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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,700 --> 00:00:04,600 Hello and welcome to the next session and we're going to continue 2 00:00:04,600 --> 00:00:09,100 to make sense of this interior here and try to tweak. It really, 3 00:00:09,800 --> 00:00:10,600 really well. 4 00:00:11,500 --> 00:00:17,700 And one of the things that I need to really stress is that all the stuff that we're doing here, 5 00:00:17,700 --> 00:00:18,400 it's really 6 00:00:19,700 --> 00:00:23,500 a lot of it is kind of like guesswork to a certain degree because 7 00:00:23,500 --> 00:00:27,300 we can never really know the exact values of a lot of things. 8 00:00:27,900 --> 00:00:34,700 And it's important to also be really clear on like sort of like the style that you want to achieve. 9 00:00:36,100 --> 00:00:41,200 So when I Googled for American Diner interior, 10 00:00:42,200 --> 00:00:45,000 I found a lot of different things, right? 11 00:00:45,500 --> 00:00:47,800 So there is for example, 12 00:00:48,800 --> 00:00:49,900 stuff like this. 13 00:00:50,400 --> 00:00:53,200 This one is actually an unreal seen as well. 14 00:00:53,300 --> 00:00:54,200 I know this one, 15 00:00:55,700 --> 00:00:59,800 so maybe maybe this is not like the most perfect example. 16 00:01:02,000 --> 00:01:02,600 however, 17 00:01:03,000 --> 00:01:08,200 there is obviously still a bunch and one thing 18 00:01:10,200 --> 00:01:13,300 they are really flat usually. 19 00:01:14,200 --> 00:01:15,000 So, 20 00:01:16,400 --> 00:01:20,600 It's not that exciting to look at they're flat, 21 00:01:20,700 --> 00:01:23,500 they're kind of boring to certain degree. 22 00:01:24,600 --> 00:01:27,300 So we need to be really smart. 23 00:01:28,500 --> 00:01:30,800 About how we want to do it. 24 00:01:32,700 --> 00:01:37,300 And just a style that we want to go for. I think that this is kind of boring. 25 00:01:38,500 --> 00:01:40,600 And we can really, again, see, like, 26 00:01:40,700 --> 00:01:46,100 all these lights are pretty, like, blown out here, and it's like, very bright and flat, 27 00:01:46,400 --> 00:01:49,100 I don't think that's super much fun. 28 00:01:50,400 --> 00:01:51,100 So, 29 00:01:52,300 --> 00:01:56,300 I think we should either go for something like this, 30 00:01:56,900 --> 00:01:59,200 which again, is also very flat still. 31 00:02:00,900 --> 00:02:06,200 Or I would actually, really prefer to go for something like this. 32 00:02:07,200 --> 00:02:09,500 And this is quite interesting. If we look at this, 33 00:02:09,500 --> 00:02:10,100 because 34 00:02:11,800 --> 00:02:20,100 What we can see here at the edge of the of the image is. We do have these little lambs here, 35 00:02:20,600 --> 00:02:25,800 we can clearly see that the waitress is getting hit by some warm light. 36 00:02:26,200 --> 00:02:32,100 But looking here at the couch, we can also see it is not really super bright. 37 00:02:35,200 --> 00:02:38,000 So we can see these values here. We can try to, like, 38 00:02:38,000 --> 00:02:41,600 make sense of the of the balancing that they have. 39 00:02:42,400 --> 00:02:46,300 So here we can see these labs are clearly off. 40 00:02:46,900 --> 00:02:50,700 So most of the lighting actually comes from all the neon stuff. 41 00:02:53,500 --> 00:02:55,800 So it's really interesting here again, 42 00:02:55,800 --> 00:02:59,000 we have these little ceiling lamps and we can see how much 43 00:02:59,000 --> 00:03:02,800 light they Do we can see how much light comes from this. 44 00:03:03,600 --> 00:03:07,800 So what we need to do is we need to sort of figure out. 45 00:03:08,900 --> 00:03:13,500 A hierarchy of lighting. 46 00:03:13,800 --> 00:03:16,300 This one is quite good again here, 47 00:03:16,300 --> 00:03:21,700 you can see that we have these lights and they not actually they don't really they're not 48 00:03:21,700 --> 00:03:27,200 the ones that provide the lighting to the room, but they're the ones that just make it. 49 00:03:27,200 --> 00:03:31,500 So these people can actually read the menu properly when sitting 50 00:03:31,500 --> 00:03:35,200 on a table but most of the lighting comes from the neon stuff. 51 00:03:36,300 --> 00:03:40,900 I do like that. Look so for now. 52 00:03:42,300 --> 00:03:46,900 Let's just say we're going to do something more like this. 53 00:03:48,000 --> 00:03:54,600 So this is what I will be balancing most of my my stuff against 54 00:03:55,900 --> 00:03:56,800 and, 55 00:03:59,000 --> 00:03:59,300 If? 56 00:04:00,000 --> 00:04:03,300 Excited. Like now I have turned these lights off here. Alright, 57 00:04:03,900 --> 00:04:06,100 so I'm just going to take this. 58 00:04:06,300 --> 00:04:10,400 I'm going to add it and I'm going to turn on my 59 00:04:11,700 --> 00:04:12,700 Point light here. 60 00:04:14,700 --> 00:04:18,300 And so the first thing that I'm going to do is I'm going to 61 00:04:18,300 --> 00:04:23,100 fix all the placements here because as you can see, 62 00:04:23,600 --> 00:04:26,100 they want these lights where there is people. 63 00:04:26,200 --> 00:04:32,700 So like all this stuff, it kind of like does not make any sense so let's fix it. 64 00:04:34,500 --> 00:04:36,100 We're going to move this over here. 65 00:04:38,700 --> 00:04:40,800 We going to move this over here. 66 00:04:43,800 --> 00:04:46,500 And there's another cool thing that this brings with it. 67 00:04:46,500 --> 00:04:50,600 Because like now that we're more in a corner we actually do get more 68 00:04:50,600 --> 00:04:54,300 bounce from it because it's closer to any of the walls here. 69 00:04:55,400 --> 00:04:58,700 So we can actually use that to our advantage. 70 00:05:00,000 --> 00:05:01,600 Let's just continue here. 71 00:05:02,800 --> 00:05:05,400 I will delete these. 72 00:05:09,400 --> 00:05:09,800 And 73 00:05:11,000 --> 00:05:18,100 I just have to say about all. I got I love real-time GI just looking at this, 74 00:05:18,700 --> 00:05:20,000 it's so nice. 75 00:05:21,500 --> 00:05:24,900 This is a really, really great thing to have. 76 00:05:28,700 --> 00:05:29,300 So, 77 00:05:29,700 --> 00:05:31,500 you just gonna continue here. 78 00:05:38,200 --> 00:05:39,500 We just make this proper. 79 00:05:56,400 --> 00:05:57,300 All right. 80 00:06:24,400 --> 00:06:28,900 All right, I think this is a good position. So I'm just going to delete all these ones here. 81 00:06:37,400 --> 00:06:39,800 And we just going to do the same thing. 82 00:06:40,100 --> 00:06:40,600 Also, 83 00:06:40,700 --> 00:06:43,400 I want to I wanted to quickly mention one thing because you may have 84 00:06:43,400 --> 00:06:48,700 noticed I'm using Point lights here and I have the Shadows turned on. 85 00:06:49,500 --> 00:06:51,000 So here is one important thing. 86 00:06:52,400 --> 00:06:56,900 First of all, like I told you in the past that you never ever, 87 00:06:56,900 --> 00:06:59,000 ever want to use Point lights with shadows. 88 00:07:00,300 --> 00:07:01,200 Here's the thing. 89 00:07:01,700 --> 00:07:04,100 Traditionally speaking that is very true. 90 00:07:05,000 --> 00:07:07,100 There are however exceptions, 91 00:07:08,400 --> 00:07:11,900 And there's basically two exceptions for this. 92 00:07:13,100 --> 00:07:15,200 Or let's say there's three. 93 00:07:15,500 --> 00:07:19,700 So if you have like a specific specific scene, for example, 94 00:07:19,700 --> 00:07:23,400 someone's like holding a torch and there's not much else 95 00:07:23,400 --> 00:07:25,800 going on and you want to torture to cast Shadows, 96 00:07:26,400 --> 00:07:32,400 you can do that because this is something different than what I'm doing here for now, 97 00:07:32,800 --> 00:07:37,100 for example, where there is like a lot of Point light switch adults, right? 98 00:07:37,800 --> 00:07:39,900 So the third situation, totally fine, 99 00:07:40,900 --> 00:07:46,700 Then the next thing is that unreal has a technology that is called Shadow, caching? 100 00:07:47,500 --> 00:07:49,000 What is Shadow cashing. 101 00:07:49,900 --> 00:07:53,000 The reason why Shadows are so expensive to cast. 102 00:07:54,000 --> 00:07:58,500 Is because they will basically be updated every frame. 103 00:07:59,300 --> 00:08:07,500 And as you Remember one point, light has six times the cost of a spotlight Shadow. 104 00:08:07,900 --> 00:08:14,600 So it basically also has six times the cost of updating when things move or like, whatever. 105 00:08:15,300 --> 00:08:18,900 And cash Shadows is a really cool thing because what cash Shadows 106 00:08:18,900 --> 00:08:23,500 basically does is imagine you cast a shadow and then you just hit, 107 00:08:23,500 --> 00:08:27,500 like the freeze button and then the shadow does not update anymore. 108 00:08:27,600 --> 00:08:31,100 It just stays the way so it basically Gets computed 109 00:08:31,100 --> 00:08:35,200 once and then it never gets recomputed again. 110 00:08:35,400 --> 00:08:40,700 And the only thing that it costs is the memory that it takes to store the shadow map. 111 00:08:40,900 --> 00:08:47,700 So basically, like let's say if your Shadow map is 512 by 512 pixels that is like, 112 00:08:48,900 --> 00:08:49,500 I don't know, 113 00:08:49,600 --> 00:08:51,400 one megabyte of texture memory. 114 00:08:51,900 --> 00:08:59,700 So you don't pay for updating the Shadows. You only pay for the memory that the shadow costs. 115 00:09:00,900 --> 00:09:06,100 And that is pretty cool because as long as no object, 116 00:09:06,100 --> 00:09:13,300 that is inside the radius of the of the light source actually moves or updates, 117 00:09:14,300 --> 00:09:15,500 nothing is going to happen. 118 00:09:16,100 --> 00:09:17,400 Nothing is gonna cost. 119 00:09:18,500 --> 00:09:25,200 And that is really, really cool and very beneficial to do so. With Shadow cashing, 120 00:09:25,200 --> 00:09:27,800 you can afford Point Light Shadows, 121 00:09:28,000 --> 00:09:30,200 speaking of traditional, Shadow Maps here, 122 00:09:31,900 --> 00:09:38,300 If you don't have the lights updated per frame and stuff moves because imagine I would 123 00:09:38,300 --> 00:09:43,200 now like animate all these tables and benches and they would like move around. 124 00:09:43,200 --> 00:09:47,300 Then I would pay the update cost for all these lights but right now I don't. 125 00:09:48,000 --> 00:09:55,000 So that is a way where you can still use Point Light Shadows if your stuff doesn't update the 126 00:09:55,200 --> 00:09:59,800 next reason why I can actually afford the point Light Shadows here in a pretty good 127 00:10:00,000 --> 00:10:04,700 way. As because I'm using the virtual Shadow map and the virtual Shadow map. 128 00:10:04,700 --> 00:10:08,500 Honestly I cannot completely explain to you how exactly it works. 129 00:10:08,500 --> 00:10:13,200 There is like some articles or like documentation for it. 130 00:10:13,200 --> 00:10:15,000 You can read into that in case you're curious. 131 00:10:15,000 --> 00:10:21,200 There's a bunch of things there and if I understood correctly, 132 00:10:21,200 --> 00:10:28,000 the virtual Shadow map is one big Shadow map for the whole 133 00:10:28,000 --> 00:10:32,100 screen basically and Every light just renders into it, 134 00:10:32,700 --> 00:10:34,600 and there is never a new Shadow map. 135 00:10:34,600 --> 00:10:38,800 It's like basically an At Last Shadow and all the lights just render into it. 136 00:10:39,000 --> 00:10:40,800 So, theoretically speaking, 137 00:10:41,200 --> 00:10:47,400 it doesn't really matter because it's sort of like tweaked in a way that the texture is updated. 138 00:10:47,700 --> 00:10:48,400 Anyways, 139 00:10:48,600 --> 00:10:50,200 and it's a rather large texture. 140 00:10:50,500 --> 00:10:55,000 So the amount of lights that render into it, as far as I understood, 141 00:10:56,100 --> 00:10:57,700 don't matter as much. 142 00:10:58,200 --> 00:10:59,700 I might be wrong about that. 143 00:11:00,000 --> 00:11:04,600 I Have like misunderstood but that is, that is what I got from it. So, 144 00:11:05,700 --> 00:11:06,100 you know, 145 00:11:06,100 --> 00:11:07,700 take that with a grain of salt 146 00:11:09,400 --> 00:11:10,400 Okay. 147 00:11:12,400 --> 00:11:14,500 So now we have this. 148 00:11:16,400 --> 00:11:18,200 And I do quite like it. 149 00:11:19,900 --> 00:11:21,700 So how do we continue from here? 150 00:11:22,800 --> 00:11:24,100 So first of all, 151 00:11:24,800 --> 00:11:29,000 I think for me, it is often really difficult to judge the brightness. 152 00:11:30,400 --> 00:11:31,700 Of the light sources, 153 00:11:32,200 --> 00:11:36,700 with like the difference between spotlights and point lights, 154 00:11:36,700 --> 00:11:39,500 having having different values and all that kind of stuff. 155 00:11:40,100 --> 00:11:41,000 So, 156 00:11:42,400 --> 00:11:48,400 what I usually do is I work with the point lights because I feel that they're more accurate. 157 00:11:48,600 --> 00:11:50,100 Because with a spotlight, 158 00:11:50,600 --> 00:11:52,200 there's a thing where 159 00:11:53,700 --> 00:11:59,800 Like the intensity of loom and changes based on the surface that is hit by the lumen. 160 00:12:00,400 --> 00:12:06,500 So, like Candela is a value that is independent from the angle of distribution, 161 00:12:06,600 --> 00:12:09,100 but we don't really get the CD values for the lights. 162 00:12:10,800 --> 00:12:13,900 So it is also not always optimal to use Candela. 163 00:12:14,600 --> 00:12:15,300 However, 164 00:12:15,500 --> 00:12:21,800 what I'm trying to say here is that if I have the spotlight and let's say it has 2000 lumens 165 00:12:22,200 --> 00:12:27,100 and the angle is really big, it might not look as bright but if I make the angle smaller, 166 00:12:27,100 --> 00:12:32,700 it's going to look way more bright because it's Focus, the energy of the 2,000, 167 00:12:32,900 --> 00:12:37,200 2,000 Lumen on a smaller area of like surface. 168 00:12:37,900 --> 00:12:43,500 So it is a little bit hard to judge the brightnesses of these with like spotlights. 169 00:12:45,000 --> 00:12:49,400 So that's why it can make sense to use the point lights instead. 170 00:12:50,900 --> 00:12:52,300 With that set. 171 00:12:53,400 --> 00:12:59,200 Again, I don't think that these lights are as bright as the ones that we have in our living rooms, 172 00:12:59,200 --> 00:12:59,800 I think? 173 00:13:00,000 --> 00:13:01,500 Sophomore mood lights. 174 00:13:01,900 --> 00:13:06,700 They are a bit more doing jobs like this stuff here. 175 00:13:07,500 --> 00:13:08,200 So 176 00:13:09,800 --> 00:13:11,400 what I will do now is, 177 00:13:12,300 --> 00:13:18,100 I will decide purely on my gut feeling that I will do. 178 00:13:19,300 --> 00:13:21,900 600 lumen on these okay. 179 00:13:25,000 --> 00:13:28,500 I'm gonna do it like this and here's the thing, like, right? Like, 180 00:13:28,500 --> 00:13:32,300 even me like I have done these things while like, 181 00:13:32,700 --> 00:13:37,500 it takes me a while to nail exactly the value relationships that I want to have. 182 00:13:37,500 --> 00:13:42,500 So it's not something where I just enter it and then boom, call it done. Everything is great. 183 00:13:42,500 --> 00:13:43,700 I'm happy, let's leave. 184 00:13:44,100 --> 00:13:46,200 So that is usually not how it works. 185 00:13:46,200 --> 00:13:52,100 It is a little bit of trial and error because it's a lot about the feel that you're trying to get. 186 00:13:52,600 --> 00:13:53,100 But then again, 187 00:13:53,200 --> 00:13:57,300 When it is important to like check again with the reference because 188 00:13:57,300 --> 00:13:59,800 like one thing that we can also see in these examples. 189 00:14:00,000 --> 00:14:04,900 Is that the neon stuff? It blows out quite a bit so we can see that. 190 00:14:04,900 --> 00:14:09,200 It's like white and the core like this is so overblown 191 00:14:09,200 --> 00:14:11,400 that we can't actually see what the sign is, 192 00:14:11,400 --> 00:14:16,100 like reading because it probably has some more detail on top of here but it's so bright. 193 00:14:16,200 --> 00:14:21,000 And in comparison to the exposure we can't really see what's on here and that is normal. 194 00:14:21,300 --> 00:14:24,100 So to make this look as cool as we can, 195 00:14:24,100 --> 00:14:27,600 we need to also reflect these things because I've seen 196 00:14:27,600 --> 00:14:32,000 it a lot that people are afraid to to lose something. 197 00:14:32,000 --> 00:14:35,900 So they would like make the sign way too dark but then 198 00:14:35,900 --> 00:14:39,200 it kind of looks wrong it just doesn't look believable. 199 00:14:40,300 --> 00:14:42,800 So let's wait for the saving to be done. 200 00:14:53,000 --> 00:14:54,000 All right, there we go. 201 00:14:54,900 --> 00:14:58,700 So now we're going to just go back to our exposure here again. 202 00:15:02,000 --> 00:15:08,900 Let's see how we can nail this in a proper way. 203 00:15:13,500 --> 00:15:16,100 I also want to do another thing quickly. 204 00:15:17,700 --> 00:15:21,100 Which is rather interesting here. 205 00:15:21,500 --> 00:15:27,800 So what I'm going to do is I'm going to take the point light and I copy it and I go out here. 206 00:15:30,600 --> 00:15:35,600 And this is actually kind of cool that we get this nice lighting effect here. 207 00:15:37,500 --> 00:15:38,000 okay, 208 00:15:38,000 --> 00:15:38,900 it doesn't 209 00:15:40,300 --> 00:15:42,000 like doing that. 210 00:15:43,200 --> 00:15:46,300 Let's see if I can copy paste it this way. Nope, I can't. 211 00:15:46,600 --> 00:15:48,600 So let's do it quickly here. 212 00:15:51,100 --> 00:15:52,300 Put in the point light. 213 00:15:55,600 --> 00:15:58,700 Going to switch it to lumen. 214 00:16:00,600 --> 00:16:01,500 Then I do 215 00:16:02,900 --> 00:16:04,000 600. 216 00:16:04,800 --> 00:16:05,400 All right. 217 00:16:09,700 --> 00:16:10,200 So, 218 00:16:10,800 --> 00:16:12,600 this is the value that we have here, 219 00:16:12,700 --> 00:16:13,200 right? 220 00:16:14,200 --> 00:16:18,100 And one important thing to note is that you can see 221 00:16:19,400 --> 00:16:20,200 We have. 222 00:16:22,800 --> 00:16:26,600 This is our light source and we have a very, very huge radius, 223 00:16:27,600 --> 00:16:30,400 but our light actually doesn't travel that far. 224 00:16:31,100 --> 00:16:35,800 So one important thing to also figure out and this is another again, like it's for, 225 00:16:35,900 --> 00:16:37,300 for performance reasons. 226 00:16:38,000 --> 00:16:42,600 Really important to do that per default, all the lights, have an attenuation radius of 1000. 227 00:16:43,500 --> 00:16:44,200 So 228 00:16:46,500 --> 00:16:51,500 Now it's just how I loved it and I didn't really get a perceivable 229 00:16:51,500 --> 00:16:56,000 change because it seems like we're still not hitting it. 230 00:16:56,200 --> 00:16:59,400 If I would do this you can see we would actually cut 231 00:16:59,400 --> 00:17:02,700 off the Radius of the light based on the intensity. 232 00:17:03,500 --> 00:17:06,099 So this attenuation radius, 233 00:17:06,099 --> 00:17:10,300 this is like a value that doesn't exist in reality because in reality a light 234 00:17:10,300 --> 00:17:15,800 travels as far as it can given the amount of energy that it emits. 235 00:17:16,099 --> 00:17:20,200 So this is purely like a thing that is meant for video game optimization, 236 00:17:20,900 --> 00:17:23,400 but one of the tips that I would like to give you is, 237 00:17:23,700 --> 00:17:31,300 you always want to have this radius as small as you can compare to the Density of your light. 238 00:17:31,700 --> 00:17:33,300 So having a 1000, 239 00:17:34,600 --> 00:17:37,600 Doesn't change anything 500. 240 00:17:38,900 --> 00:17:40,800 There was a tiny little bit here. 241 00:17:42,100 --> 00:17:43,000 600. 242 00:17:44,800 --> 00:17:53,400 So I think 550 this is probably the perfect radius for this light without actually causing any light, 243 00:17:53,400 --> 00:17:54,100 cut off. 244 00:17:54,400 --> 00:17:58,700 And while still making sure that from a performance point of view, 245 00:17:59,000 --> 00:18:01,500 we are In check here. 246 00:18:03,300 --> 00:18:09,400 So I'm going to delete this and this was just for me trying to test because it's a bit hard to, 247 00:18:09,400 --> 00:18:12,300 to see it here when we have all these lights. 248 00:18:13,300 --> 00:18:18,800 So I'm going to go to my point light, which is on the other screen here, and I'm going to go 550. 249 00:18:20,300 --> 00:18:21,900 And so something changed. 250 00:18:22,100 --> 00:18:24,500 So let's look at what actually changed here. 251 00:18:26,900 --> 00:18:32,900 So and this is really interesting because sometimes you may actually 252 00:18:33,100 --> 00:18:37,300 have another thing with the radius that is not. So cool. 253 00:18:38,100 --> 00:18:45,400 So not sure. I want to do it again and you see if you recognize what is actually changing. 254 00:18:47,300 --> 00:18:52,500 So what has happened here? Is that our specular highlights kind of cut cut off? 255 00:18:53,600 --> 00:18:59,800 and this is the the second important thing to keep in check when you do your light radius, 256 00:19:00,400 --> 00:19:01,500 That is that? 257 00:19:03,100 --> 00:19:07,500 The specular of the light cannot render outside of the radius. 258 00:19:07,900 --> 00:19:09,600 So if I do 200, 259 00:19:10,500 --> 00:19:15,400 you see how the specular from these lights back? There is just completely cut off. 260 00:19:15,400 --> 00:19:20,700 Even though the lighting of these lights does not reach until like let's say here, 261 00:19:21,200 --> 00:19:23,600 if I put in the 1000 again 262 00:19:24,800 --> 00:19:28,500 You can see that the specular reaches a lot further, 263 00:19:29,200 --> 00:19:32,500 so that is actually another thing that you can be mindful of. 264 00:19:33,800 --> 00:19:38,000 So there we we just lost a bit by putting like I put it to 800 I'm sorry. 265 00:19:38,000 --> 00:19:40,800 It's just like so much stuff on the screen then it's better. 266 00:19:41,000 --> 00:19:43,200 Sometimes we get on this side here. 267 00:19:45,200 --> 00:19:46,300 I could actually. 268 00:19:49,100 --> 00:19:50,100 Try to. 269 00:19:54,400 --> 00:19:55,000 This. 270 00:20:01,800 --> 00:20:02,500 Like this. 271 00:20:03,500 --> 00:20:04,100 So, 272 00:20:09,300 --> 00:20:14,000 You want to always be very considerate at off of all these days. 273 00:20:14,000 --> 00:20:18,100 So we can also see here how the specular cuts off in the front. 274 00:20:19,000 --> 00:20:21,600 And obviously, there are some lighting that's going missing. 275 00:20:22,500 --> 00:20:26,500 So since this is a portfolio piece at not a game, 276 00:20:26,600 --> 00:20:29,500 we're going to leave it at 1,000 because it's going to look better. 277 00:20:30,200 --> 00:20:35,700 But if you have ever asked yourself the question on why, 278 00:20:37,000 --> 00:20:41,600 you know, you look at something on Arch station like Boy, this looks so good. 279 00:20:41,600 --> 00:20:48,000 Like unreal can do this. Why do games not? Look, there's good stuff. Like this is exactly why. 280 00:20:48,700 --> 00:20:52,700 Because, like, when you make a game, you just can't afford this. 281 00:20:52,800 --> 00:20:55,200 You may have to actually do this. 282 00:20:55,600 --> 00:20:59,800 And then you like lose some light here, you lose like a bunch of other things. 283 00:21:00,100 --> 00:21:02,400 There's just a lot of it that comes with it. 284 00:21:03,100 --> 00:21:05,100 So keep that in mind. 285 00:21:05,400 --> 00:21:06,600 When you see stuff here, 286 00:21:06,600 --> 00:21:10,600 this is also the specular coming from the light source is back here on this metal, beams. 287 00:21:10,800 --> 00:21:12,500 Again, when I put it on 500, 288 00:21:12,700 --> 00:21:17,400 you can see it completely disappears, all the readability disappears. 289 00:21:18,000 --> 00:21:18,700 So, 290 00:21:20,400 --> 00:21:23,600 I'm actually curious what happens if I put 1500 here. 291 00:21:25,000 --> 00:21:26,400 Versys 1000. 292 00:21:28,200 --> 00:21:29,200 so you can see, 293 00:21:29,700 --> 00:21:30,900 there is a lot of 294 00:21:32,300 --> 00:21:34,400 Stuff that happens here. 295 00:21:34,700 --> 00:21:38,500 And this is purely specular because this is like all all metal stuff, 296 00:21:39,700 --> 00:21:42,500 I think at least it should be. Because if you do this, 297 00:21:42,600 --> 00:21:47,600 you can see like now I'm in the base diffuse lighting, you know? 298 00:21:47,600 --> 00:21:50,000 So like when I do this 1,000 again, 299 00:21:51,400 --> 00:21:53,000 Actually, does travel quite a bit. 300 00:21:53,200 --> 00:21:55,700 So here we have a point for 301 00:21:57,400 --> 00:22:03,400 making the radius even bigger because It is more realistic this way because light 302 00:22:03,400 --> 00:22:10,200 would travel that far and again, so this is a portfolio piece so we can do it. 303 00:22:11,800 --> 00:22:12,400 So, 304 00:22:13,900 --> 00:22:21,000 I think that we are still a little bit too bright here. 305 00:22:22,800 --> 00:22:23,800 So, 306 00:22:24,800 --> 00:22:26,100 I will. 307 00:22:29,900 --> 00:22:32,400 Lower all these lights to 400? 308 00:22:34,800 --> 00:22:41,800 I will go into this and I will just see how it looks on 6, but it's probably too dark. 309 00:22:42,800 --> 00:22:43,200 Yeah. 310 00:22:43,300 --> 00:22:43,800 Well, 311 00:22:47,200 --> 00:22:48,700 I actually don't dislike this. 312 00:22:54,200 --> 00:22:54,700 Okay, 313 00:22:55,100 --> 00:22:56,500 so let's do this. 314 00:22:57,000 --> 00:22:59,800 So let's assume that this is our Baseline. 315 00:23:00,100 --> 00:23:03,700 out and one important thing here, as long as we are, 316 00:23:05,500 --> 00:23:09,200 Not higher than six or seven. 317 00:23:09,500 --> 00:23:13,400 We are still in a good range for interior lighting. 318 00:23:14,100 --> 00:23:21,100 That is very important. So this is all right, we're not dangerously high or something like that. 319 00:23:21,100 --> 00:23:22,900 So this is going to work out quite well. 320 00:23:24,100 --> 00:23:26,200 And then also, when we use spotlights, 321 00:23:26,500 --> 00:23:32,700 we need to consider that. We need to have a lot higher values than this because of the, 322 00:23:32,700 --> 00:23:38,000 of the nature of spotlights, working a little bit differently, so to speak. 323 00:23:39,100 --> 00:23:40,400 So now we have this. 324 00:23:40,700 --> 00:23:45,000 So let's look at our neon stuff here, because I think this is going to be interesting. 325 00:23:45,900 --> 00:23:50,700 And I actually realized something, when I did this stuff here, 326 00:23:51,100 --> 00:23:58,800 it didn't really use the stuff that I was putting in here because I was using these ones, 327 00:23:58,800 --> 00:24:02,900 these are from like a Collection so we can totally see. 328 00:24:02,900 --> 00:24:08,300 Like we have different base color here and the emissive color. 329 00:24:09,300 --> 00:24:13,200 So this is actually now kicking in the proper way here. 330 00:24:13,700 --> 00:24:16,500 So before that, it was quite off. 331 00:24:18,400 --> 00:24:26,000 So what I'm going to do now is I'm just gonna go with something that is a lot more poppy here. 332 00:24:26,700 --> 00:24:29,200 So I'm going to really go 333 00:24:30,400 --> 00:24:31,100 with 334 00:24:33,600 --> 00:24:36,400 Some full-on blue stuff. 335 00:24:45,900 --> 00:24:46,400 Whoops, 336 00:24:46,500 --> 00:24:48,400 of course, with blue and up with green. 337 00:24:52,400 --> 00:24:54,100 So I'm going to go with full on Blue. 338 00:24:55,100 --> 00:24:57,700 Same goes for this. 339 00:25:03,400 --> 00:25:04,100 All right. 340 00:25:05,800 --> 00:25:07,000 so now that we got this, 341 00:25:08,100 --> 00:25:12,500 One thing we need to look here again and then we can see, okay, 342 00:25:12,500 --> 00:25:14,500 so this needs to blow out properly. 343 00:25:16,600 --> 00:25:17,900 So we need to 344 00:25:19,000 --> 00:25:20,500 get it to look like this, 345 00:25:20,600 --> 00:25:21,200 right? 346 00:25:21,500 --> 00:25:22,900 And for that to happen, 347 00:25:23,900 --> 00:25:26,100 which it is absolutely not. 348 00:25:26,300 --> 00:25:28,900 We need to crank our emissive value. 349 00:25:31,800 --> 00:25:33,000 So if we look here, 350 00:25:33,000 --> 00:25:34,100 let's do like 1,000 351 00:25:36,000 --> 00:25:38,400 not there 2000. 352 00:25:39,900 --> 00:25:43,000 Not fully there but slowly getting there. 353 00:25:43,300 --> 00:25:44,600 5,000 354 00:25:46,700 --> 00:25:49,900 now we're starting to look a lot more, like what we see here, 355 00:25:50,400 --> 00:25:54,100 because we have the bright core and we have a nice 356 00:25:55,700 --> 00:26:00,400 Blooming effect on the outside. We could potentially even do a little More. 357 00:26:00,400 --> 00:26:03,900 So let's let's just see it's 27 thousand. 358 00:26:11,700 --> 00:26:14,400 Let's do this for now. We can we can always adjust. 359 00:26:15,000 --> 00:26:16,200 So this was the blue. 360 00:26:18,900 --> 00:26:20,400 Now, let's take the red here. 361 00:26:21,200 --> 00:26:27,200 Same thing goes for the red. We were using this color so it got all borked. 362 00:26:29,000 --> 00:26:30,700 and here we gonna 363 00:26:33,900 --> 00:26:34,500 do this. 364 00:26:36,600 --> 00:26:40,500 So we take full-on red and we take full on red. 365 00:26:53,200 --> 00:26:54,300 And we going to do this. 366 00:26:56,800 --> 00:27:03,400 so now we can see we have something that He starts kicking and since we have blue and red, 367 00:27:03,400 --> 00:27:05,500 we actually start getting this nice, 368 00:27:06,400 --> 00:27:08,400 nice purple light here. 369 00:27:09,400 --> 00:27:10,200 So, 370 00:27:11,500 --> 00:27:13,000 looking at these 371 00:27:14,300 --> 00:27:17,500 Because I'm I started reusing the same material here, 372 00:27:18,200 --> 00:27:19,300 I think. 373 00:27:20,500 --> 00:27:22,700 I want to go back to 5000. 374 00:27:24,800 --> 00:27:26,800 Yes, this is a little bit more pleasing, 375 00:27:27,000 --> 00:27:29,100 so we're going to go back to 5000. 376 00:27:31,900 --> 00:27:32,800 All right. 377 00:27:34,900 --> 00:27:39,800 And with my red one selected, I'll put it into like a click the browse button so select that. 378 00:27:40,100 --> 00:27:44,100 And now what I'm going to do is I'm going to change it on all these meshes here, 379 00:27:44,600 --> 00:27:45,100 right? 380 00:27:45,200 --> 00:27:46,800 So if I go in here, 381 00:27:47,800 --> 00:27:50,300 I'll just drop this on. 382 00:28:05,200 --> 00:28:10,600 And we can start seeing this becoming like pretty pretty cool here. 383 00:28:12,600 --> 00:28:16,100 So let's do the same thing with the others. 384 00:28:19,900 --> 00:28:22,800 And I'm just gonna browse for the blue one. Now, 385 00:28:22,800 --> 00:28:25,400 I have this selected and I can apply this 386 00:28:31,400 --> 00:28:32,000 And again, 387 00:28:32,700 --> 00:28:39,400 this is the beauty of lumen, because if this would be the old way of doing things, 388 00:28:40,000 --> 00:28:42,400 we would have to test big. 389 00:28:43,100 --> 00:28:49,100 This all the damn time to figure out if it's actually working, if the values are bright enough, 390 00:28:49,100 --> 00:28:52,000 that would be so much trial and error. 391 00:28:52,200 --> 00:28:52,600 Now, 392 00:28:52,600 --> 00:28:56,000 the trial and error is rather quick because we just set 393 00:28:56,000 --> 00:28:58,500 a bunch of values and then we balance them out. 394 00:28:58,500 --> 00:29:06,900 And we just Let that day that did not like this is not how it was 395 00:29:08,000 --> 00:29:10,600 back in the day or let's say when I started. 396 00:29:10,600 --> 00:29:13,900 So now we have this and it's starting to look actually quite cool here. 397 00:29:15,200 --> 00:29:17,800 So this is pretty neat. 398 00:29:19,700 --> 00:29:24,700 Now, what I did was because when I looked at this, I was like, realizing like, okay. 399 00:29:24,800 --> 00:29:29,100 There is a lot of these neon lights and things like that. 400 00:29:29,400 --> 00:29:33,600 So again, here is what I, what I said when we started this, 401 00:29:33,800 --> 00:29:36,500 it's like sometimes you need to make a decision to 402 00:29:36,500 --> 00:29:41,300 change the content because you need more light. 403 00:29:42,400 --> 00:29:47,300 so here you can see that I actually 404 00:29:49,600 --> 00:29:54,100 Have the same elements that I put here. 405 00:30:00,100 --> 00:30:01,200 My actually. 406 00:30:04,800 --> 00:30:08,200 Oh yeah, these are flipped. I need to flip them. 407 00:30:08,200 --> 00:30:14,600 So like I just copy and pasted this here quickly but we'll fix that in a second. 408 00:30:39,400 --> 00:30:42,900 I will apply all the colors first before I 409 00:30:44,700 --> 00:30:48,200 before, I fix the rotation of the object. 410 00:31:32,100 --> 00:31:33,100 Zoo. 411 00:31:48,500 --> 00:31:48,800 Okay, 412 00:31:49,000 --> 00:31:49,900 I'll should be this one. 413 00:31:55,800 --> 00:31:56,700 Oh sorry, 414 00:31:58,300 --> 00:31:59,700 this one is actually. 415 00:32:00,200 --> 00:32:01,200 Correct. 416 00:32:02,100 --> 00:32:04,800 It is this one that needs flipping? 417 00:32:08,700 --> 00:32:09,100 Now, 418 00:32:09,400 --> 00:32:10,300 which one was it? 419 00:32:11,500 --> 00:32:12,800 This one is the wrong one? 420 00:32:13,000 --> 00:32:13,500 Yes. 421 00:32:20,800 --> 00:32:21,300 Okay. 422 00:32:24,300 --> 00:32:24,900 This one. 423 00:32:31,100 --> 00:32:33,300 so we have this now, 424 00:32:33,400 --> 00:32:37,100 like one really important thing is that like you can see here 425 00:32:37,300 --> 00:32:41,900 how some of the lighting is kind of like screen space only 426 00:32:44,000 --> 00:32:48,000 and and that is that like small and missive stuff and so on, 427 00:32:48,000 --> 00:32:52,500 it can be rather tricky with lumen 428 00:32:53,800 --> 00:32:54,800 So 429 00:32:56,000 --> 00:32:56,500 okay. 430 00:32:58,600 --> 00:32:59,800 Yep. That's going to be a bit annoying. 431 00:33:00,100 --> 00:33:03,100 But it's just going to select all of these. 432 00:33:06,000 --> 00:33:09,000 And there is something that I'll show you now. 433 00:33:10,200 --> 00:33:18,600 That helps with the stability of smaller emissive, light sources by stability. 434 00:33:18,600 --> 00:33:25,800 I mean that it doesn't do like wonky stuff when things get out of the view or something like that, 435 00:33:25,800 --> 00:33:26,400 right? 436 00:33:31,900 --> 00:33:34,400 Select all these carefully here. 437 00:33:50,300 --> 00:33:51,400 All right. 438 00:33:53,900 --> 00:33:56,600 so if we search for a missive here, 439 00:33:58,000 --> 00:33:59,000 We can see. 440 00:34:00,500 --> 00:34:01,900 Emissive, light source. 441 00:34:04,000 --> 00:34:05,800 And when we turn this on, 442 00:34:06,400 --> 00:34:14,400 it'll help Lumen to sort of understand better what this is and we can still see that we have 443 00:34:14,400 --> 00:34:19,699 issues with the reflections but the lighting itself you can see it. Stays really stable, 444 00:34:20,800 --> 00:34:27,500 I am honestly not sure where we're having that much of a problem with the with the reflections. 445 00:34:28,300 --> 00:34:34,800 But there's the thing like Lumen is still very Very new, 446 00:34:35,000 --> 00:34:41,699 there's a lot of stuff that is not yet like let's say fully figured out with Lumen. 447 00:34:42,699 --> 00:34:43,600 So 448 00:34:44,900 --> 00:34:45,400 You know, 449 00:34:45,400 --> 00:34:45,900 I 450 00:34:47,000 --> 00:34:48,699 don't know necessarily. 451 00:34:50,100 --> 00:34:51,300 What's going on here? 452 00:34:59,500 --> 00:34:59,700 I, 453 00:35:00,500 --> 00:35:03,800 See if I can actually fit this in here. 454 00:35:27,800 --> 00:35:28,300 Well, 455 00:35:28,300 --> 00:35:29,200 kind of 456 00:35:30,600 --> 00:35:33,800 it's not perfect but it is. Okay, 457 00:35:34,400 --> 00:35:35,100 good enough. 458 00:35:55,000 --> 00:35:55,500 Yeah, 459 00:35:56,300 --> 00:35:58,800 that is sort of good enough for me for now. 460 00:36:02,300 --> 00:36:03,800 Bring this over here. 461 00:36:29,800 --> 00:36:31,400 And I just saw something funny. 462 00:36:32,700 --> 00:36:36,100 While I was colliding the roof there for a second. 463 00:36:40,200 --> 00:36:43,300 seems like they're already was something like this up here, 464 00:36:44,900 --> 00:36:45,500 which is 465 00:36:47,100 --> 00:36:48,200 a bit hilarious. 466 00:36:49,300 --> 00:36:49,700 But 467 00:36:51,700 --> 00:36:53,000 it is what it is. 468 00:36:55,500 --> 00:36:56,300 All right. 469 00:37:06,700 --> 00:37:07,400 Cool. 470 00:37:07,800 --> 00:37:10,100 So we have this, 471 00:37:15,200 --> 00:37:15,400 now, 472 00:37:15,400 --> 00:37:21,800 one thing that would probably make sense as well is to 473 00:37:23,200 --> 00:37:26,700 Have even more of this stuff like over here. 474 00:37:27,600 --> 00:37:29,200 I would I would assume 475 00:37:30,300 --> 00:37:31,300 Just bye. 476 00:37:32,700 --> 00:37:35,400 Just by looking at some of the reference, right? 477 00:37:36,500 --> 00:37:37,100 So, 478 00:37:40,300 --> 00:37:45,100 It would probably make sense to kind of like have stuff like this here as well. 479 00:37:47,100 --> 00:37:49,600 Also for consistency reasons. 480 00:38:02,400 --> 00:38:07,500 I'm not like trying to win like a beauty price with this here. 481 00:38:08,900 --> 00:38:10,500 I'm just more or less like, 482 00:38:10,500 --> 00:38:11,600 trying to 483 00:38:15,900 --> 00:38:16,400 no. 484 00:38:18,400 --> 00:38:20,500 This is unfortunate, 485 00:38:20,700 --> 00:38:24,300 so we have a little off rotation here. 486 00:38:27,700 --> 00:38:34,000 Let's see if we can get this fixed a little bit manually here. 487 00:38:35,600 --> 00:38:38,800 Probably like this or something. 488 00:38:45,300 --> 00:38:47,100 Let's see what happens when I do this. 489 00:38:52,500 --> 00:38:56,100 and again like I'm not trying to win like a beauty price, 490 00:38:56,100 --> 00:39:01,200 here are trying to compete with my fellow and fireman artists, 491 00:39:02,200 --> 00:39:05,700 I'm just really trying to 492 00:39:07,500 --> 00:39:09,000 Make this a bit more. 493 00:39:10,300 --> 00:39:11,900 Consistent here, 494 00:39:13,400 --> 00:39:16,900 which we can see, I already kind of like pork this a little bit. 495 00:39:21,600 --> 00:39:24,000 so, I think it would make sense to, 496 00:39:25,400 --> 00:39:26,000 you know, 497 00:39:27,800 --> 00:39:30,400 adjust these a little bit very slowly. 498 00:39:34,000 --> 00:39:37,900 But you know, this is like this is the imperfection I was talking about, 499 00:39:38,200 --> 00:39:39,000 not just kidding. 500 00:39:44,000 --> 00:39:45,500 But it's alright. 501 00:39:46,300 --> 00:39:47,600 It is alright. 502 00:39:48,700 --> 00:39:49,800 Will live, 503 00:39:50,300 --> 00:39:50,700 oops. 504 00:40:25,000 --> 00:40:26,300 Slowed us down a bit. 505 00:40:51,100 --> 00:40:54,200 So I think this does look pretty cool actually. 506 00:40:55,000 --> 00:40:55,700 So 507 00:40:56,900 --> 00:40:57,900 I'm just gonna, 508 00:41:00,000 --> 00:41:00,800 Do this. 509 00:41:02,800 --> 00:41:04,000 Nice round here. 510 00:41:08,500 --> 00:41:10,400 And then we should all feel really happy 511 00:41:11,900 --> 00:41:12,900 with what we have. 512 00:41:16,900 --> 00:41:17,400 See. 513 00:41:33,100 --> 00:41:35,200 All right, this seems really well aligned now. 514 00:41:58,500 --> 00:42:01,800 And again, like I'm just Repeating myself. But like, 515 00:42:02,400 --> 00:42:02,900 this is 516 00:42:04,000 --> 00:42:08,200 the stuff we're just when things don't look right. 517 00:42:08,500 --> 00:42:11,400 Like at add more lighting. 518 00:42:11,900 --> 00:42:13,400 Like, like I'm doing here, 519 00:42:13,600 --> 00:42:14,700 like make it 520 00:42:16,400 --> 00:42:18,300 Make it work properly. 521 00:42:19,200 --> 00:42:22,300 So it's all consist. I'm gonna add a copy here as well. 522 00:42:23,500 --> 00:42:25,200 but yeah, 523 00:42:25,200 --> 00:42:26,300 this is just 524 00:42:28,300 --> 00:42:29,900 I'm going to actually take one of these. 525 00:42:33,200 --> 00:42:35,000 For the other side here. 526 00:42:37,900 --> 00:42:41,200 But this is just one of these things where, like, if you want to get, like, 527 00:42:41,200 --> 00:42:45,300 consistency for your environment and stuff like that. 528 00:42:45,300 --> 00:42:47,300 These are the things that you kind of have to do. 529 00:42:48,000 --> 00:42:49,600 So, it just works properly. 530 00:42:50,800 --> 00:42:55,500 And also when you do stuff like this like I would otherwise I would need to like 531 00:42:55,500 --> 00:43:00,700 go in here and add like weird, kinda like fake light source off. Like that. 532 00:43:01,000 --> 00:43:05,800 Which again, I'm not a big fan of. I don't really like doing it. I don't, 533 00:43:05,800 --> 00:43:07,600 I don't think it looks good either. 534 00:43:08,300 --> 00:43:08,900 So, 535 00:43:09,400 --> 00:43:14,500 doing something like this is definitely the preferred workflow here. 536 00:43:18,700 --> 00:43:21,600 So we are slowly getting here. 537 00:43:23,200 --> 00:43:30,300 Actually, let's close this Gap back here as well. At least from a logical point of view here. 538 00:43:30,300 --> 00:43:31,600 Let's just do like this 539 00:43:32,900 --> 00:43:34,400 so it's going to be fine. 540 00:43:41,900 --> 00:43:42,600 All right. 541 00:43:48,800 --> 00:43:53,500 so one thing that I feel like we're losing the these meshes 542 00:43:53,500 --> 00:43:59,600 here over the distance and I am honestly, 543 00:44:00,800 --> 00:44:04,600 I think it might be because they're nanite actually. 544 00:44:05,300 --> 00:44:08,400 So let's have a look here quickly and see if they are nanite. 545 00:44:11,500 --> 00:44:12,500 Yes they are. 546 00:44:12,700 --> 00:44:13,600 So here's the thing. 547 00:44:14,200 --> 00:44:17,600 Nanae does automatic coloring and all that kind of stuff, right? 548 00:44:17,600 --> 00:44:20,600 So this stuff that you see back there, 549 00:44:20,800 --> 00:44:24,900 it's actually nanite trying to maintain the small stuff. 550 00:44:25,100 --> 00:44:32,300 So what I can do here is I can just select all these and let's see if that works. I hope it does. 551 00:44:32,300 --> 00:44:35,700 Otherwise I've been like saying weird stuff but 552 00:44:39,100 --> 00:44:44,300 Let's disable nanite and it did it actually help now because I know 553 00:44:44,300 --> 00:44:51,200 it has helped in the past with small triangles to, to stay visible. 554 00:45:02,200 --> 00:45:05,200 Yeah. Well tough luck I guess. 555 00:45:07,500 --> 00:45:11,100 Again, it's still like it's just very thin geometry. 556 00:45:14,700 --> 00:45:15,800 It might be. 557 00:45:17,300 --> 00:45:19,000 The screen percentage as well. 558 00:45:19,100 --> 00:45:21,600 We set this to 100 boom. 559 00:45:23,000 --> 00:45:24,100 Yeah, there we go. 560 00:45:24,400 --> 00:45:26,700 So it actually was caused by the screen percentage, 561 00:45:26,900 --> 00:45:28,100 so the screen percentage, 562 00:45:28,100 --> 00:45:30,400 not sure if you know but it basically calculates things 563 00:45:30,400 --> 00:45:32,400 at a lower resolution and then scales it up. 564 00:45:32,400 --> 00:45:36,100 It can help to make stuff run better in the editor but then again when you have 565 00:45:36,100 --> 00:45:40,700 these very thin thingies and you have a not such a great resolution, 566 00:45:42,300 --> 00:45:43,400 This is what happens. 567 00:45:43,900 --> 00:45:47,100 So now looking at this and then looking at this, 568 00:45:48,000 --> 00:45:48,400 like, 569 00:45:48,400 --> 00:45:49,800 we can already see 570 00:45:51,100 --> 00:45:56,600 that we are getting fairly close with a lot of the things that we're doing here. 571 00:45:57,300 --> 00:45:59,800 So that's actually really cool. And I think it's nice too. 572 00:46:00,000 --> 00:46:04,200 L also for yourself when you when you work on content and you 573 00:46:04,200 --> 00:46:07,500 do have a proper reference like this that you're working from, 574 00:46:08,000 --> 00:46:14,700 like it's so nice to to actually see it and see how it comes together, 575 00:46:15,000 --> 00:46:19,100 how the colors start happening and all that kind of stuff. 576 00:46:19,700 --> 00:46:25,000 So that is really beautiful and it's a lot of fun too. 577 00:46:25,100 --> 00:46:31,100 So one of the big joys of not only being a lighting artist being An artist in general. 578 00:46:31,100 --> 00:46:33,900 It's just when you see these things coming into fruition 579 00:46:33,900 --> 00:46:36,800 and devalues matching up and all that kind of stuff. 580 00:46:36,900 --> 00:46:42,300 We can really see how the light colors here match really. Well, 581 00:46:42,300 --> 00:46:45,100 also like our warm light and all that kind of stuff. 582 00:46:45,400 --> 00:46:47,000 It makes it makes sense, 583 00:46:47,300 --> 00:46:49,300 so it feels good. 584 00:46:51,100 --> 00:46:52,900 And one thing that does not feel good. 585 00:46:52,900 --> 00:46:55,200 And this is the last thing that we're going to do in this session. 586 00:46:55,400 --> 00:46:58,600 One thing that completely does not feel good and it will actually get worse. 587 00:46:58,600 --> 00:47:01,000 I assumed if we add Life's back here. 588 00:47:01,300 --> 00:47:02,700 So let's do that quickly. 589 00:47:03,500 --> 00:47:07,300 I'll just like, take this guy and we're going to copy it over. 590 00:47:10,400 --> 00:47:13,000 And we gonna rotate it. 591 00:47:14,800 --> 00:47:16,200 Buy 180. 592 00:47:18,800 --> 00:47:19,600 So, 593 00:47:20,200 --> 00:47:22,000 let's put this here. 594 00:47:42,400 --> 00:47:44,500 Looks good enough. 595 00:47:56,200 --> 00:47:56,600 Here. 596 00:47:57,700 --> 00:47:59,800 Again, no one cares. 597 00:48:00,600 --> 00:48:04,500 About the perfect environment art right now here. 598 00:48:08,700 --> 00:48:11,700 And honestly, just need to say this quickly because this is so much fun, 599 00:48:11,800 --> 00:48:17,100 but like I have been dreaming for this like when I started doing these things, 600 00:48:17,100 --> 00:48:20,200 like none of the technology was this far. 601 00:48:20,600 --> 00:48:28,400 So like I have been dreaming of sitting on my computer copy-pasting emissive light 602 00:48:28,400 --> 00:48:33,200 shapes and getting the lighting from them to actually do something like this has. 603 00:48:33,800 --> 00:48:38,700 This is just like to me just like wow like this is Amazing. 604 00:48:39,800 --> 00:48:40,900 Absolutely love it. 605 00:48:41,300 --> 00:48:43,200 So again, 606 00:48:43,400 --> 00:48:48,900 there's this weird thing when we look here where we can like why is there so much light here, 607 00:48:48,900 --> 00:48:52,700 right? Like where is the proper Shadow from these things? 608 00:48:52,700 --> 00:48:55,500 And why why is it so bright inside here? 609 00:48:56,600 --> 00:49:02,700 And one of the things that we can do is we can go in Lumen Lumen scene. 610 00:49:03,800 --> 00:49:04,700 And oh 611 00:49:06,100 --> 00:49:10,100 oh we just suddenly see that. 612 00:49:11,000 --> 00:49:13,200 The whole thing is not really there. 613 00:49:14,700 --> 00:49:17,800 So what what is happening here, right? 614 00:49:19,300 --> 00:49:23,300 And let's try to find out what is happening here. 615 00:49:24,400 --> 00:49:27,100 Which one are we going? Let's start with this one here. 616 00:49:27,800 --> 00:49:28,900 So if I open it, 617 00:49:31,100 --> 00:49:32,400 what is the culprit here? 618 00:49:33,300 --> 00:49:35,000 And I start with this one first. 619 00:49:35,000 --> 00:49:35,600 Usually 620 00:49:37,400 --> 00:49:41,400 And it's this one so we can see distance field. Resolution scale was set to zero. 621 00:49:41,800 --> 00:49:47,500 And as we've learned in the render scene for portfolio purposes with the floor. 622 00:49:47,900 --> 00:49:54,400 This is how we can actually disable an object to be seen by lumens lighting calculations 623 00:49:54,400 --> 00:49:59,400 or distance field, lighting General. So now that I did this and said apply, 624 00:50:00,000 --> 00:50:01,000 This is what we're getting. 625 00:50:01,800 --> 00:50:05,400 So I assume we should do the same thing with the rest here too. 626 00:50:06,700 --> 00:50:09,300 Just going to do this quickly off screen here. 627 00:50:12,200 --> 00:50:13,300 Apply. 628 00:50:14,700 --> 00:50:17,300 And are they all separate? 629 00:50:18,600 --> 00:50:19,200 Let's see. 630 00:50:25,200 --> 00:50:27,300 All right, that did a little bit here. 631 00:50:28,800 --> 00:50:30,700 Let's look what we have over here. 632 00:50:45,400 --> 00:50:46,600 So, that looks good. 633 00:50:49,200 --> 00:50:50,500 and now, 634 00:50:51,600 --> 00:50:55,500 we do have a lot more occlusion here, 635 00:50:55,500 --> 00:50:59,200 so we still get this and I kind of makes sense to a certain 636 00:50:59,200 --> 00:51:02,600 degree because It's like the light like going like this, 637 00:51:02,700 --> 00:51:04,700 so it's still gonna kind of hit it, 638 00:51:05,400 --> 00:51:08,700 but for example, I think I'm not super happy with this guy here. 639 00:51:10,000 --> 00:51:14,400 So what I'm going to do is just going to bump the resolution to too. 640 00:51:17,400 --> 00:51:21,700 And we're starting to get somewhere going to. 641 00:51:23,000 --> 00:51:24,400 Bump it to 3. 642 00:51:30,400 --> 00:51:32,000 All right. I like this a lot more. 643 00:51:32,400 --> 00:51:33,900 So what's with this table here? 644 00:51:37,100 --> 00:51:39,500 On a bump this 123 as well. 645 00:51:40,000 --> 00:51:43,100 And this is also like just a good thing to do in general. 646 00:51:43,100 --> 00:51:45,700 It's like when you have all these objects just like do 647 00:51:45,700 --> 00:51:48,400 a little bit of a sanity check on the resolutions. 648 00:51:50,600 --> 00:51:55,900 To make sure that they're properly reflected in the Lumen calculations. 649 00:51:56,400 --> 00:51:59,600 Now we got this good stuff here. 650 00:52:03,000 --> 00:52:07,100 We could potentially increase the sign as well just 651 00:52:07,100 --> 00:52:10,200 to make sure that it has better data to work with. 652 00:52:11,100 --> 00:52:15,800 So I'm just going to do the 3 as well here in resolution. 653 00:52:22,300 --> 00:52:24,000 This is more accurate, 654 00:52:24,500 --> 00:52:25,600 good stuff. 655 00:52:29,100 --> 00:52:31,500 And then we can also see that there's a lot of like the 656 00:52:31,500 --> 00:52:35,100 small stuff here that is not really represented. 657 00:52:36,600 --> 00:52:43,200 Like this stuff here and there can be like a lot of reasons for that. 658 00:52:45,600 --> 00:52:51,200 It could be that it's the size of the object. So if we look here and it's not visible anywhere, 659 00:52:51,200 --> 00:52:55,000 it's not visible. In the Lumen seen the reflection view, the surface cash. 660 00:52:55,400 --> 00:52:58,000 It is just not there. 661 00:53:00,000 --> 00:53:01,000 and again, 662 00:53:01,100 --> 00:53:02,300 this might be 663 00:53:05,000 --> 00:53:10,200 due to some of the settings that we actually have. 664 00:53:11,500 --> 00:53:12,200 In here. 665 00:53:14,100 --> 00:53:14,800 so, 666 00:53:15,700 --> 00:53:18,300 if I go into Lumen overview, 667 00:53:20,300 --> 00:53:21,600 we can see that, 668 00:53:21,600 --> 00:53:27,300 like we can increase the detail for the Lumen scene and now the small stuff started appearing, 669 00:53:27,300 --> 00:53:34,500 right? So you can see how it really just starts having more of the objects, reflect a properly. 670 00:53:36,500 --> 00:53:39,600 And we can also increase the final gather, 671 00:53:39,900 --> 00:53:46,200 which in theory should make it less flickering, but like, you never know. 672 00:53:46,400 --> 00:53:48,600 Sometimes it does. Sometimes it doesn't. 673 00:53:49,600 --> 00:53:53,200 And also one thing is now my performance is actually quite a bit 674 00:53:53,200 --> 00:53:58,000 worse because also of me switching the screen percentage. 675 00:53:58,200 --> 00:53:59,800 So for now, I'm going to do this. 676 00:54:02,500 --> 00:54:04,100 and overall, 677 00:54:04,300 --> 00:54:04,900 like, 678 00:54:07,600 --> 00:54:08,200 We'll see. 679 00:54:09,500 --> 00:54:10,600 How we go with this? 680 00:54:12,400 --> 00:54:17,700 So now we do have stuff here. That looks a lot better than it did before. 681 00:54:19,800 --> 00:54:21,200 And we're getting somewhere, 682 00:54:21,300 --> 00:54:22,700 really nice. 683 00:54:25,200 --> 00:54:26,300 With this interior. 684 00:54:26,900 --> 00:54:31,400 So let's call it done for now. 685 00:54:32,400 --> 00:54:38,600 Let's make one last thing. So we have something nice to look at before we call it off. 686 00:54:40,000 --> 00:54:42,300 Because it's just always so much fun. 687 00:54:54,600 --> 00:54:59,200 I mean, we can already imagine how we could do some cool stuff if this was glowing nicer. 688 00:55:14,200 --> 00:55:16,700 Let's go somewhere where there's actually something on the table. 689 00:55:44,400 --> 00:55:46,700 So you know nothing. 690 00:55:46,700 --> 00:55:48,200 Nothing too fancy but like 691 00:55:49,400 --> 00:55:50,000 You see? 692 00:55:50,900 --> 00:55:52,400 We can do some pretty. 693 00:55:53,900 --> 00:55:55,400 Pretty cool stuff already here. 694 00:55:56,000 --> 00:55:57,500 So again, 695 00:55:58,500 --> 00:56:01,100 I think we did Well with this so far. 696 00:56:01,800 --> 00:56:02,500 So54360

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