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Hello and welcome to the next session of our
nice exterior, desert environment here.
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So last time we did like a really straightforward
basic setup and we can look at this and
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you know, it's kind of like okay if but still it's a bit
simple and all of that.
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So
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one of the first things that I want to do now as
I want to
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work a little bit more with the actual atmosphere
here.
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And last time we added the height fog,
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which emulates a little bit, this kind of like
dustiness.
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But again,
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it is not really what gives us the proper
atmosphere and I guess you may have noticed
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that I so far did not use the sky atmosphere
because the sky atmosphere,
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it is used.
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Together with like development for clouds and
all that kind of stuff.
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And while it is really cool, especially if you want
to have like time of day or stuff like that,
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I do sometimes really prefer having the control
with like a static image,
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like it gives me a lot more control and also a lot
more realistic
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look with the cloud escapes and all these kinds
of things.
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So,
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what I want to do next is I want to actually turn
off our exponential height fog here.
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For now, at least.
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So we turn this off.
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and also, what you just saw here,
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like,
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I can't stress it enough, but it is rather important,
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which is like,
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sometimes you think that your stuff is not
readable enough and then you might make it too
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bright, and then you add like the fog and The
fox's increases the layering and the readability.
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So it is not always maybe the the ideal way to
combat these
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things with just like adding more lighting per se.
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So yeah generally speaking,
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it can just like really helped a lot to work with
proper fog here.
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So let's turn this one off.
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And now we have our atmospheric fog here,
which at the moment is turned off.
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And generally speaking, the atmospheric fog,
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is not designed necessarily to work with a static
Skype sphere. Because like,
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if we just look at this,
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Of course, there is like some background stuff
here.
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But here, you can see, we do like this.
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What we see in the texture is basically the
atmospheric scattering over distance.
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So we like get like Particles in the air occluding,
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the clouds here and all these kind of things and
this
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is stuff that the atmospheric fog does as well.
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So we need to be a bit careful when we, when we
try to blend them together.
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So I can turn this on and you can instantly see
how it does affect everything.
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and how it also, sort of like,
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Almost like takes a bit away from the sky.
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So,
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we definitely lose some intensity here
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in our values.
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However, we do, gain some way,
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better layering when looking at the distance and
how we just get the mountains in the back.
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In.
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I am a little bit surprised I have to say because I
don't use the atmospheric folk like a lot,
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but I do think this is a very interesting Shift here
in in color, intensity. Nevertheless.
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So what? We also need to make sure is that
when we look at our directional light,
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we definitely want
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that.
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It's set to being an atmosphere sunlight because
if we don't have that
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It's like the fog is basically not really doing
anything.
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So like even if we look in the back over here,
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It's like when I turn this off,
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it is like the fuck is basically invisible,
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so we definitely want this to be on.
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and then,
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With these settings here.
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So these are rather interesting.
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So, first of all, a lot of these settings are very,
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let's say
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scientific in a in a certain way.
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So it is not really that smart to go completely
Haywire with them.
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I mean you can use them if you like want to
emulate the atmosphere of Mars.
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Let's say then you can change settings. You can
Change the planetary radius.
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Like a lot of these things
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but
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You know, like it's not always what you,
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what you kind of want to do.
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So we got to be a bit careful with what the
settings.
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so I have mentioned it already,
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but I have to admit I'm not a super huge Pro with
the atmospheric fog because I again, like I said,
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I usually don't use it much.
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I have used it in the past many, many years ago
when like these days.
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I don't work with unreal anymore for
professional work but I used
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to work in unreal for professional work and I
used it back then.
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So I am a little bit Rusty but I think it's also fun
to like explore these things together.
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so,
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first of all,
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I think that
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we can actually use this potentially too.
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See if we can limit our effect here where we you
can see how we cover
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the sky and we still like see it back in the
mountains there.
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So our default value here is 60. So let's try 25.
We're still having a lot of Sky. Let's try 10.
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Still a lot of Sky 5 that's getting better. Three
better to better.
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So now we actually restored some of the sky.
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Why we still have our nice like distance
rendering there.
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And this is kind of like something that I like
doing because like it will give me back some of
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my sky values because we just lowered the
thickness of the atmosphere so you can
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see when I turn it on and off the change is not as
drastic anymore as before.
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For but we still do get like the nice distance blue
inning desaturation effect, so to speak.
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So that is definitely something that we can do
and use to our advantage.
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So something else that we can actually try is
here.
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We have a ground Albedo which is set to Gray
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and that might not actually be the best way to
set this.
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So what we can As we can go into our buffer
visualization here.
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And let's go in here and let's just color, pick
something like this here.
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So,
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now we have this value.
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And it does not have a super huge impact here.
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Why can I not?
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Okay,
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this is sometimes, this is weird. It doesn't work
the same.
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Like you can't redo some of the things but again
it's
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not a big change that we got here but I just like
to
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set it.
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All right.
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So let's tweak this a bit further.
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This is not of importance to us right now.
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So,
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here are a bunch of really interesting settings,
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so we can just, like, fool around with them.
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I wouldn't really change the color of the Rayleigh
scattering because this is,
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as we can see what gives the atmosphere in the
color,
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but we can.
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As you see, we can like, thicken this.
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And like the more scattering we have like the
more almost like a post-apocalyptic,
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the starts feeling and also what interesting thing
is since we have set our sunlight to affect this,
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we can actually see that our sun light is
changing color as well.
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So
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it is basically day.
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They work together because we have so much
scattering inside the atmosphere.
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Sphere now. So this is kind of like what?
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do what you can potentially do, when you want
to get like a sand storm or something,
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and
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Let's actually try.
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If the color here is affected by this,
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so where we going to do is we're going to copy
this value and we're
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going to change this and we can see it did
change a little bit here,
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right? So if I paste that back in,
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We can definitely see how this affects the
scattering inside the atmosphere.
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And this is very interesting because when
people want to do things like
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sand storms or like some really dusty
environment and things like that,
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they quite often like for example,
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go really mental in the height fog but that is
actually the wrong way to
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do because the height fuck per se is a
completely fake technique.
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That is sort of like additive on top of the sieve,
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but then there is, of course, the volumetrics.
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But the volumetrics is just like
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Amore.
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How can I say it like a more up close
representation of some of these effects.
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But when like the wind really blows and it blows
up all the dust into the atmosphere.
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This is what you actually get.
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So it makes a lot of sense.
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Oh, this is fun.
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Sorry.
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Yes.
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Okay,
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so it actually makes a lot of sense to reset this
goddamn it.
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There it makes a lot of sense to to like fool
around with
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these values and see what you can actually get
here.
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I need to look,
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if I want to
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Put this 22.
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Yeah, I do want to do that.
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So again,
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it's absolutely fine to experiment with these
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Then we have the me scattering here.
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So, and if we increase this,
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we get this sort of, like,
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really strong scattering from the Sun Direction
and we
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can also see that it does thicken the atmosphere
a bit,
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right? So if I do this,
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like really strongly
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We get overcast and it's beautiful here as well
because like,
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you can see how this completely kills the
shadows and everything.
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So which is basically generated overcast by
having loads and loads of Particles here inside
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our atmosphere. And if I remember correctly, mie
scattering, as water droplets.
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While Rayleigh scattering is more like dust
particles and Of like that.
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So we can clearly see that this looks a lot more
like,
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Water droplets or something like that.
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And the cool thing is that we can of course I'm
just going to turn the fuck back on quickly here.
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So you know,
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we can emphasize this effect and then we can
turn on the volumetric fog and for the volumetric
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folk. Now we can see that we kind of like have
not really a lot up close here.
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So we could potentially go into our volumetric
fog and start really cranking some of this so you
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can see How we get a lot more here now and it is
a little bit
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blue because it's still scatter some from the from
the sky.
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So we can do something like this, right?
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Which starts to to become really eerie and and
pretty cool.
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00:13:52,000 --> 00:13:54,900
We do have a bit of the wrong Sky texture for
stuff like this though,
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but just saying that if we would now add,
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Some cool light here.
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00:14:06,200 --> 00:14:12,000
We would need to crank the slide a lot because
we have this daytime setting right now with
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like a very so like basically our exposure and
everything does not match this environment
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right now we would need to have a lot lower
exposure to actually make this work properly.
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00:14:23,100 --> 00:14:25,800
So I'm going to go with lumens right now.
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And I'm just gonna set something like 15,000
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50,000.
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For five hundred thousand fine.
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So you can see that
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we get some really nice like scattering here.
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So if we just like put this like somewhere here,
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And again, I can just like, quickly fooling around
here. This is not really.
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00:15:00,800 --> 00:15:05,800
Representative of where this is going so we
could just like scale this up a bit.
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and then,
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Make this warm.
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And then we can go into our volumetric
scattering as well.
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And just like
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so like, you know,
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you could like do some pretty
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Cool stuff
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like this.
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Where you can quickly establish a mood.
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So let's get rid of this,
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let's go into our atmospheric fog or first actually,
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00:15:50,100 --> 00:15:53,000
let's reset this.
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Turn this off.
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So,
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here we had.
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Army scattering.
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And then, of course, for artistic purposes,
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you can do all sorts of things,
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but this one is funny.
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So this here is actually not a Color Picker.
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Well, it is technically speaking,
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00:16:21,300 --> 00:16:26,500
but you can see that these colors do not
represent the look that we're getting.
225
00:16:27,200 --> 00:16:33,200
And the reason for that is is that this is like
some like wavelength stuff here.
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00:16:33,600 --> 00:16:41,500
So it It actually mean that these are the the color
values that are being like scattered in that sense.
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00:16:41,900 --> 00:16:43,300
So it is a bit like
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you know,
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these values are more interpreted in a scientific
way and less of an an artist kind of way.
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So let's go back here.
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00:16:54,800 --> 00:16:56,700
We also have absorption scale,
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which usually is not that.
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00:17:00,000 --> 00:17:00,600
Useful.
234
00:17:00,800 --> 00:17:05,099
I mean maybe it is if you want to make like some
kind of like horror game where like
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00:17:05,099 --> 00:17:11,200
some mythical Power Sucks, the light out of
everything or something, I don't know.
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00:17:11,599 --> 00:17:13,700
But usually absorption scale,
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not that intensely useful. I would say,
238
00:17:19,099 --> 00:17:23,500
actually, I assume that if we do this and then we
touch this one. It is probably going to be.
239
00:17:23,800 --> 00:17:25,099
Yeah, the same thing again.
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It's like the colors work similar to the to
the scattering
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where it's more like a Vic way of interpreting
these.
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I haven't really oh yeah,
243
00:17:38,200 --> 00:17:40,500
this is kind of like a where the sun comes from.
244
00:17:40,700 --> 00:17:44,900
So it's like it's you can see it like scatters more
in.
245
00:17:46,000 --> 00:17:48,000
So you can tweak that here.
246
00:17:50,600 --> 00:17:52,900
Atmosphere absorption scale.
247
00:17:55,500 --> 00:17:57,800
Honestly no idea what that one does.
248
00:18:00,600 --> 00:18:02,700
And I don't even see like a lot of differences,
249
00:18:02,700 --> 00:18:07,300
but that could also be because we already
tweaked our atmosphere height here.
250
00:18:08,300 --> 00:18:09,000
So
251
00:18:13,500 --> 00:18:16,000
And then we have some art Direction parameters
here.
252
00:18:17,600 --> 00:18:18,400
So,
253
00:18:18,400 --> 00:18:19,300
we can
254
00:18:20,500 --> 00:18:23,600
change some of the sky colors here.
255
00:18:23,700 --> 00:18:27,700
We don't see a lot of this right now. We see it
may be a bit like in the back here,
256
00:18:28,200 --> 00:18:29,900
because this is kind of like,
257
00:18:30,200 --> 00:18:31,900
really the atmosphere.
258
00:18:31,900 --> 00:18:37,400
So now we're like blocking it because of the sky
sphere that we're having here.
259
00:18:38,300 --> 00:18:38,600
So,
260
00:18:38,600 --> 00:18:39,500
if I
261
00:18:41,200 --> 00:18:42,100
go
262
00:18:43,200 --> 00:18:45,900
here and I turned that off,
263
00:18:46,000 --> 00:18:46,500
right?
264
00:18:46,800 --> 00:18:50,700
Like Like this is the atmosphere that we're like,
rendering right now.
265
00:18:55,200 --> 00:19:01,000
so you can see like there's a lot of Lack of blue
here.
266
00:19:01,000 --> 00:19:03,800
And that is because I dropped the height so
much.
267
00:19:03,900 --> 00:19:06,900
So if I would put the height back up and I would
be a lot more.
268
00:19:07,000 --> 00:19:12,100
So here you can sort of like art direct this guy
and give it like different colors and stuff.
269
00:19:15,200 --> 00:19:19,400
Here we can sort of like increase or decrease
a little bit of the fogginess.
270
00:19:20,200 --> 00:19:25,100
So and again, these also are not physically like
accurate. These are more like,
271
00:19:25,300 --> 00:19:27,200
artists, tweak parameters,
272
00:19:36,300 --> 00:19:38,000
Which one is the good one?
273
00:19:38,200 --> 00:19:38,800
This one.
274
00:19:44,900 --> 00:19:49,400
And I'm obviously tweaking these now with our
Sky visible because
275
00:19:49,400 --> 00:19:52,500
I want to make sure that we get something that
blends.
276
00:19:52,500 --> 00:19:59,800
Well I don't really care too much about how it
works with the proper sky.
277
00:20:00,300 --> 00:20:06,700
Like with the proper physical sky and is actually
not so much a concern for me right now.
278
00:20:08,100 --> 00:20:08,500
so,
279
00:20:08,500 --> 00:20:11,000
we can look at this here and
280
00:20:12,600 --> 00:20:19,900
I kind of do like a value that is maybe like to just
like a tiny little bit of fill here.
281
00:20:23,300 --> 00:20:24,100
No idea.
282
00:20:25,000 --> 00:20:26,000
Yeah. Okay.
283
00:20:34,000 --> 00:20:36,400
Okay, so we can remove it a bit from the
foreground,
284
00:20:36,400 --> 00:20:40,300
which will make our Sky more visible, but we
still maintain it in the background here.
285
00:20:46,900 --> 00:20:48,900
I think something like this works quite well.
286
00:20:52,800 --> 00:20:53,600
so, if we do this,
287
00:20:53,600 --> 00:20:54,900
now we can see
288
00:20:58,200 --> 00:21:00,800
this does a Job here.
289
00:21:02,200 --> 00:21:04,300
So now the question is, of course,
290
00:21:04,600 --> 00:21:07,100
do we still want to touch some of these values
here?
291
00:21:07,300 --> 00:21:11,700
So, for example, do we want to touch a bit of the
Rayleigh scattering?
292
00:21:12,600 --> 00:21:17,700
But it's almost like really touching the colors like
too much, like so I don't want to do this.
293
00:21:17,700 --> 00:21:18,900
This is not like Mars.
294
00:21:21,900 --> 00:21:22,800
so,
295
00:21:25,000 --> 00:21:27,200
maybe we just want to do.
296
00:21:29,300 --> 00:21:29,900
This.
297
00:21:31,200 --> 00:21:33,100
I did that made almost no difference.
298
00:21:36,200 --> 00:21:38,900
Just like a tiny tiny little bit here.
299
00:21:41,700 --> 00:21:43,100
And then, of course,
300
00:21:43,300 --> 00:21:45,500
we going to bring back
301
00:21:48,700 --> 00:21:49,500
This guy.
302
00:21:49,500 --> 00:21:56,300
So and now we have made this like incredibly
washed out and Dusty
303
00:21:56,300 --> 00:22:02,000
and that could be absolutely something that we
would like To do so.
304
00:22:04,600 --> 00:22:05,600
That is one way.
305
00:22:06,900 --> 00:22:11,100
And let's look at our clothes volume here and
see
306
00:22:11,100 --> 00:22:14,900
if we also may want to adjust the exposure here.
307
00:22:14,900 --> 00:22:15,600
Slightly
308
00:22:31,800 --> 00:22:36,800
This is not too bad and let's go to our fuck again.
309
00:22:41,000 --> 00:22:43,100
so now,
310
00:22:45,800 --> 00:22:47,500
I want to look at this one again here.
311
00:22:50,500 --> 00:22:53,000
And I want to turn it.
312
00:22:54,800 --> 00:22:57,300
Little bit more towards the red.
313
00:22:57,400 --> 00:22:59,800
And let's see if I say,
314
00:23:00,000 --> 00:23:02,000
To write this tiny little bit more.
315
00:23:02,400 --> 00:23:07,000
So now we still have the density but it's a little
bit less washed out,
316
00:23:07,200 --> 00:23:09,200
so I actually do
317
00:23:10,600 --> 00:23:12,600
like this quite a bit.
318
00:23:21,000 --> 00:23:24,200
so now one important thing that we kind of lost
a bit because
319
00:23:24,200 --> 00:23:28,700
like if I'm going to go in here and turn this off,
320
00:23:34,300 --> 00:23:37,900
All this is actually nice to. So now since
we removed the thickness of the atmosphere,
321
00:23:37,900 --> 00:23:40,500
we actually do maintain a little bit of the colors
here,
322
00:23:40,800 --> 00:23:45,200
but one thing that I'm not particularly sure about
when I look at this lighting
323
00:23:45,200 --> 00:23:51,600
only so we can see that our shadows are
actually quite blue obviously.
324
00:23:52,100 --> 00:23:55,300
Because here it's a bit different because
we quite
325
00:23:55,300 --> 00:23:57,800
like get a lot of Bounce lighting and so on.
326
00:23:59,300 --> 00:24:05,200
So here And also again, see like there's a lot of
warm bunk sliding but in here,
327
00:24:05,200 --> 00:24:10,200
the Shadows are quite cool which is pretty,
328
00:24:10,300 --> 00:24:11,500
pretty great.
329
00:24:13,900 --> 00:24:17,300
But we don't see too much of it.
330
00:24:17,800 --> 00:24:23,300
So like one thing that we could do now is we
could go into our skylight
331
00:24:24,900 --> 00:24:25,600
In here.
332
00:24:26,300 --> 00:24:31,600
And what we can do is we can decide if we want
to do some artists weeks now,
333
00:24:32,200 --> 00:24:36,400
because like, this is basically a good General
setup that we have,
334
00:24:36,700 --> 00:24:39,600
but we can also decide like hey you know,
335
00:24:39,600 --> 00:24:45,900
I kind of feel like I want to do some more artistic
tweaks, on some of the things here.
336
00:24:46,700 --> 00:24:51,400
So let's see if we like that more.
337
00:24:51,700 --> 00:24:54,400
So that is always something that I did.
338
00:24:54,600 --> 00:24:56,900
I feel like it is not necessary,
339
00:24:56,900 --> 00:25:02,200
but you can always try and see if you do like A
little bit more because again,
340
00:25:02,400 --> 00:25:04,000
this is not the real world.
341
00:25:04,200 --> 00:25:06,200
It's like, we want to get close to it,
342
00:25:06,200 --> 00:25:10,400
but like sometimes it just makes sense to
emphasize some things,
343
00:25:10,800 --> 00:25:15,600
because it helps the brain a bit in a way of it.
See,
344
00:25:16,300 --> 00:25:17,500
it's sort of like, scene,
345
00:25:17,900 --> 00:25:20,700
from from that perspective, if that makes sense.
346
00:25:22,100 --> 00:25:27,700
So, I am just adding a bit of blue here to my
skylight.
347
00:25:33,300 --> 00:25:35,300
and if we look at this for example,
348
00:25:37,900 --> 00:25:39,200
I'm going to copy this quickly.
349
00:25:42,700 --> 00:25:44,600
So, here we have it like really warm.
350
00:25:48,200 --> 00:25:53,800
And here we made it a bit cooler and I think it
sometimes can help to do that.
351
00:25:56,500 --> 00:25:57,000
Nice.
352
00:25:57,700 --> 00:26:00,700
And sometimes it can also Help.
353
00:26:01,300 --> 00:26:02,400
If you want that,
354
00:26:03,000 --> 00:26:06,500
to flatten the contrast a little bit.
355
00:26:07,700 --> 00:26:12,100
so because I don't want to make this guy
brighter because I love that,
356
00:26:12,100 --> 00:26:15,200
it's like so blue so you can
357
00:26:16,500 --> 00:26:21,700
Sometimes increase this a little bit but I would
always say like really don't don't do much
358
00:26:21,700 --> 00:26:26,000
more than two because you don't want to
decouple the indirect lighting from this,
359
00:26:26,500 --> 00:26:28,100
the sky brightness, too much.
360
00:26:28,300 --> 00:26:32,900
That is one of the reasons why I use this capture
method where I capture
361
00:26:33,300 --> 00:26:38,400
the actual Skydome here because I just think like
that way.
362
00:26:38,500 --> 00:26:42,500
They are well, connected and balanced and it
makes a lot of sense,
363
00:26:42,800 --> 00:26:46,100
but sometimes I also feel like yeah, maybe.
364
00:26:46,300 --> 00:26:49,400
I would like to have just a little bit more.
365
00:26:51,200 --> 00:26:52,000
and then,
366
00:26:53,900 --> 00:26:55,000
This can really help.
367
00:26:58,000 --> 00:26:58,700
so,
368
00:26:59,400 --> 00:27:01,500
now what In that we can see here.
369
00:27:01,900 --> 00:27:08,900
And that is something that I feel like a lot of
people often like forget or they just like
370
00:27:10,200 --> 00:27:14,700
potentially don't like think about it and that way
and this is kind of
371
00:27:14,700 --> 00:27:20,300
like so when I look at this I think that something
looks really off.
372
00:27:21,400 --> 00:27:23,000
Now, you may ask yourself.
373
00:27:23,100 --> 00:27:24,800
Well, what is that?
374
00:27:25,300 --> 00:27:35,200
And that is something we're for me. At least I say
that teaching your brain, how to see is very,
375
00:27:35,200 --> 00:27:36,900
very important.
376
00:27:37,600 --> 00:27:39,600
And one thing that I see is,
377
00:27:40,500 --> 00:27:43,400
there's quite a lot of clouds in my sky.
378
00:27:44,400 --> 00:27:51,400
So what happens when there is a sun and
there's clouds Well,
379
00:27:51,500 --> 00:27:53,100
you end up with Cloud shadows
380
00:27:54,300 --> 00:27:59,800
and we can clearly see that. We don't really have
any Cloud Shadows here.
381
00:28:00,300 --> 00:28:03,500
So everything is kind of like naked and empty.
382
00:28:04,200 --> 00:28:10,200
What we can also see I think That is at least from
my point of view, this one still doesn't blend
383
00:28:10,200 --> 00:28:16,600
into well, so we'll have to give this a look but for
now let's do some Cloud shadows.
384
00:28:16,600 --> 00:28:22,400
And the way to do this is you can either use the
sky atmosphere system and volumetric
385
00:28:22,400 --> 00:28:30,400
clouds and then use that. Or we can use a
feature that we haven't looked at at all so far,
386
00:28:30,400 --> 00:28:36,900
but I think it's one of the coolest features inside
of unreal and it is supported for pretty
387
00:28:36,900 --> 00:28:41,700
much all All like types but it behaves differently
based on what type of light it is.
388
00:28:41,700 --> 00:28:47,500
So if you have a point light, it works different
than when you have like a spotlight,
389
00:28:47,500 --> 00:28:50,600
a rectangular light or a directional light.
390
00:28:50,600 --> 00:28:54,800
It is not supported for skylights but it doesn't
make any sense to do.
391
00:28:54,800 --> 00:28:56,600
So and you'll understand in a second. Why?
392
00:28:56,600 --> 00:29:03,200
So the feature that I'm talking about Can be
found down here and it's called a light function.
393
00:29:04,300 --> 00:29:12,800
And the light function is basically a material that
has a black-and-white texture that imagine you,
394
00:29:13,100 --> 00:29:13,300
you know,
395
00:29:13,300 --> 00:29:16,500
like you cut out a paper and you put it in front of
a flashlight
396
00:29:16,500 --> 00:29:18,500
and then it casts a shadow in that shape.
397
00:29:19,000 --> 00:29:22,200
So that is basically what a light function does.
398
00:29:23,400 --> 00:29:24,100
so,
399
00:29:24,900 --> 00:29:26,500
what we can do is,
400
00:29:27,900 --> 00:29:30,700
Just trying to find my lighting folder here.
401
00:29:33,000 --> 00:29:36,500
so, what we can do is we can just create a new
material,
402
00:29:39,100 --> 00:29:40,900
Cloud Shadows,
403
00:29:42,100 --> 00:29:42,600
one,
404
00:29:46,400 --> 00:29:47,600
So, we're going to open this.
405
00:29:51,000 --> 00:29:57,500
Here we have a and then luckily the content that
the scene here,
406
00:29:57,600 --> 00:29:59,600
it comes with a bunch of utility.
407
00:30:00,100 --> 00:30:00,900
Textures.
408
00:30:01,100 --> 00:30:04,700
So we can see there's a bunch of like generic
noises and stuff like that.
409
00:30:05,000 --> 00:30:07,400
So I'm just going to use these like this stuff.
410
00:30:07,800 --> 00:30:09,800
You can make this yourself in Photoshop,
411
00:30:09,800 --> 00:30:16,000
using the clouds filter at different sizes and
adding and multiplying them together and just
412
00:30:16,000 --> 00:30:21,200
stuff like that. And then like you know, doing a
bunch of level adjustments or whatever.
413
00:30:21,600 --> 00:30:24,700
So it's not really like black magic or anything,
414
00:30:25,100 --> 00:30:29,800
it's pretty straightforward. But for now I'm just
going to use what I have here.
415
00:30:31,400 --> 00:30:33,900
So let's build some very simple Cloud Shadows.
416
00:30:34,700 --> 00:30:35,500
So first of all,
417
00:30:35,500 --> 00:30:39,100
we're going to go into the material domain here
and if you
418
00:30:39,100 --> 00:30:41,700
don't have that you may have selected
something.
419
00:30:41,700 --> 00:30:46,100
Well I don't have anything here so like if you
select the root or click the background,
420
00:30:46,100 --> 00:30:46,700
you get this.
421
00:30:47,900 --> 00:30:54,300
So here we're going to go to light function and
that makes it like this.
422
00:30:54,400 --> 00:30:58,100
So we have emissive color as the only input for
now,
423
00:30:58,400 --> 00:30:59,200
which is great.
424
00:31:00,000 --> 00:31:04,000
So I'm gonna do is I'm gonna take this texture
here.
425
00:31:07,400 --> 00:31:08,700
and,
426
00:31:10,000 --> 00:31:15,300
Then what I also got to do is I'm going to take
this texture here.
427
00:31:16,600 --> 00:31:20,200
And I will basically modulate them against each
other.
428
00:31:20,700 --> 00:31:24,500
And one important thing is like, you can make
these Cloud Shadows so that they're like,
429
00:31:24,500 --> 00:31:26,200
animated and they move.
430
00:31:27,400 --> 00:31:29,600
I don't want to do it this time around like,
431
00:31:29,700 --> 00:31:34,800
like right now, I just want to open straight it more
in a way where I'm kind of like,
432
00:31:35,100 --> 00:31:35,400
yeah,
433
00:31:35,500 --> 00:31:36,500
this is what I want.
434
00:31:37,100 --> 00:31:41,100
So I don't want these to like change all the time
move around
435
00:31:41,100 --> 00:31:45,200
but there's like it's no problem to do any of that.
436
00:31:45,600 --> 00:31:49,200
So we Need some texture coordinates.
437
00:31:52,000 --> 00:31:57,100
Then we gonna add some multiplies.
438
00:32:06,700 --> 00:32:07,900
And that we have.
439
00:32:10,200 --> 00:32:11,200
Cloud.
440
00:32:11,900 --> 00:32:13,100
01
441
00:32:15,000 --> 00:32:15,900
scale.
442
00:32:18,100 --> 00:32:19,100
Let's just put this
443
00:32:20,200 --> 00:32:21,000
21.
444
00:32:23,500 --> 00:32:25,700
And I'm gonna call this text for cloud,
445
00:32:25,700 --> 00:32:30,600
so I understand it better and the other texture I'm
actually going to call it just noise.
446
00:32:36,300 --> 00:32:38,500
And now while I'm thinking,
447
00:32:39,400 --> 00:32:42,700
I actually think let's do this differently.
448
00:32:44,000 --> 00:32:47,800
Let's do World position.
449
00:32:52,100 --> 00:32:55,200
we take a component mask, we mask our G,
450
00:32:55,400 --> 00:32:59,600
which means red and green Channel, which is
the same as like you,
451
00:32:59,600 --> 00:32:59,800
and
452
00:33:01,200 --> 00:33:07,200
In that sense and then we actually use the
Divide.
453
00:33:07,800 --> 00:33:10,100
It's like for world scale for, like big stuff.
454
00:33:10,100 --> 00:33:11,100
This is a little bit
455
00:33:12,700 --> 00:33:15,000
better in my opinion.
456
00:33:24,200 --> 00:33:25,600
Let's do it like this.
457
00:33:29,100 --> 00:33:29,900
So,
458
00:33:30,200 --> 00:33:33,800
we're gonna put this in here and this is here.
459
00:33:34,500 --> 00:33:35,900
So let's start
460
00:33:37,200 --> 00:33:41,000
Like previewing / debugging, that's a little bit.
461
00:33:42,100 --> 00:33:46,400
So first of all, let's just going to pluck. This
number one thing in here,
462
00:33:47,200 --> 00:33:48,600
and this looks pretty barked.
463
00:33:49,300 --> 00:33:51,100
And this is because it's like super small,
464
00:33:52,400 --> 00:33:55,100
but that does not concern us right now.
465
00:33:56,400 --> 00:33:58,200
So, just going to add this here.
466
00:34:09,400 --> 00:34:10,100
All right,
467
00:34:10,500 --> 00:34:12,000
so and now we can see.
468
00:34:12,000 --> 00:34:17,000
It only made a darker and the reason for that is
is because it's like so small.
469
00:34:17,400 --> 00:34:18,699
We there it is.
470
00:34:19,000 --> 00:34:24,699
So it's basically just like leaving. No. Real room.
Here is basically just like it was great,
471
00:34:25,100 --> 00:34:28,000
but it doesn't really matter because we just can't
go in here.
472
00:34:29,500 --> 00:34:30,500
And just like,
473
00:34:30,900 --> 00:34:32,300
increase the scale.
474
00:34:33,400 --> 00:34:33,900
Right.
475
00:34:34,800 --> 00:34:35,400
So
476
00:34:38,100 --> 00:34:38,900
Now,
477
00:34:39,100 --> 00:34:42,199
I'm just like increasing the scale of screen here.
478
00:34:46,699 --> 00:34:47,900
And this is kind of cool.
479
00:34:48,199 --> 00:34:48,699
Like
480
00:34:50,100 --> 00:34:51,600
this is like really
481
00:34:53,199 --> 00:34:56,800
Really kind of cool to create these pockets and it
like Blends,
482
00:34:56,800 --> 00:34:58,900
well with the shadows and everything.
483
00:34:59,400 --> 00:35:01,100
So this Actually really,
484
00:35:01,700 --> 00:35:04,100
really cool.
485
00:35:05,300 --> 00:35:06,700
As a general thing.
486
00:35:07,100 --> 00:35:12,000
So but now we kind of have this and it's a little
bit like
487
00:35:13,500 --> 00:35:14,600
Kind of still too
488
00:35:15,800 --> 00:35:18,200
generic and repeating and also.
489
00:35:18,200 --> 00:35:19,500
It's almost like
490
00:35:20,700 --> 00:35:27,500
The pockets are too small, like it almost seems
like it would need to be inverted.
491
00:35:27,800 --> 00:35:28,000
So,
492
00:35:28,000 --> 00:35:30,400
one thing that we can do is we can
493
00:35:32,000 --> 00:35:37,300
Use one - and we can actually just invert it. So
that's like one thing that we can do.
494
00:35:37,400 --> 00:35:43,100
So, we use this and I'm going to move this away.
And now if I hit save,
495
00:35:45,100 --> 00:35:46,600
We should get a shadow here.
496
00:35:48,300 --> 00:35:49,000
Exactly.
497
00:35:49,700 --> 00:35:57,700
So now we kind of have this and it does already
like, look more like what we?
498
00:35:58,100 --> 00:35:59,200
What we had here.
499
00:36:02,400 --> 00:36:04,700
so now I'm thinking though,
500
00:36:04,700 --> 00:36:06,100
should we maybe
501
00:36:08,900 --> 00:36:10,400
Change this a little bit.
502
00:36:10,400 --> 00:36:11,200
Kind of like
503
00:36:12,300 --> 00:36:12,900
this.
504
00:36:15,900 --> 00:36:17,800
So I think this is not too bad,
505
00:36:18,700 --> 00:36:23,800
however, we can still see that it's like yeah.
Maybe like here up close.
506
00:36:23,800 --> 00:36:29,700
This is kind of like cool but it does not look too
great.
507
00:36:29,900 --> 00:36:31,800
When we look at the distance here.
508
00:36:33,100 --> 00:36:36,400
So what we can do is we can see if we can
actually
509
00:36:36,400 --> 00:36:38,500
do something cool with this texture here.
510
00:36:40,100 --> 00:36:42,900
So let's just add a add mode.
511
00:36:48,000 --> 00:36:51,400
Let's add them together and to be honest,
512
00:36:51,900 --> 00:36:54,800
I have no idea what's going to happen but that's
half of the fun.
513
00:37:00,300 --> 00:37:06,700
Nothing really has happened because our scale
of the second texture is enormously small.
514
00:37:08,300 --> 00:37:16,400
So I'm going to try and increase this and now we
can see what is actually happening here,
515
00:37:16,500 --> 00:37:17,100
right?
516
00:37:19,400 --> 00:37:20,000
so,
517
00:37:20,100 --> 00:37:24,000
one thing that we could do now is I'm gonna
518
00:37:28,600 --> 00:37:30,500
try and
519
00:37:32,100 --> 00:37:33,800
remove the one-.
520
00:37:36,400 --> 00:37:38,600
So we get like more coverage again.
521
00:37:42,700 --> 00:37:43,500
Like this.
522
00:37:45,500 --> 00:37:47,000
So this is kind of cool here.
523
00:37:49,700 --> 00:37:53,700
And now what I'm going to do is on the noise
scale.
524
00:37:54,100 --> 00:37:54,700
Let's see.
525
00:38:02,200 --> 00:38:08,200
So, we can actually brighten a bunch of these
things here with the noise that we have.
526
00:38:08,800 --> 00:38:11,900
So we can see it is not as dense
527
00:38:13,500 --> 00:38:15,100
which is pretty cool.
528
00:38:15,200 --> 00:38:16,500
If you look at it like this,
529
00:38:18,300 --> 00:38:18,500
so,
530
00:38:18,500 --> 00:38:21,300
one thing that we probably should do here is
531
00:38:22,700 --> 00:38:29,500
we should probably add a saturate, which is sort
of like a better version of clamp here.
532
00:38:29,500 --> 00:38:32,600
We don't want to completely work this.
533
00:38:33,200 --> 00:38:34,000
However,
534
00:38:34,300 --> 00:38:44,600
let's add in a multiply here for our noise so we
can actually make the noise more intense.
535
00:38:50,100 --> 00:38:54,800
So and we should definitely start with at least a
one.
536
00:38:56,400 --> 00:38:57,400
So let's save this.
537
00:39:01,800 --> 00:39:03,100
and now,
538
00:39:03,200 --> 00:39:07,000
when I slide the noise intensity here,
539
00:39:08,700 --> 00:39:11,500
Can see that we actually start.
540
00:39:12,700 --> 00:39:15,800
Breaking this up quite a bit.
541
00:39:19,900 --> 00:39:20,700
However,
542
00:39:20,700 --> 00:39:21,600
I think
543
00:39:24,600 --> 00:39:26,500
we may wanna
544
00:39:27,700 --> 00:39:29,900
do something larger.
545
00:39:31,000 --> 00:39:31,900
Kind of like this.
546
00:39:33,600 --> 00:39:36,700
So now we have created something that looks a
lot
547
00:39:36,700 --> 00:39:40,300
more natural and has a lot more variation here.
548
00:39:43,100 --> 00:39:44,700
So this is actually kind of cool.
549
00:39:46,400 --> 00:39:50,300
So, one thing that you may Wonder now is so
okay, cool. So I like this,
550
00:39:50,600 --> 00:39:57,800
but like now I have this big hole here and maybe
I want a different. So how,
551
00:39:58,100 --> 00:39:59,200
how can I do that?
552
00:39:59,600 --> 00:39:59,800
Like,
553
00:40:00,000 --> 00:40:01,500
Can I move this texture?
554
00:40:01,700 --> 00:40:02,900
And that is very easy.
555
00:40:03,200 --> 00:40:06,000
So we can just add like an ad note here.
556
00:40:10,200 --> 00:40:12,000
And another ad note here.
557
00:40:15,800 --> 00:40:20,300
So and these are a vector, two values here,
right?
558
00:40:20,400 --> 00:40:24,400
So what we can do is we just take the vector 3
right now.
559
00:40:25,100 --> 00:40:32,800
And we add a component mask here. So there is
no, no weird value. Hiccups, in that sense,
560
00:40:32,900 --> 00:40:34,600
we're going to connect this to add.
561
00:40:34,900 --> 00:40:41,200
We're going to turn this into a parameter and we
just call it cloud of set.
562
00:40:42,500 --> 00:40:49,900
And now the cool thing is that if we move the R
and G values, it gets added and it will offset.
563
00:40:51,100 --> 00:40:52,700
These textures.
564
00:40:53,100 --> 00:40:56,100
So if I put this over here you can see
565
00:40:58,300 --> 00:41:00,300
that it Bill.
566
00:41:01,600 --> 00:41:02,600
Did I not save this?
567
00:41:06,400 --> 00:41:09,400
So, here you have, there we go. So here you can
see now, right?
568
00:41:09,800 --> 00:41:11,200
I set this quite a lot.
569
00:41:11,400 --> 00:41:13,800
So if I just start sliding this a little bit,
570
00:41:14,200 --> 00:41:23,900
we can now orchestrate how we kind of want
this to be and we can move these into sort of,
571
00:41:23,900 --> 00:41:27,300
like, interesting areas here.
572
00:41:28,800 --> 00:41:30,000
so, I kind of like,
573
00:41:31,500 --> 00:41:34,800
Having this here, where we have this, like little
light pocket,
574
00:41:35,600 --> 00:41:39,100
I think this is actually quite quite neat.
575
00:41:41,500 --> 00:41:42,600
So this is a really,
576
00:41:42,700 --> 00:41:44,100
really good way.
577
00:41:46,100 --> 00:41:52,000
Of just like figuring out a bunch of really cool
Cloud things here.
578
00:42:03,700 --> 00:42:06,500
and also one thing that you can do,
579
00:42:08,500 --> 00:42:11,300
You can add a power in here.
580
00:42:17,800 --> 00:42:22,000
And I'm holding S4 the parameter again and then
call it cloud.
581
00:42:25,400 --> 00:42:26,100
Power.
582
00:42:27,600 --> 00:42:30,900
And the default for power is 1. Then it doesn't do
anything.
583
00:42:35,300 --> 00:42:37,300
And values higher than one.
584
00:42:37,300 --> 00:42:40,800
Increase sort of the power / contrast is a bit
different than
585
00:42:40,800 --> 00:42:46,400
contrast and values lower than one will make it
brighter.
586
00:42:47,100 --> 00:42:51,500
So if I lower this, we can see that the clouds
disappear.
587
00:42:51,500 --> 00:42:55,900
And if I power this up we'll get something more
like this
588
00:42:57,500 --> 00:43:02,200
and something like this is quite cool because
you can See how it creates this like,
589
00:43:02,600 --> 00:43:06,400
nice variety here with these,
590
00:43:06,400 --> 00:43:11,900
like really cool light pockets and I just want to
move the clouds a bit more.
591
00:43:12,300 --> 00:43:13,700
So let's see if we
592
00:43:16,900 --> 00:43:18,000
kind of like this.
593
00:43:18,200 --> 00:43:19,600
I think that could be
594
00:43:21,500 --> 00:43:22,800
Kind of cool.
595
00:43:24,000 --> 00:43:28,400
I want something we're definitely like, I want this
to be in the light like the gas station.
596
00:43:28,800 --> 00:43:31,200
But I also want to have
597
00:43:32,800 --> 00:43:35,000
Something where I can really.
598
00:43:39,600 --> 00:43:41,800
See something nice here.
599
00:43:49,300 --> 00:43:51,000
You know, maybe this is not too bad.
600
00:44:02,700 --> 00:44:04,500
So, this is like the thing, right? Is like,
601
00:44:04,500 --> 00:44:06,600
always the balance of
602
00:44:07,800 --> 00:44:09,000
How do you want to do it?
603
00:44:59,300 --> 00:44:59,800
Yeah.
604
00:45:00,100 --> 00:45:05,700
So let's go with this for now so we can see that
this is actually like a really nice way
605
00:45:06,800 --> 00:45:08,300
of adding something.
606
00:45:09,100 --> 00:45:12,500
So this feels a lot more believable than
607
00:45:14,000 --> 00:45:15,000
Like, you can see.
608
00:45:17,800 --> 00:45:19,100
That's does not work anymore.
609
00:45:21,500 --> 00:45:22,300
Interesting.
610
00:45:25,700 --> 00:45:29,600
So this adds a lot more realism to this whole
area
611
00:45:31,100 --> 00:45:35,000
and it's a, it's a quick way to make things look
a lot more natural.
612
00:45:35,200 --> 00:45:41,000
And this is also something that for example, on
Star Wars on Battlefield, we've done it so much.
613
00:45:42,100 --> 00:45:43,600
It's just really
614
00:45:45,100 --> 00:45:51,200
a very good way of adding believability and
realism to your environment.
615
00:45:52,000 --> 00:45:56,600
So now I just want to fix this color back here
because it's just really to like annoy me.
616
00:45:57,300 --> 00:46:01,800
And the quickest way to do this is To make this
one here brighter.
617
00:46:01,900 --> 00:46:03,700
So let's try 4,000.
618
00:46:22,900 --> 00:46:28,000
So maybe like this and then pull this a tiny little
bit because I don't want to,
619
00:46:28,300 --> 00:46:31,600
I don't want to have a sandstorm back there so
this is kind of good.
620
00:46:36,200 --> 00:46:36,800
All right.
621
00:46:43,300 --> 00:46:43,800
Actually,
622
00:46:43,900 --> 00:46:44,500
haha,
623
00:46:44,700 --> 00:46:47,500
I'm just missing this because we do have the in
scattering here.
624
00:46:47,500 --> 00:46:50,300
And I think that this one here is actually also,
625
00:46:53,300 --> 00:46:55,300
The in scattering.
626
00:46:59,500 --> 00:46:59,800
No.
627
00:47:02,700 --> 00:47:05,300
I would only works for with the texture, I guess.
628
00:47:05,400 --> 00:47:05,800
Yeah,
629
00:47:05,900 --> 00:47:07,600
they changed a bunch of things here.
630
00:47:13,000 --> 00:47:13,800
I remember.
631
00:47:16,500 --> 00:47:17,000
Okay.
632
00:47:17,300 --> 00:47:17,700
Yeah.
633
00:47:17,800 --> 00:47:18,500
So they
634
00:47:21,400 --> 00:47:23,600
We can still use this if we want to
635
00:47:24,900 --> 00:47:26,600
select these values when they're black,
636
00:47:26,600 --> 00:47:30,000
it is made so that it works with the with the sky
atmosphere.
637
00:47:34,800 --> 00:47:35,700
so,
638
00:47:41,300 --> 00:47:43,300
Since we don't have the sky atmosphere.
639
00:47:54,500 --> 00:47:55,700
Let's do something like this.
640
00:47:56,600 --> 00:47:57,700
That's quite cool.
641
00:48:02,800 --> 00:48:03,500
So yeah.
642
00:48:04,700 --> 00:48:10,300
And now we can as always just like add a little
camera actor here.
643
00:48:11,600 --> 00:48:18,000
To do something cool, where we can just see a
little bit better, what we actually have here.
644
00:48:36,000 --> 00:48:38,100
So it is still like it is quite foggy.
645
00:48:38,800 --> 00:48:40,300
So of course we can.
646
00:48:43,700 --> 00:48:45,300
Slide that back down again.
647
00:48:57,500 --> 00:48:58,700
Well like this, maybe.
648
00:49:16,600 --> 00:49:26,300
So I'm going to do is so here we can see the
aspect ratio and a lot of like film stuff has 2.3
649
00:49:28,000 --> 00:49:31,600
like for, like Cinema stuff.
650
00:49:33,400 --> 00:49:36,400
so you know we can get like this really nice
wide,
651
00:49:36,400 --> 00:49:38,600
angled shots now
652
00:49:41,900 --> 00:49:42,800
Which is pretty cool.
653
00:49:57,500 --> 00:49:59,800
We probably want to go.
654
00:50:00,300 --> 00:50:02,600
To cinematic.
655
00:50:02,700 --> 00:50:05,600
So everything is kind of like there.
656
00:50:17,700 --> 00:50:22,700
So yeah, we can start to get some really nice
stuff like this.
657
00:50:25,000 --> 00:50:28,100
And this is starting to look quite good here.
658
00:51:00,900 --> 00:51:03,800
And one thing that I think is quite important. So
when we work,
659
00:51:04,100 --> 00:51:08,600
I would never recommend to use cinematic
because it kind of like, you know,
660
00:51:08,600 --> 00:51:14,700
it's like it overrides lot settings and stuff like
that. So it can become quite expensive.
661
00:51:14,700 --> 00:51:17,700
But for nice screenshots, and these type of
things,
662
00:51:17,900 --> 00:51:22,600
you kind of want this all to be rendered out
properly without any, any weirdness.
663
00:51:24,200 --> 00:51:24,800
so,
664
00:51:26,200 --> 00:51:27,300
This is definitely.
665
00:51:29,700 --> 00:51:31,100
A way to do it here.
666
00:51:33,400 --> 00:51:34,400
kind of wanna
667
00:51:36,000 --> 00:51:38,000
do my thing here,
668
00:51:38,600 --> 00:51:42,400
and we can see it on the clouds. When I slide
this. It's just like,
669
00:51:43,300 --> 00:51:44,500
as this little oomph
670
00:51:47,400 --> 00:51:52,600
I want to, of course, add just a tiny little bit
vignette here.
671
00:52:02,100 --> 00:52:05,000
And then we kind of like, expose it more like
this.
672
00:52:10,200 --> 00:52:14,300
We're going to look at the bloom stuff later on
and one of the next lessons.
673
00:52:16,800 --> 00:52:18,100
And then, of course,
674
00:52:18,300 --> 00:52:19,200
where is it?
675
00:52:19,700 --> 00:52:20,200
My
676
00:52:21,600 --> 00:52:22,700
Favorite here.
677
00:52:24,000 --> 00:52:29,700
We gotta add a bit of grain and we're going to
start with like a horrible amount of grain.
678
00:52:31,000 --> 00:52:33,700
So we can tweak it.
679
00:52:35,400 --> 00:52:36,500
Kind of like this
680
00:52:38,300 --> 00:52:40,100
and then, you know me,
681
00:52:40,200 --> 00:52:42,300
I'll reduce it a little bit in the mid.
682
00:52:43,900 --> 00:52:44,900
Values.
683
00:52:46,600 --> 00:52:50,200
I will reduce it a little bit in the highs.
684
00:52:52,800 --> 00:52:56,200
And then, I will scale down the whole thing.
685
00:52:58,100 --> 00:52:59,700
to something like,
686
00:53:07,700 --> 00:53:10,900
This looks good to me.
687
00:53:17,900 --> 00:53:20,600
And we go to our cinematic camera actor.
688
00:53:22,000 --> 00:53:22,700
And
689
00:53:25,700 --> 00:53:29,600
We actually go like this.
690
00:53:42,200 --> 00:53:43,800
Place the shop nicely.
691
00:53:46,900 --> 00:53:50,000
And then we make sure that we
692
00:53:51,300 --> 00:53:58,700
track or well track that we just focus on our car
here like this.
693
00:54:00,000 --> 00:54:00,800
Beautiful.
694
00:54:06,200 --> 00:54:06,700
and then,
695
00:54:08,300 --> 00:54:10,200
We're going to render out a high-risk screenshot.
696
00:54:22,100 --> 00:54:24,500
And we can look at this and say beautiful,
697
00:54:24,900 --> 00:54:30,700
this is a very good step in the right direction for
our setup here.
698
00:54:31,600 --> 00:54:32,400
So,
699
00:54:33,100 --> 00:54:34,200
with this one done,
700
00:54:35,600 --> 00:54:35,858
Thank you so54591
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