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These are the user uploaded subtitles that are being translated: 1 00:00:00,900 --> 00:00:06,600 Hello and welcome to the next session of our nice exterior, desert environment here. 2 00:00:07,800 --> 00:00:15,500 So last time we did like a really straightforward basic setup and we can look at this and 3 00:00:17,300 --> 00:00:23,900 you know, it's kind of like okay if but still it's a bit simple and all of that. 4 00:00:24,600 --> 00:00:25,300 So 5 00:00:26,800 --> 00:00:30,400 one of the first things that I want to do now as I want to 6 00:00:30,400 --> 00:00:34,300 work a little bit more with the actual atmosphere here. 7 00:00:35,300 --> 00:00:39,500 And last time we added the height fog, 8 00:00:40,600 --> 00:00:44,400 which emulates a little bit, this kind of like dustiness. 9 00:00:45,000 --> 00:00:46,100 But again, 10 00:00:46,100 --> 00:00:52,200 it is not really what gives us the proper atmosphere and I guess you may have noticed 11 00:00:52,200 --> 00:00:58,600 that I so far did not use the sky atmosphere because the sky atmosphere, 12 00:00:59,100 --> 00:00:59,800 it is used. 13 00:01:00,000 --> 00:01:04,800 Together with like development for clouds and all that kind of stuff. 14 00:01:05,900 --> 00:01:11,200 And while it is really cool, especially if you want to have like time of day or stuff like that, 15 00:01:12,000 --> 00:01:18,300 I do sometimes really prefer having the control with like a static image, 16 00:01:19,100 --> 00:01:24,000 like it gives me a lot more control and also a lot more realistic 17 00:01:24,000 --> 00:01:27,400 look with the cloud escapes and all these kinds of things. 18 00:01:28,400 --> 00:01:29,000 So, 19 00:01:29,300 --> 00:01:36,300 what I want to do next is I want to actually turn off our exponential height fog here. 20 00:01:38,400 --> 00:01:39,500 For now, at least. 21 00:01:41,300 --> 00:01:43,200 So we turn this off. 22 00:01:44,900 --> 00:01:46,900 and also, what you just saw here, 23 00:01:47,000 --> 00:01:47,400 like, 24 00:01:47,500 --> 00:01:51,300 I can't stress it enough, but it is rather important, 25 00:01:51,500 --> 00:01:52,500 which is like, 26 00:01:52,600 --> 00:01:57,100 sometimes you think that your stuff is not readable enough and then you might make it too 27 00:01:57,100 --> 00:02:03,000 bright, and then you add like the fog and The fox's increases the layering and the readability. 28 00:02:03,600 --> 00:02:09,000 So it is not always maybe the the ideal way to combat these 29 00:02:09,000 --> 00:02:13,500 things with just like adding more lighting per se. 30 00:02:14,800 --> 00:02:16,300 So yeah generally speaking, 31 00:02:16,500 --> 00:02:20,800 it can just like really helped a lot to work with proper fog here. 32 00:02:21,300 --> 00:02:23,300 So let's turn this one off. 33 00:02:24,600 --> 00:02:28,600 And now we have our atmospheric fog here, which at the moment is turned off. 34 00:02:29,100 --> 00:02:32,800 And generally speaking, the atmospheric fog, 35 00:02:32,800 --> 00:02:41,900 is not designed necessarily to work with a static Skype sphere. Because like, 36 00:02:41,900 --> 00:02:43,500 if we just look at this, 37 00:02:44,900 --> 00:02:47,900 Of course, there is like some background stuff here. 38 00:02:48,100 --> 00:02:50,500 But here, you can see, we do like this. 39 00:02:50,500 --> 00:02:56,400 What we see in the texture is basically the atmospheric scattering over distance. 40 00:02:56,900 --> 00:03:03,400 So we like get like Particles in the air occluding, 41 00:03:03,400 --> 00:03:06,600 the clouds here and all these kind of things and this 42 00:03:06,600 --> 00:03:10,000 is stuff that the atmospheric fog does as well. 43 00:03:10,900 --> 00:03:16,200 So we need to be a bit careful when we, when we try to blend them together. 44 00:03:17,700 --> 00:03:26,200 So I can turn this on and you can instantly see how it does affect everything. 45 00:03:27,700 --> 00:03:30,900 and how it also, sort of like, 46 00:03:32,200 --> 00:03:35,400 Almost like takes a bit away from the sky. 47 00:03:36,600 --> 00:03:37,400 So, 48 00:03:38,300 --> 00:03:42,800 we definitely lose some intensity here 49 00:03:43,900 --> 00:03:45,200 in our values. 50 00:03:47,300 --> 00:03:50,500 However, we do, gain some way, 51 00:03:50,500 --> 00:03:59,300 better layering when looking at the distance and how we just get the mountains in the back. 52 00:04:00,100 --> 00:04:00,500 In. 53 00:04:05,400 --> 00:04:11,200 I am a little bit surprised I have to say because I don't use the atmospheric folk like a lot, 54 00:04:11,700 --> 00:04:20,300 but I do think this is a very interesting Shift here in in color, intensity. Nevertheless. 55 00:04:21,399 --> 00:04:25,700 So what? We also need to make sure is that when we look at our directional light, 56 00:04:26,700 --> 00:04:28,400 we definitely want 57 00:04:29,500 --> 00:04:29,800 that. 58 00:04:29,800 --> 00:04:36,200 It's set to being an atmosphere sunlight because if we don't have that 59 00:04:37,400 --> 00:04:41,800 It's like the fog is basically not really doing anything. 60 00:04:42,200 --> 00:04:44,700 So like even if we look in the back over here, 61 00:04:46,100 --> 00:04:48,200 It's like when I turn this off, 62 00:04:48,900 --> 00:04:51,600 it is like the fuck is basically invisible, 63 00:04:52,300 --> 00:04:54,100 so we definitely want this to be on. 64 00:05:00,700 --> 00:05:01,300 and then, 65 00:05:03,000 --> 00:05:04,300 With these settings here. 66 00:05:05,500 --> 00:05:06,900 So these are rather interesting. 67 00:05:07,100 --> 00:05:10,300 So, first of all, a lot of these settings are very, 68 00:05:11,000 --> 00:05:11,900 let's say 69 00:05:13,500 --> 00:05:16,800 scientific in a in a certain way. 70 00:05:17,100 --> 00:05:22,400 So it is not really that smart to go completely Haywire with them. 71 00:05:22,800 --> 00:05:29,300 I mean you can use them if you like want to emulate the atmosphere of Mars. 72 00:05:29,500 --> 00:05:35,000 Let's say then you can change settings. You can Change the planetary radius. 73 00:05:35,000 --> 00:05:36,200 Like a lot of these things 74 00:05:37,300 --> 00:05:37,700 but 75 00:05:39,700 --> 00:05:41,800 You know, like it's not always what you, 76 00:05:42,000 --> 00:05:43,100 what you kind of want to do. 77 00:05:43,300 --> 00:05:48,500 So we got to be a bit careful with what the settings. 78 00:05:51,000 --> 00:05:53,100 so I have mentioned it already, 79 00:05:53,100 --> 00:06:02,300 but I have to admit I'm not a super huge Pro with the atmospheric fog because I again, like I said, 80 00:06:02,300 --> 00:06:04,400 I usually don't use it much. 81 00:06:04,500 --> 00:06:11,300 I have used it in the past many, many years ago when like these days. 82 00:06:11,300 --> 00:06:14,900 I don't work with unreal anymore for professional work but I used 83 00:06:14,900 --> 00:06:19,100 to work in unreal for professional work and I used it back then. 84 00:06:19,400 --> 00:06:25,200 So I am a little bit Rusty but I think it's also fun to like explore these things together. 85 00:06:26,200 --> 00:06:26,900 so, 86 00:06:27,500 --> 00:06:28,100 first of all, 87 00:06:28,100 --> 00:06:29,400 I think that 88 00:06:30,800 --> 00:06:34,100 we can actually use this potentially too. 89 00:06:37,100 --> 00:06:45,100 See if we can limit our effect here where we you can see how we cover 90 00:06:45,100 --> 00:06:49,500 the sky and we still like see it back in the mountains there. 91 00:06:49,700 --> 00:06:58,500 So our default value here is 60. So let's try 25. We're still having a lot of Sky. Let's try 10. 92 00:06:58,500 --> 00:07:07,600 Still a lot of Sky 5 that's getting better. Three better to better. 93 00:07:07,900 --> 00:07:10,300 So now we actually restored some of the sky. 94 00:07:10,400 --> 00:07:14,800 Why we still have our nice like distance rendering there. 95 00:07:15,700 --> 00:07:20,700 And this is kind of like something that I like doing because like it will give me back some of 96 00:07:20,700 --> 00:07:25,300 my sky values because we just lowered the thickness of the atmosphere so you can 97 00:07:25,300 --> 00:07:29,800 see when I turn it on and off the change is not as drastic anymore as before. 98 00:07:30,000 --> 00:07:39,000 For but we still do get like the nice distance blue inning desaturation effect, so to speak. 99 00:07:40,600 --> 00:07:47,900 So that is definitely something that we can do and use to our advantage. 100 00:07:48,300 --> 00:07:50,400 So something else that we can actually try is here. 101 00:07:50,400 --> 00:07:52,600 We have a ground Albedo which is set to Gray 102 00:07:53,800 --> 00:07:58,400 and that might not actually be the best way to set this. 103 00:07:58,800 --> 00:08:03,300 So what we can As we can go into our buffer visualization here. 104 00:08:05,900 --> 00:08:10,700 And let's go in here and let's just color, pick something like this here. 105 00:08:16,400 --> 00:08:17,000 So, 106 00:08:17,100 --> 00:08:19,500 now we have this value. 107 00:08:31,400 --> 00:08:34,400 And it does not have a super huge impact here. 108 00:08:36,799 --> 00:08:37,600 Why can I not? 109 00:08:37,900 --> 00:08:38,400 Okay, 110 00:08:39,100 --> 00:08:42,400 this is sometimes, this is weird. It doesn't work the same. 111 00:08:42,400 --> 00:08:46,000 Like you can't redo some of the things but again it's 112 00:08:46,000 --> 00:08:49,800 not a big change that we got here but I just like to 113 00:08:50,900 --> 00:08:51,600 set it. 114 00:08:54,100 --> 00:08:55,000 All right. 115 00:09:01,600 --> 00:09:03,800 So let's tweak this a bit further. 116 00:09:07,700 --> 00:09:09,800 This is not of importance to us right now. 117 00:09:10,800 --> 00:09:11,400 So, 118 00:09:11,500 --> 00:09:14,600 here are a bunch of really interesting settings, 119 00:09:14,700 --> 00:09:16,800 so we can just, like, fool around with them. 120 00:09:16,800 --> 00:09:20,800 I wouldn't really change the color of the Rayleigh scattering because this is, 121 00:09:21,000 --> 00:09:23,200 as we can see what gives the atmosphere in the color, 122 00:09:23,400 --> 00:09:24,200 but we can. 123 00:09:24,300 --> 00:09:26,400 As you see, we can like, thicken this. 124 00:09:27,700 --> 00:09:34,700 And like the more scattering we have like the more almost like a post-apocalyptic, 125 00:09:34,700 --> 00:09:43,400 the starts feeling and also what interesting thing is since we have set our sunlight to affect this, 126 00:09:43,700 --> 00:09:49,600 we can actually see that our sun light is changing color as well. 127 00:09:50,300 --> 00:09:51,100 So 128 00:09:52,200 --> 00:09:53,200 it is basically day. 129 00:09:53,200 --> 00:09:57,200 They work together because we have so much scattering inside the atmosphere. 130 00:09:57,300 --> 00:09:59,700 Sphere now. So this is kind of like what? 131 00:10:00,000 --> 00:10:04,400 do what you can potentially do, when you want to get like a sand storm or something, 132 00:10:04,700 --> 00:10:05,300 and 133 00:10:06,700 --> 00:10:08,100 Let's actually try. 134 00:10:08,200 --> 00:10:10,900 If the color here is affected by this, 135 00:10:11,400 --> 00:10:15,000 so where we going to do is we're going to copy this value and we're 136 00:10:15,000 --> 00:10:19,900 going to change this and we can see it did change a little bit here, 137 00:10:20,700 --> 00:10:22,600 right? So if I paste that back in, 138 00:10:24,100 --> 00:10:28,400 We can definitely see how this affects the scattering inside the atmosphere. 139 00:10:29,100 --> 00:10:32,800 And this is very interesting because when people want to do things like 140 00:10:33,800 --> 00:10:38,700 sand storms or like some really dusty environment and things like that, 141 00:10:39,000 --> 00:10:41,700 they quite often like for example, 142 00:10:41,700 --> 00:10:45,600 go really mental in the height fog but that is actually the wrong way to 143 00:10:45,600 --> 00:10:50,700 do because the height fuck per se is a completely fake technique. 144 00:10:51,600 --> 00:10:54,100 That is sort of like additive on top of the sieve, 145 00:10:54,300 --> 00:10:56,400 but then there is, of course, the volumetrics. 146 00:10:56,900 --> 00:10:59,300 But the volumetrics is just like 147 00:11:00,600 --> 00:11:01,400 Amore. 148 00:11:03,600 --> 00:11:08,300 How can I say it like a more up close representation of some of these effects. 149 00:11:08,800 --> 00:11:13,500 But when like the wind really blows and it blows up all the dust into the atmosphere. 150 00:11:14,200 --> 00:11:15,800 This is what you actually get. 151 00:11:16,300 --> 00:11:19,400 So it makes a lot of sense. 152 00:11:19,900 --> 00:11:20,700 Oh, this is fun. 153 00:11:26,000 --> 00:11:26,500 Sorry. 154 00:11:26,800 --> 00:11:27,200 Yes. 155 00:11:27,500 --> 00:11:27,900 Okay, 156 00:11:28,200 --> 00:11:34,500 so it actually makes a lot of sense to reset this goddamn it. 157 00:11:34,500 --> 00:11:39,500 There it makes a lot of sense to to like fool around with 158 00:11:39,500 --> 00:11:43,100 these values and see what you can actually get here. 159 00:11:46,300 --> 00:11:47,400 I need to look, 160 00:11:47,700 --> 00:11:50,000 if I want to 161 00:11:51,500 --> 00:11:52,600 Put this 22. 162 00:11:53,400 --> 00:11:55,100 Yeah, I do want to do that. 163 00:11:57,800 --> 00:11:59,400 So again, 164 00:12:00,200 --> 00:12:02,600 it's absolutely fine to experiment with these 165 00:12:04,100 --> 00:12:06,800 Then we have the me scattering here. 166 00:12:07,600 --> 00:12:09,200 So, and if we increase this, 167 00:12:09,600 --> 00:12:11,100 we get this sort of, like, 168 00:12:11,100 --> 00:12:16,100 really strong scattering from the Sun Direction and we 169 00:12:16,100 --> 00:12:21,300 can also see that it does thicken the atmosphere a bit, 170 00:12:21,400 --> 00:12:22,600 right? So if I do this, 171 00:12:22,600 --> 00:12:23,800 like really strongly 172 00:12:26,600 --> 00:12:32,200 We get overcast and it's beautiful here as well because like, 173 00:12:32,200 --> 00:12:36,600 you can see how this completely kills the shadows and everything. 174 00:12:36,900 --> 00:12:48,500 So which is basically generated overcast by having loads and loads of Particles here inside 175 00:12:48,500 --> 00:12:54,300 our atmosphere. And if I remember correctly, mie scattering, as water droplets. 176 00:12:54,300 --> 00:13:00,800 While Rayleigh scattering is more like dust particles and Of like that. 177 00:13:01,100 --> 00:13:04,200 So we can clearly see that this looks a lot more like, 178 00:13:05,400 --> 00:13:07,500 Water droplets or something like that. 179 00:13:08,100 --> 00:13:13,900 And the cool thing is that we can of course I'm just going to turn the fuck back on quickly here. 180 00:13:14,700 --> 00:13:15,400 So you know, 181 00:13:15,400 --> 00:13:21,600 we can emphasize this effect and then we can turn on the volumetric fog and for the volumetric 182 00:13:21,600 --> 00:13:25,400 folk. Now we can see that we kind of like have not really a lot up close here. 183 00:13:25,900 --> 00:13:33,800 So we could potentially go into our volumetric fog and start really cranking some of this so you 184 00:13:33,800 --> 00:13:39,000 can see How we get a lot more here now and it is a little bit 185 00:13:39,000 --> 00:13:42,500 blue because it's still scatter some from the from the sky. 186 00:13:43,400 --> 00:13:45,700 So we can do something like this, right? 187 00:13:46,200 --> 00:13:52,000 Which starts to to become really eerie and and pretty cool. 188 00:13:52,000 --> 00:13:54,900 We do have a bit of the wrong Sky texture for stuff like this though, 189 00:13:55,400 --> 00:13:59,800 but just saying that if we would now add, 190 00:14:00,400 --> 00:14:01,900 Some cool light here. 191 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 192 00:14:12,000 --> 00:14:17,000 like a very so like basically our exposure and everything does not match this environment 193 00:14:17,000 --> 00:14:22,300 right now we would need to have a lot lower exposure to actually make this work properly. 194 00:14:23,100 --> 00:14:25,800 So I'm going to go with lumens right now. 195 00:14:27,000 --> 00:14:30,900 And I'm just gonna set something like 15,000 196 00:14:32,800 --> 00:14:33,600 50,000. 197 00:14:36,900 --> 00:14:38,800 For five hundred thousand fine. 198 00:14:40,800 --> 00:14:42,200 So you can see that 199 00:14:44,600 --> 00:14:49,700 we get some really nice like scattering here. 200 00:14:50,200 --> 00:14:53,500 So if we just like put this like somewhere here, 201 00:14:56,400 --> 00:14:59,700 And again, I can just like, quickly fooling around here. This is not really. 202 00:15:00,800 --> 00:15:05,800 Representative of where this is going so we could just like scale this up a bit. 203 00:15:10,600 --> 00:15:11,400 and then, 204 00:15:13,300 --> 00:15:14,600 Make this warm. 205 00:15:18,600 --> 00:15:22,400 And then we can go into our volumetric scattering as well. 206 00:15:22,600 --> 00:15:23,700 And just like 207 00:15:29,900 --> 00:15:30,900 so like, you know, 208 00:15:30,900 --> 00:15:33,600 you could like do some pretty 209 00:15:35,000 --> 00:15:36,500 Cool stuff 210 00:15:37,600 --> 00:15:38,300 like this. 211 00:15:38,400 --> 00:15:40,200 Where you can quickly establish a mood. 212 00:15:43,700 --> 00:15:45,300 So let's get rid of this, 213 00:15:45,900 --> 00:15:49,500 let's go into our atmospheric fog or first actually, 214 00:15:50,100 --> 00:15:53,000 let's reset this. 215 00:15:53,700 --> 00:15:54,800 Turn this off. 216 00:16:00,000 --> 00:16:00,600 So, 217 00:16:01,200 --> 00:16:02,800 here we had. 218 00:16:04,700 --> 00:16:05,700 Army scattering. 219 00:16:06,100 --> 00:16:09,900 And then, of course, for artistic purposes, 220 00:16:11,000 --> 00:16:12,600 you can do all sorts of things, 221 00:16:12,900 --> 00:16:14,000 but this one is funny. 222 00:16:14,300 --> 00:16:18,800 So this here is actually not a Color Picker. 223 00:16:19,800 --> 00:16:21,300 Well, it is technically speaking, 224 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. 226 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. 227 00:16:41,900 --> 00:16:43,300 So it is a bit like 228 00:16:45,000 --> 00:16:45,200 you know, 229 00:16:45,200 --> 00:16:50,900 these values are more interpreted in a scientific way and less of an an artist kind of way. 230 00:16:51,700 --> 00:16:53,100 So let's go back here. 231 00:16:54,800 --> 00:16:56,700 We also have absorption scale, 232 00:16:57,100 --> 00:16:59,800 which usually is not that. 233 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 235 00:17:05,099 --> 00:17:11,200 some mythical Power Sucks, the light out of everything or something, I don't know. 236 00:17:11,599 --> 00:17:13,700 But usually absorption scale, 237 00:17:13,800 --> 00:17:17,700 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. 240 00:17:25,099 --> 00:17:28,200 It's like the colors work similar to the to the scattering 241 00:17:28,500 --> 00:17:31,400 where it's more like a Vic way of interpreting these. 242 00:17:35,200 --> 00:17:37,400 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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