because this is our main source of light
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notice in our reference we don't have any
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sunlight coming in there
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the sun is probably pointing in a totally different
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direction we only want skylight coming in
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so we can select our skylight
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and we can increase intensity scale to something
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ridiculous like 20
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or 100 1000
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you'll see we're starting to get a little bit more
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lighting coming into our scene but you'll see
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you know it see if not really great it's very splotchy
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and I think that's really just because
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it's a limitation of lumen right now
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with the skylight
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it just doesn't have enough sample to work with and so
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when that doesn't work
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what's next we can increase the exposure of the scene
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so we're going to go to the post process
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volume and we're going to search for EXP
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and I'm gonna check these three boxes here and uncheck
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apply physical camera exposure
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and we can adjust the exposure this way
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now again
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this brightens everything up but it's still pretty
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splotchy not really what we're going for
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it's not really what we want
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and we get this really not so great looking
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blue fog and that's because
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we want to make sure to select our
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exponential high fog
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and turn on volumetric fog
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you'll see why does it important later
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now in order to give your
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skylight a bit of a boost
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you can also increase the brightness of your
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directional light
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to something like I don't know like 800 or something
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and that will also
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help inject a lot more light
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because as you increase your
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directional light it
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increases the brightness of your sky as well
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so it kind of goes both ways
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honestly I think
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1,000 here is probably a bit too strong
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I would rather play around with the exposure later
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so now
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we are getting a bit of a better result over here but
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still this is
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not what we're going for
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and the reason
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why because the indirect lighting quality of lumin is
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great
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but lumin just does not have enough samples to really
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get a high quality render from such a tiny
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light source coming in through that window
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so we need to fake it and in order to fake it
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we're going to go ahead and create a wrecked light
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over here and drag that over here
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and loosely shape it to the
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well shape and size of our doorway here
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so by increasing these or its width
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and the source height like that
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loosely matching the sides of it
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the skylight
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does inject a little bit of indirect lighting
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but it's just not enough
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you're not getting enough consecutive bounces here
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so we need to inject some
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direct lighting with the help direct light here
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to really get some better results okay
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so with direct light
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we're also going to increase the integuation radius
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and maybe set the value to up in like 800
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and now
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notice how we are getting a much more interesting look
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all because we've introduced
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a bit of direct lighting
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it's okay to fake things
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now I'm going to increase
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I can change the color a little bit
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make it a little bit cooler
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and there you have it
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we're already having a much bluer look to our theme
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and already we are about 60 percent of the way there
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but you'll notice that
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these areas here are still very black
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not very good looking
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what more can we do
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we don't want to increase the exposure
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we want to increase the indirect lighting values
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sometimes looming can be a little bit tricky
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so this is why I like using the Path Tracer sometimes
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in order to help me figure out
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hey am I actually doing things right here
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so by going to the lit tab here
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we're going to go turn on path tracing
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and what the Path
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Tracer is going to do is it's going to give you a more
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ground true physically accurate lighting result
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based on your current lighting settings
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this is what your scene should look like
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if everything is set up correctly
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there should be no
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tremendous difference between the two
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they should both be pretty similar
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and if they're not
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then there's other issue we need to fix
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so you'll see
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we're missing out on a ton of indirect lighting
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over here if you'll notice it's not perfectly black
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it's not there not black at all there
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so we need to go fix that somehow
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right we need to try and rectify this issue
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and how do we inject a little bit more
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indirect lighting into our scene
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we don't want to go ahead and increase the exposure
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again
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that will work but it also brightens up everything else
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and we don't want that all we want is to lift up those
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shadows a little bit more
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so we're going to go ahead and
276
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click on our rec light here
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and we're gonna scroll down to
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indirect lighting intensity
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so I'm gonna bump this up to something like
280
00:08:51,766 --> 00:08:53,666
5 to exaggerate it a little bit
281
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and you'll see hey
282
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we're starting to get a lot more
283
00:08:57,100 --> 00:08:58,900
indirect lighting into our scene
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it's already looking a whole lot better
285
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now
286
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keep in mind this is not a physically accurate setting
287
00:09:05,366 --> 00:09:06,800
your changes here will not be
288
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mirrored in the path tracer because
289
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what's happening here is
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a surface is reflecting 5 times more light
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than it is receiving which is physically impossible so
292
00:09:16,733 --> 00:09:18,066
use this with caution
293
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use it only more of a
294
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subtle art direction kind of feature okay
295
00:09:21,866 --> 00:09:24,300
now another issue that I'm noticing is
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our shadows here are very harsh right
297
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again if I turn on the path tracer
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you'll notice that
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00:09:31,766 --> 00:09:33,900
shadows are very very soft here right
300
00:09:33,900 --> 00:09:35,666
they look really really good
301
00:09:35,933 --> 00:09:37,533
and I don't I'm not seeing that
302
00:09:37,533 --> 00:09:39,200
we're getting these really hard shadows here
303
00:09:39,333 --> 00:09:40,366
something feels off
304
00:09:40,400 --> 00:09:41,866
and the reason for that
305
00:09:41,866 --> 00:09:43,333
is because of virtual shadow maps
306
00:09:43,333 --> 00:09:45,766
when it comes to very very soft shadows
307
00:09:45,966 --> 00:09:47,933
you're just kind of hitting that limitation there
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00:09:48,000 --> 00:09:49,400
so in order to fix that
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00:09:49,400 --> 00:09:51,166
we're gonna select our rec light again
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00:09:51,800 --> 00:09:54,133
and we're going to search for raytray
311
00:09:54,866 --> 00:09:57,566
and we want to make sure we cast raytray shadows
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00:09:57,733 --> 00:09:59,966
on and pay attention to the sheer difference here
313
00:10:00,766 --> 00:10:02,566
now especially notice on the wall here
314
00:10:02,666 --> 00:10:04,533
does it before and does it after
315
00:10:04,666 --> 00:10:08,000
before and after the shadows are so much softer
316
00:10:08,000 --> 00:10:10,933
so we're getting much much better softer shadows here
317
00:10:10,933 --> 00:10:14,133
now when you need those really really soft shadows
318
00:10:14,200 --> 00:10:17,500
there's no way around using hardware ray tracing
319
00:10:17,500 --> 00:10:20,866
and that is where RTX GPUs come in really really handy
320
00:10:20,933 --> 00:10:24,000
another reason it's incredibly important to add
321
00:10:24,266 --> 00:10:25,300
direct lighting
322
00:10:25,533 --> 00:10:28,000
even your issurophine is mostly indirectly lit
323
00:10:28,066 --> 00:10:29,466
it's because of specular highlight
324
00:10:29,466 --> 00:10:30,733
now pay attention right here
325
00:10:30,733 --> 00:10:32,333
on the pillar on the left hand side here
326
00:10:32,333 --> 00:10:34,266
I wanted to give it like a running water
327
00:10:34,266 --> 00:10:36,166
kind of look like it was very damp
328
00:10:36,500 --> 00:10:38,466
if I hide my rect light right now
329
00:10:39,166 --> 00:10:42,100
and I only rely on the indirect lighting from lumen
330
00:10:42,100 --> 00:10:43,700
and I'm going to go ahead and increase the
331
00:10:43,700 --> 00:10:44,400
exposure here
332
00:10:44,400 --> 00:10:45,666
just for clarity's sake
333
00:10:46,266 --> 00:10:48,866
notice how it doesn't look wet
334
00:10:49,000 --> 00:10:51,400
and the reason for that at least is my understanding
335
00:10:52,133 --> 00:10:55,333
Lumen's indirect lighting is not going to contribute to
336
00:10:55,333 --> 00:10:56,400
specular highlights
337
00:10:56,400 --> 00:10:58,333
at least not very much
338
00:10:58,333 --> 00:11:01,266
you can clearly tell right here that there is just no
339
00:11:01,566 --> 00:11:04,600
real specular highlights we completely lost
340
00:11:04,966 --> 00:11:07,366
though that wetness that it had right
341
00:11:07,466 --> 00:11:10,066
and so that is why it's really important to inject that
342
00:11:10,066 --> 00:11:10,900
direct lighting
343
00:11:11,066 --> 00:11:12,866
to make that surface look wet
344
00:11:12,900 --> 00:11:14,933
now bonus tips No. 1
345
00:11:15,066 --> 00:11:16,333
if ever you notice
346
00:11:16,333 --> 00:11:18,800
this kind of light bleeding in your interiors
347
00:11:18,900 --> 00:11:20,600
this is actually something that's pretty common
348
00:11:20,600 --> 00:11:22,166
you'll notice like along the edges
349
00:11:22,166 --> 00:11:24,300
you just got this weird light that seems to be
350
00:11:24,600 --> 00:11:26,533
the skylight that's coming through the walls
351
00:11:26,733 --> 00:11:28,566
you need to go ahead and add some light blockers
352
00:11:28,566 --> 00:11:30,200
to the exterior of your level
353
00:11:30,200 --> 00:11:34,000
and what I mean by this is these large white cubes
354
00:11:34,333 --> 00:11:35,133
right
355
00:11:35,133 --> 00:11:37,500
it's literally just the up big white cube that I place
356
00:11:37,700 --> 00:11:38,700
underneath my level
357
00:11:38,700 --> 00:11:41,400
to make sure that light is being blocked correctly
358
00:11:41,400 --> 00:11:43,666
because as we saw earlier
359
00:11:43,933 --> 00:11:47,400
the skylight has some very low resolution sampling
360
00:11:47,400 --> 00:11:48,600
which makes it very splotchy
361
00:11:48,600 --> 00:11:49,600
and sometimes
362
00:11:49,900 --> 00:11:52,700
at least my understanding is that you just need more
363
00:11:52,900 --> 00:11:54,866
geometry to block that light coming in
364
00:11:55,000 --> 00:11:57,466
so again if I were to just lower this cube right here
365
00:11:57,466 --> 00:11:59,200
notice how we're getting a whole bunch of light that's
366
00:11:59,200 --> 00:12:00,800
bleeding into our scene here
367
00:12:01,400 --> 00:12:03,500
just lifting this big cube up here
368
00:12:03,666 --> 00:12:05,533
whoa that light's gone
369
00:12:05,866 --> 00:12:07,000
that is how you can fix
370
00:12:07,000 --> 00:12:09,733
light that leaps into the corners of your wall
371
00:12:09,766 --> 00:12:10,866
it's very frustrating
372
00:12:10,866 --> 00:12:11,900
but fortunately
373
00:12:11,933 --> 00:12:14,266
with light blockers it's a very easy fix
374
00:12:14,333 --> 00:12:17,500
now let's say you wanted to have some light shaft or
375
00:12:17,733 --> 00:12:19,466
some god rays coming through the window
376
00:12:19,466 --> 00:12:20,966
you can absolutely do that too
377
00:12:20,966 --> 00:12:21,266
so
378
00:12:21,266 --> 00:12:23,466
all we need to do is grab our directional light here
379
00:12:25,066 --> 00:12:26,400
and rotate it
380
00:12:27,166 --> 00:12:29,866
so that the sun shines through the doorway
381
00:12:31,000 --> 00:12:32,866
and we can angle it the way that we want to
382
00:12:32,866 --> 00:12:33,333
something like that
383
00:12:33,333 --> 00:12:34,700
and you'll see it injects
384
00:12:34,700 --> 00:12:36,566
quite a bit of indirect lighting
385
00:12:36,600 --> 00:12:37,866
into our level as well
386
00:12:37,866 --> 00:12:39,733
and we got these light shaft here
387
00:12:40,066 --> 00:12:43,466
thanks to the volumetric fog that we turned on
388
00:12:43,533 --> 00:12:46,200
in our exponential height fog earlier
389
00:12:46,200 --> 00:12:48,366
see if I turn off volumetric fog here
390
00:12:48,500 --> 00:12:49,933
it's going to be a totally different look
391
00:12:49,933 --> 00:12:52,366
and we don't get those light shaft coming through
392
00:12:52,400 --> 00:12:54,566
if I want to make that light shaft even stronger
393
00:12:54,566 --> 00:12:56,400
we can simply just increase the
394
00:12:56,400 --> 00:12:58,466
volumetric scattering intensity even higher
395
00:12:58,466 --> 00:13:00,500
so I had already set it to 10 here
396
00:13:01,366 --> 00:13:03,900
by default there'll be one you might not even feed
397
00:13:03,900 --> 00:13:05,566
but if we increase the like 50
398
00:13:06,700 --> 00:13:09,600
100 you'll see it's a very very strong
399
00:13:09,733 --> 00:13:11,300
God ray shining in our theme now
400
00:13:11,300 --> 00:13:13,700
and already we're getting quite a bit of
401
00:13:14,066 --> 00:13:15,200
indirect lighting
402
00:13:15,200 --> 00:13:17,566
bouncing up and lighting the reft of our theme
403
00:13:17,733 --> 00:13:19,866
this doesn't match the reference we were going for
404
00:13:20,466 --> 00:13:22,066
but I still just wanted to show you that
405
00:13:22,066 --> 00:13:22,700
it is something
406
00:13:22,700 --> 00:13:24,900
you can do but for now I'm just gonna go back
407
00:13:25,000 --> 00:13:25,933
bring it back up here
408
00:13:25,933 --> 00:13:27,200
because I thought the look I wanted
409
00:13:27,200 --> 00:13:29,933
every single light can had its own
410
00:13:31,300 --> 00:13:32,533
volume measuring scattering intensity
411
00:13:32,533 --> 00:13:34,300
you'll see in my rect light I already had it
412
00:13:34,300 --> 00:13:35,200
cranked up to 6
413
00:13:35,200 --> 00:13:37,700
if you want more fog like that coming coming in
414
00:13:37,700 --> 00:13:39,766
which we do have in our reference here
415
00:13:40,166 --> 00:13:41,733
that is how you can control that
416
00:13:41,933 --> 00:13:43,300
bonus tip No. 2
417
00:13:43,300 --> 00:13:45,266
there's one more trick we have up our sleeve
418
00:13:45,266 --> 00:13:48,700
in order to inject a little bit more indirect lighting
419
00:13:48,766 --> 00:13:51,000
into our scene again it's break physicality
420
00:13:51,133 --> 00:13:52,566
but the really cool didn't know about
421
00:13:52,766 --> 00:13:54,466
in our post process volume
422
00:13:54,533 --> 00:13:55,966
we're going to search for lumen
423
00:13:56,900 --> 00:14:00,200
and here we've got a neat little tip called
424
00:14:00,200 --> 00:14:01,900
Diffuse Color Boost
425
00:14:02,300 --> 00:14:03,700
I already set it to 2
426
00:14:03,733 --> 00:14:05,566
but if I set it to 1 you'll see our shadows are
427
00:14:05,566 --> 00:14:08,300
very dark right it's very pitch black
428
00:14:08,500 --> 00:14:09,966
we could always just
429
00:14:10,200 --> 00:14:13,366
increase the indirect lighting of our rect light
430
00:14:13,466 --> 00:14:15,600
but by increasing the color boost here
431
00:14:16,100 --> 00:14:18,800
it's going to increase the boost of not our light
432
00:14:19,066 --> 00:14:21,300
but of the albedo values
433
00:14:21,300 --> 00:14:23,733
of our materials so if I set it to 2
434
00:14:24,066 --> 00:14:25,100
you'll see we've already
435
00:14:25,900 --> 00:14:27,800
injected quite a bit more
436
00:14:27,800 --> 00:14:29,866
indirect lighting into our level here
437
00:14:30,000 --> 00:14:31,800
again purely in our direction thing
438
00:14:31,800 --> 00:14:33,800
there's no right or wrong way to do it
439
00:14:33,866 --> 00:14:34,666
it's just
440
00:14:34,766 --> 00:14:37,766
important to know which tools are available to you
441
00:14:37,766 --> 00:14:39,000
so I hope that helps
442
00:14:39,000 --> 00:14:40,766
so now that we covered this scene here
443
00:14:41,066 --> 00:14:42,400
how do you lighten interior
444
00:14:42,400 --> 00:14:44,166
that doesn't have any natural light
445
00:14:44,533 --> 00:14:46,333
and that my friend had artificial lighting
446
00:14:46,533 --> 00:14:47,733
so I'm gonna hide this here
447
00:14:48,333 --> 00:14:49,800
and turn this on here
448
00:14:50,133 --> 00:14:52,366
you'll see here we've got a completely differently
449
00:14:52,366 --> 00:14:53,333
lit fiend
450
00:14:53,333 --> 00:14:55,100
I'm not going to go ahead and show you how to place
451
00:14:55,100 --> 00:14:56,266
each individual light
452
00:14:56,333 --> 00:14:58,000
but really it's about breaking down
453
00:14:58,000 --> 00:14:59,700
what our lighting is
454
00:15:00,100 --> 00:15:02,666
this is a really quick reference I found from some old
455
00:15:02,666 --> 00:15:03,700
museum somewhere
456
00:15:03,700 --> 00:15:04,900
and notice how
457
00:15:05,500 --> 00:15:08,133
there is no natural light here at all artificial
458
00:15:08,266 --> 00:15:11,800
you as a lighting artist need to break down
459
00:15:12,000 --> 00:15:13,300
and ask yourself
460
00:15:13,566 --> 00:15:15,900
where is my lighting coming from
461
00:15:15,900 --> 00:15:18,300
if I turn on my light in my bedroom at night
462
00:15:18,333 --> 00:15:21,500
the light is your light bulb or your lamp or whatever
463
00:15:21,600 --> 00:15:23,466
and that's how we need to break it down here
464
00:15:23,533 --> 00:15:25,700
so I went ahead and added some light fixtures here
465
00:15:25,766 --> 00:15:27,766
we need a physical prop
466
00:15:27,866 --> 00:15:29,533
that is there to suggest that hey
467
00:15:29,533 --> 00:15:30,300
there's lighting here
468
00:15:30,300 --> 00:15:31,933
this is actually what is
469
00:15:32,100 --> 00:15:35,100
contributing to the illumination of the scene
470
00:15:35,100 --> 00:15:36,966
if I were to hide these light fixtures here
471
00:15:36,966 --> 00:15:38,166
and used to place light
472
00:15:38,566 --> 00:15:41,466
something would feel a little bit odd
473
00:15:41,566 --> 00:15:42,700
something is missing right
474
00:15:42,933 --> 00:15:45,133
so that's why we need not only add some
475
00:15:45,200 --> 00:15:46,566
practical light props
476
00:15:47,133 --> 00:15:48,733
but really think about where the lights are coming from
477
00:15:48,733 --> 00:15:51,166
and then I just added some point lights here
478
00:15:51,166 --> 00:15:53,100
and adjusted them to the rough shape
479
00:15:53,100 --> 00:15:54,933
of my light source
480
00:15:54,966 --> 00:15:56,166
by increasing the
481
00:15:56,800 --> 00:15:59,100
source length here you can kind of increase the
482
00:15:59,100 --> 00:16:00,700
source length of any point light
483
00:16:01,966 --> 00:16:03,533
and I've just went ahead and placed them there
484
00:16:03,533 --> 00:16:04,333
and again
485
00:16:04,333 --> 00:16:06,933
using the exact same trick that we Learned earlier
486
00:16:06,933 --> 00:16:10,066
either the exposure of your post process volume
487
00:16:10,066 --> 00:16:11,766
the global exposure of your scene
488
00:16:11,766 --> 00:16:13,800
or the indirect lighting intensity of your light
489
00:16:13,800 --> 00:16:15,600
or the diffused color boost of your
490
00:16:15,600 --> 00:16:16,733
post process volume right
491
00:16:16,733 --> 00:16:18,466
if I want to set the 2 or 5
492
00:16:18,466 --> 00:16:21,066
you'll see we made the scene much much brighter
493
00:16:21,500 --> 00:16:24,366
not really the look I'm going for but you get the idea
494
00:16:24,466 --> 00:16:27,166
the actual lighting part here is not very complicated
495
00:16:27,200 --> 00:16:29,166
again just to give you one more example
496
00:16:29,166 --> 00:16:30,933
I've used the Torch Pro that are on the wall
497
00:16:30,933 --> 00:16:32,533
to suggest torchlight
498
00:16:32,866 --> 00:16:36,300
and also each point light that I placed
499
00:16:36,566 --> 00:16:39,066
again it's really just a simple point light right here
500
00:16:39,066 --> 00:16:40,533
that I placed over the torch
501
00:16:40,766 --> 00:16:42,766
each light that I placed also has
502
00:16:43,500 --> 00:16:45,066
a volumetric scattering intensity
503
00:16:45,066 --> 00:16:46,166
that I cranked way up
504
00:16:46,166 --> 00:16:46,966
to suggest that it
505
00:16:46,966 --> 00:16:48,566
maybe just a little bit moisture in a scene
506
00:16:48,566 --> 00:16:49,866
or a little bit of haze or
507
00:16:50,500 --> 00:16:51,800
smoke or whatever
508
00:16:51,800 --> 00:16:52,666
that's really it
509
00:16:52,700 --> 00:16:55,500
the key to interior lighting is just to break down
510
00:16:55,700 --> 00:16:57,466
where my lighting is coming from
511
00:16:57,466 --> 00:16:59,500
an understanding exposure
512
00:16:59,533 --> 00:17:01,666
indirect lighting and direct lighting
513
00:17:02,800 --> 00:17:04,600
thanks so much to Nvidia Studio and
514
00:17:04,600 --> 00:17:06,600
Scan Computers for sponsoring this video
515
00:17:06,666 --> 00:17:08,666
Scan Computers are one of the leading resellers on
516
00:17:08,666 --> 00:17:11,333
Nvidia Studio laptop and desktops in Europe
517
00:17:11,333 --> 00:17:12,866
if you're looking for an Nvidia Studio laptop
518
00:17:12,866 --> 00:17:15,100
then check out their range at the link down below
519
00:17:15,133 --> 00:17:16,300
so thanks so much for watching everyone
520
00:17:16,300 --> 00:17:17,766
I hope you found this video helpful
521
00:17:17,866 --> 00:17:19,000
and as always folks
522
00:17:19,400 --> 00:17:20,266
happy rendering
38746
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