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Hello and welcome to the next session.
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So let's continue setting up our stuff here.
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So we have the interior pretty much like
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Well,
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let's say as perfect as we as we can go for now.
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And one thing that I want to do here is
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I wanna.
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Fix this guy.
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And I think I will get rid of all the lights in here.
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At least I will just like turn them off for now.
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and then,
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I'll have a look.
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Materia here because he can see that we actually
do have some in missives here.
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And let's just assume. This is most likely the
brightness.
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So let's just see what we get when we start
cranking this up and this is perfect,
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this is what we want.
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And again, like this jukebox is probably glowing
a lot more.
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So I kind of need to
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See here. How much we want to push it.
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Kind of think this is probably good enough.
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I don't want it to be too bright, too.
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One out.
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And one of the beautiful things here again,
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is that
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We go to lighting only. We do actually get some
light from this.
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Now we may want more.
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We're
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not yet entirely sure here.
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So I'm going to do is we're going to select this.
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I'm going to search for.
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A missive,
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I'll make this an emissive light source and just
make sure so it's like a stable as possible.
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now,
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what I will be doing is I will
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turn some of these lights back on here.
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Because I kind of want to want to know
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what is actually happening.
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What are they doing?
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Because
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Adam on the one hand, here might actually be
be needed in a good way.
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So I think the ones that we will not turn on other
ones on the outside
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here because this is something that we're going
to get from this.
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So let's have this back on.
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And
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I definitely don't.
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Like the shadow casting in here.
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I will.
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That's because of the screen less resolution of
my left screen here,
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but I will increase the radius a bit. So now we
can see,
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it's at least like getting getting softer here.
51
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look like,
52
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I think that's going to be, all right?
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so,
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Judging by all these values here.
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Let's just see.
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Honestly with this exposure like probably
something like this makes a lot more sense.
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Let's reduce it a little bit.
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I think this is sort of like,
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a bit more of the ballpark when I reduce it
slightly,
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because this is
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Yeah.
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I'm going to take this rectangular light here.
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and this one is just like a nice little
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floor highlight like this.
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And this like this needs a little bit like time to to
get used to to work like this with Dyke,
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these values blowing out this much and stuff.
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It's something that feels at.
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Little bit counterintuitive but you can see how it
really starts.
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Tying all the things together.
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so,
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it is
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not something that makes it feel too much out of
place.
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But again, it can totally also be tweaked based
on taste.
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So
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I just think like this, it's kind of like a little bit
lacking,
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but we can for now keep it like this.
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Will be interesting though, too.
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Just quickly check.
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If we can find some cool references for this.
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Just to get like an idea of how bright are they
usually? And how does it feel?
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Because here you can see.
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This is what it looks like during day.
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So there we get the colors.
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So during night we can like that during night but
during like artificial lighting,
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we can see that. Okay. This is not very bright
here.
86
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So, it is actually not that blown out based on
what I can see here.
87
00:07:39,600 --> 00:07:40,700
So let's be,
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let's be mindful about that.
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And
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cool.
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So we have this now then
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I just really feel like here should be more.
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Something like this.
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I just think like it, like, it just looks better.
95
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So again like this is just like purely based on my
feel.
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00:08:13,700 --> 00:08:15,400
I do think that
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00:08:16,600 --> 00:08:18,900
So here we have obviously the bar lights.
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So I think that I'm going to just move this over a
bit.
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so, this is going to be like,
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Sort of a door light here.
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00:08:52,800 --> 00:08:55,000
Just going to clean these up a little bit here.
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That is so good.
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Session.
104
00:09:10,800 --> 00:09:17,600
So what I kind of want to try as if it's possible for
me to remove one here.
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And then just space them out a bit better.
106
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Maybe like this.
107
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So now, the cool thing is we also hit her better
now.
108
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So this is kind of like helping us as well.
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However here.
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I am.
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It conflict that because like if I look at the
reference there's like a lot of
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like more specialized lights here in the sort of
like the counter area.
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And I just, I'm just thinking if there's anything.
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That we could sort of do with this.
115
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yeah, and we do not really have any other
meshes,
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so,
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What I would like to try is something different.
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Let's take this guy here.
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Let's duplicate it.
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just,
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It.
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Small.
123
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Now.
124
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Let's have a look at this thing here.
125
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The first thing that I'm going to do is I'm going to
hit browse and then I'm gonna
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Replace this with the small version,
127
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which doesn't really do anything,
128
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but this fine. So we're going to do is I'm going to
delete these here.
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All right.
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And in case I like anyone is like wondering like
what all the noise and all that kind of stuff.
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So,
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I have to say that there are a lot of these type of
issues with Lumen were
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like if I go in here you can see like I have the
quality pretty high.
134
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Using the ray tracing again,
135
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because it just like really killed my performance
in the scene, which is not using nanite much.
136
00:12:07,500 --> 00:12:12,900
So I have the quality quite High here. I do have
the quality quite High here.
137
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This is just like
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This is what it is.
139
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Like there might be a bunch of like console
commands and like stuff like that,
140
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but it's just,
141
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it makes it a lot more expensive as well. So this
is just what we have to deal with right now.
142
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And there are some of the solutions here which
is basically
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be like changed the roughness values of the
material.
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To to be less noisy.
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So like you can see that it's better here on the
ceiling and there might
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just be like a tiny little difference in the, in the
roughness.
147
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So,
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I actually know to be honest but like could be
could be this one.
149
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So like if we look here at the roughness
multiplier
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I have no idea which way it goes.
151
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Okay,
152
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so 1.5
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Too.
154
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So like you know now it's like it's definitely a lot
cleaner but
155
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it also looks like significantly different. Well of
course,
156
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So this is just a trade-off here.
157
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And again,
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this can be done based on taste.
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00:13:31,900 --> 00:13:33,800
So let's look at this light here.
160
00:13:36,400 --> 00:13:39,900
So, one thing that I want to do is I want to scale
this down.
161
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Maybe to 0.25.
162
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So, this could be cool.
163
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Okay.
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Then.
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Let's go in here and try to be slow because now
that we get so close to this all changes here.
166
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So here we got our Spotlight and so there's one
reason also
167
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why I moved the spotlight down because first of
all,
168
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you can see how the police are only one-sided.
169
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So if I move the light behind this,
170
00:14:25,200 --> 00:14:28,200
it will not really create Shadow casting issues
because
171
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the light will basically just shine through it.
172
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So why did I move it?
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The reason for that is over here.
174
00:14:35,000 --> 00:14:40,300
We can see that there's a bit of volumetric cone
and The volumetric Cone.
175
00:14:40,300 --> 00:14:41,900
If I move the light here,
176
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it's going to look like really awkward.
177
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Because what's basically going to happen is if I
just
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Take a snip here.
179
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Or not
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second.
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So, if I take a snip here, right?
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So if the light is here,
183
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then the angle of the light will kind of like be like
this
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and this is what develop metrics will look like.
185
00:15:09,000 --> 00:15:11,500
And this kind of weird because the light is
actually here.
186
00:15:11,800 --> 00:15:17,400
So if I move the light up here then the angle will
hit more like this and that
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way develop metrics are connecting to the
actual emissive shape.
188
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So that is one of the reasons why I moved it a
little bit behind.
189
00:15:26,700 --> 00:15:30,900
And now we obviously have scaled this. So we
need to change this a bit here.
190
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Let's just wait for the autosave.
191
00:16:15,500 --> 00:16:16,800
Okey-dokey.
192
00:16:17,600 --> 00:16:20,700
So let's take this,
193
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make it so we see it here.
194
00:16:23,800 --> 00:16:25,200
So I'm going to like move this
195
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and you'll see that. Now,
196
00:16:28,900 --> 00:16:32,500
the cone for the volumetrics is connecting
differently.
197
00:16:33,800 --> 00:16:36,900
For this. Now it's actually quite fine to just leave
it like this.
198
00:16:38,200 --> 00:16:41,500
However, what's not fine is? I was supposed
radius is way too big.
199
00:16:43,400 --> 00:16:44,300
Wrong thing.
200
00:16:47,600 --> 00:16:49,900
So let's scale this down,
201
00:16:50,600 --> 00:16:53,200
put it more in line with what we have here.
202
00:16:57,000 --> 00:16:58,400
So now we have this thing here.
203
00:17:00,300 --> 00:17:03,700
And what I want to do is I want to have a lot
more of these.
204
00:17:05,500 --> 00:17:11,400
And I also feel like let's try and make this not as
warm.
205
00:17:12,300 --> 00:17:12,599
So,
206
00:17:12,599 --> 00:17:17,099
what I'm going to do is I'm actually going to go
with like maybe 4,500
207
00:17:20,400 --> 00:17:25,800
And now you can see it is actually not cool. It is
still in the warn range for the color,
208
00:17:26,300 --> 00:17:34,700
but it feels totally like it's a lot cooler because
it's the contrast to all the other colors.
209
00:17:37,300 --> 00:17:41,800
So now let's kind of move this here
210
00:17:42,900 --> 00:17:46,700
and then I'm going to turn on the snapping and I
have no idea what's going to happen.
211
00:17:46,700 --> 00:17:47,900
So let's just try.
212
00:17:49,000 --> 00:17:50,600
Hey and this is actually beautiful.
213
00:17:50,800 --> 00:17:51,800
So let's do this.
214
00:17:54,800 --> 00:17:55,300
Oops.
215
00:18:14,000 --> 00:18:19,300
Let's just give some light to this stuff here.
216
00:18:23,300 --> 00:18:24,900
I think this is kind of like enough.
217
00:18:26,400 --> 00:18:28,500
I can see we're getting some really nice,
218
00:18:28,500 --> 00:18:30,200
nice blue here from this
219
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I'm going to select all these.
220
00:18:41,800 --> 00:18:42,200
Well,
221
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not this.
222
00:18:58,100 --> 00:18:59,600
and what I'm going to do is,
223
00:19:00,000 --> 00:19:00,700
just gonna
224
00:19:02,400 --> 00:19:03,200
Copy them,
225
00:19:03,300 --> 00:19:04,200
once more.
226
00:19:15,200 --> 00:19:18,200
And let's see what happens if we copy down one
more time.
227
00:19:35,100 --> 00:19:37,000
And this is actually not super bad.
228
00:19:37,600 --> 00:19:40,300
So one cool thing that we can do now. So let's
leave this for.
229
00:19:40,300 --> 00:19:44,500
Now we can always delete this and we will also
tweak the settings here.
230
00:19:44,500 --> 00:19:46,200
But one thing that we can do is
231
00:19:48,100 --> 00:19:51,100
I have a sequence here,
232
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which is this one.
233
00:19:53,200 --> 00:19:54,600
So I'm just going to open this
234
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and this will make the characters snap into
Position here.
235
00:20:04,300 --> 00:20:08,200
And now we've actually lost quite a bit of that
lighting.
236
00:20:10,900 --> 00:20:13,700
And it does look really awkward.
237
00:20:16,500 --> 00:20:17,200
so,
238
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what I will do is
239
00:20:28,500 --> 00:20:29,700
I will.
240
00:20:34,200 --> 00:20:35,100
Take this.
241
00:20:37,200 --> 00:20:40,600
And I will probably just like move her slightly.
242
00:20:40,800 --> 00:20:41,400
So
243
00:20:55,100 --> 00:20:55,800
Just,
244
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let's see here.
245
00:21:34,600 --> 00:21:39,000
And then we'll just move this guy away.
246
00:21:44,100 --> 00:21:46,400
So this will just like, help us a lot here.
247
00:21:46,500 --> 00:21:48,800
Because again, like when we have stuff like this,
248
00:21:49,600 --> 00:21:54,600
we just need to make sure that we put the
characters properly into the sea.
249
00:21:54,800 --> 00:21:57,700
So, now, our performance has started tanking as
well,
250
00:21:58,500 --> 00:22:02,900
and that is Because all these lights.
251
00:22:04,100 --> 00:22:05,400
They do a lot of stuff here.
252
00:22:06,200 --> 00:22:09,600
So the first thing that we're going to do is
253
00:22:11,100 --> 00:22:14,900
we're going to try and limit this of it here.
254
00:22:19,200 --> 00:22:22,400
So, let's go here and do like 200.
255
00:22:24,700 --> 00:22:31,600
And it hasn't really changed so much down here,
but we're basically just really limiting. Now,
256
00:22:31,600 --> 00:22:33,400
the radius of these
257
00:22:35,300 --> 00:22:40,700
So you can see that this way like not much is
happening here,
258
00:22:41,600 --> 00:22:43,500
which is kind of, like not what we want.
259
00:22:43,800 --> 00:22:47,300
But what we'll do is we're going to start
expanding this.
260
00:22:50,500 --> 00:22:54,600
Into something that I will call like the sweet spot
here.
261
00:23:06,000 --> 00:23:08,200
Which is probably going to be around here.
262
00:23:35,900 --> 00:23:37,200
As we are.
263
00:23:39,700 --> 00:23:42,100
Too low here once. See?
264
00:23:46,400 --> 00:23:47,000
Okay,
265
00:23:47,200 --> 00:23:48,700
so definitely want to hit these.
266
00:23:50,900 --> 00:23:51,400
so, what now,
267
00:23:51,400 --> 00:23:52,900
what I'm actually thinking is
268
00:23:58,500 --> 00:23:59,800
I think I want to delete.
269
00:24:00,000 --> 00:24:03,800
Let's roll just to save like some performance as
well.
270
00:24:20,500 --> 00:24:22,100
And this is looking weird.
271
00:24:22,100 --> 00:24:24,800
So we will move these a bit
272
00:24:27,800 --> 00:24:29,500
and this is also like a thing, right?
273
00:24:29,500 --> 00:24:30,100
Where
274
00:24:33,200 --> 00:24:35,000
it's always a little bit, like,
275
00:24:36,300 --> 00:24:39,800
Something you have to figure out how you want
to do it properly.
276
00:24:42,700 --> 00:24:43,000
so,
277
00:24:43,000 --> 00:24:43,800
we could
278
00:24:47,400 --> 00:24:49,500
Actually, let's do something way different.
279
00:24:49,900 --> 00:24:52,500
Let's do one of the
280
00:24:54,000 --> 00:24:57,000
most done things in the games industry.
281
00:25:00,300 --> 00:25:01,200
Will copy this.
282
00:25:17,200 --> 00:25:20,300
Why do we not see the light here?
283
00:25:24,900 --> 00:25:26,500
Because usually you see the light.
284
00:25:29,300 --> 00:25:30,900
And then you can just turn it off here.
285
00:25:31,700 --> 00:25:32,700
This is interesting.
286
00:25:37,700 --> 00:25:38,300
Anyways,
287
00:25:38,500 --> 00:25:39,400
I'm just going to create
288
00:25:40,800 --> 00:25:42,400
another duplicate and I'm lazy.
289
00:25:42,400 --> 00:25:45,300
So like I just created duplicate so I can have the
290
00:25:47,200 --> 00:25:47,700
Sizes,
291
00:25:47,700 --> 00:25:49,700
and all that and place like
292
00:25:50,900 --> 00:25:51,300
off.
293
00:25:56,800 --> 00:25:57,300
and,
294
00:25:58,800 --> 00:25:59,800
I will replace.
295
00:26:00,000 --> 00:26:00,700
This one.
296
00:26:03,300 --> 00:26:12,000
With the ceiling light off, when I open the ceiling
light off and I will turn this one off.
297
00:26:13,900 --> 00:26:17,600
So, now what I'm doing is I'm basically just
having a basically,
298
00:26:17,600 --> 00:26:23,100
a mesh version here that doesn't actually have
the light.
299
00:26:30,400 --> 00:26:32,900
And it also doesn't have the volumetrics of
course.
300
00:26:35,600 --> 00:26:39,700
However, we do get quite some, some good
density here.
301
00:26:41,300 --> 00:26:43,000
So I would argue that,
302
00:26:43,500 --> 00:26:45,900
there's not necessarily a real problem here.
303
00:26:48,000 --> 00:26:54,000
So if you look at it like this, it doesn't really feel
like something's missing at all.
304
00:26:56,700 --> 00:26:57,200
so,
305
00:26:58,200 --> 00:26:59,700
what I'm going to do now is
306
00:27:03,000 --> 00:27:05,800
I'm gonna select my mesh here.
307
00:27:07,400 --> 00:27:09,000
I'm going to browse for the emissive.
308
00:27:14,800 --> 00:27:16,400
I'm duplicating it here.
309
00:27:18,800 --> 00:27:19,900
just call it, like,
310
00:27:21,100 --> 00:27:23,100
Small lamp.
311
00:27:25,700 --> 00:27:26,000
Oh,
312
00:27:33,200 --> 00:27:33,800
all right.
313
00:27:36,500 --> 00:27:39,700
And I'm going to make this more like like this.
314
00:27:40,300 --> 00:27:44,000
So this is probably more like the 4500 K that we
had.
315
00:27:51,200 --> 00:27:52,700
Let's apply this here.
316
00:27:59,400 --> 00:27:59,800
so now,
317
00:28:00,000 --> 00:28:00,900
I can see that.
318
00:28:00,900 --> 00:28:04,900
We also just have something that looks a bit like
319
00:28:09,100 --> 00:28:11,500
different in the way it glows.
320
00:28:34,700 --> 00:28:37,500
Let's save all this.
321
00:29:22,500 --> 00:29:23,500
All right.
322
00:29:29,600 --> 00:29:31,100
Just boosted this a little bit.
323
00:29:32,400 --> 00:29:35,700
and I'm actually thinking about also,
324
00:29:37,700 --> 00:29:40,900
Making the spotlight a little bit brighter.
325
00:29:47,300 --> 00:29:50,200
so, I increase it from 400 to 800,
326
00:29:55,200 --> 00:29:59,800
Because the reason why I'm doing this, is that
you can see how these lights here.
327
00:30:00,100 --> 00:30:02,600
Like adding soft like Ambience.
328
00:30:03,600 --> 00:30:04,800
But also here,
329
00:30:05,100 --> 00:30:08,200
this is kind of like this is the counter, right?
330
00:30:08,300 --> 00:30:09,900
So here you want that,
331
00:30:10,000 --> 00:30:16,100
it stands out. It's like she can be seen as
someone who's there for you.
332
00:30:16,400 --> 00:30:21,000
So these areas are usually a lot more well-lit and
a lot more neutral.
333
00:30:21,100 --> 00:30:23,300
And also a really important thing is
334
00:30:24,700 --> 00:30:26,000
They're making the food here,
335
00:30:26,500 --> 00:30:27,100
right?
336
00:30:27,900 --> 00:30:33,800
So there's a lot that has to happen here where
you kind of want to see what you're doing.
337
00:30:35,700 --> 00:30:39,100
So that is usually how this works.
338
00:30:40,800 --> 00:30:45,100
I will reduce the volumetrics a little bit on this
one here.
339
00:30:46,500 --> 00:30:51,400
You can see, I cranked it a lot and the reason for
that is is because I wanted to have overall.
340
00:30:51,600 --> 00:30:56,000
Like it didn't want to alter the volumetric fuck
globally as to have this really,
341
00:30:56,000 --> 00:30:59,600
really Smoky or thick in here.
342
00:31:00,100 --> 00:31:03,800
I just like one or two to touch this more.
343
00:31:05,100 --> 00:31:11,800
on a how I want this to feel like base so this is a
good way of doing it is it's
344
00:31:11,800 --> 00:31:18,100
just like altering develop metrics scattering in
here so you don't have to
345
00:31:20,400 --> 00:31:25,500
basically make this like super foggy because like
you
346
00:31:25,500 --> 00:31:28,200
can see like here I'm running the default
Extinction.
347
00:31:28,500 --> 00:31:32,700
So if I would put this to like 10 like, yeah, cool.
348
00:31:32,800 --> 00:31:35,400
Will we get all this right?
349
00:31:35,500 --> 00:31:38,700
But it's kind of like not really what we want.
350
00:31:39,100 --> 00:31:41,200
It kind of looks like cheap as well.
351
00:31:41,600 --> 00:31:45,600
So this is one of the things that I feel like it's
really important. Generally speaking.
352
00:31:45,600 --> 00:31:48,400
It's like when you when you do you things like
be subtle
353
00:31:48,700 --> 00:31:53,000
about the the stuff that Use don't do like too
much.
354
00:31:53,000 --> 00:31:59,600
This is like something that I see so many times
and is sort of like a classic beginner mistake.
355
00:32:00,000 --> 00:32:04,700
That stuff is like dung like too much and not
when
356
00:32:04,700 --> 00:32:09,000
it actually really hits with like the proper feel.
357
00:32:09,500 --> 00:32:14,100
So I just opened this one here as well to Hanging
one. And I'm going to adjust the volumetric,
358
00:32:14,100 --> 00:32:20,300
scattering, a little bit here as well to just give it
a bit more so let's see.
359
00:32:23,500 --> 00:32:26,600
So we can see it just like adds a little bit in here.
360
00:32:26,800 --> 00:32:29,300
It's not like super in your face.
361
00:32:32,800 --> 00:32:37,200
So I really kind of start liking this.
362
00:32:44,600 --> 00:32:47,100
Let's see. How does our dude? Look over here.
363
00:32:52,500 --> 00:32:55,800
So he looks well-lit and he Blends in.
364
00:32:55,800 --> 00:33:02,700
So one thing that is a little bit off here for me as
an artist just like the Flexion Fidelity with Lumen
365
00:33:03,400 --> 00:33:08,100
is not always the best especially when it comes
to mirror like reflection. And you can see,
366
00:33:08,100 --> 00:33:10,600
he does have a little bit of a thing in his eye.
367
00:33:11,100 --> 00:33:13,300
But we can also see like
368
00:33:14,500 --> 00:33:19,600
It is not as cinematic as it could be. Even though
it like I mean this looks good.
369
00:33:19,700 --> 00:33:24,400
Like this does not look drawing or misplaced or
like anything.
370
00:33:25,100 --> 00:33:29,200
But like if we would want this to be just a tiny
little bit more cinematic,
371
00:33:29,200 --> 00:33:34,200
we would actually need to fake light. It there
there is no,
372
00:33:35,100 --> 00:33:36,800
no, no way around it.
373
00:33:36,900 --> 00:33:40,600
And and so this would be perfectly fine for like
gameplay.
374
00:33:40,900 --> 00:33:42,900
Like for gameplay, this dude looks good,
375
00:33:43,100 --> 00:33:44,000
but like for a cinema,
376
00:33:44,200 --> 00:33:44,500
Like,
377
00:33:44,800 --> 00:33:46,500
you would definitely.
378
00:33:48,200 --> 00:33:50,500
Like to do do more right?
379
00:33:51,000 --> 00:33:57,400
And that could be like a whatever light source
you want to have here.
380
00:34:00,600 --> 00:34:02,500
so, it catches be like,
381
00:34:05,400 --> 00:34:06,700
Something, where are you?
382
00:34:08,199 --> 00:34:09,000
Go in.
383
00:34:09,100 --> 00:34:11,900
I need to get rid of this.
384
00:34:16,600 --> 00:34:21,400
So now you can see how he already has this
better highlights on his eyes and of course,
385
00:34:21,400 --> 00:34:24,400
this looks like really bad so that's not what you
going to do.
386
00:34:24,800 --> 00:34:31,500
So are you going to do? Is we kind of like create
a sort of like more soft version of this, right?
387
00:34:33,300 --> 00:34:36,900
We're we're trying to to figure out
388
00:34:38,699 --> 00:34:43,300
how to properly light the man in a way that does
not look too offensive.
389
00:34:43,800 --> 00:34:47,400
And then, of course, we have the thing where it
like,
390
00:34:47,600 --> 00:34:49,199
this looks already so much better
391
00:34:50,699 --> 00:34:53,699
and we have some more specula interaction
here.
392
00:34:55,300 --> 00:34:56,199
Probably need to like,
393
00:34:56,199 --> 00:34:59,800
move this a bit and then one of the most crucial
things as we need to match.
394
00:35:00,000 --> 00:35:03,500
Color to because otherwise it's going to just
look so fake.
395
00:35:03,600 --> 00:35:06,300
So I think we were 2,700.
396
00:35:06,800 --> 00:35:13,200
So now if we have this, right? Like, of course,
it's doing quite something,
397
00:35:13,800 --> 00:35:17,400
but it also doesn't really feel out of place,
398
00:35:17,800 --> 00:35:25,100
right? It just doesn't feel too bad and this way
our character,
399
00:35:26,100 --> 00:35:27,700
She gets like a lot more.
400
00:35:29,200 --> 00:35:31,700
Interaction here. That that kind of works.
401
00:35:34,500 --> 00:35:35,900
So if I were to,
402
00:35:36,300 --> 00:35:36,900
I don't know,
403
00:35:37,600 --> 00:35:38,700
just take this thing.
404
00:35:41,700 --> 00:35:42,700
And go in here.
405
00:35:46,200 --> 00:35:47,900
Sorry this, of course.
406
00:36:04,600 --> 00:36:06,600
It's like trying to frame the man.
407
00:36:17,900 --> 00:36:22,500
So this could actually work and again we don't
have anything from the outside right now,
408
00:36:22,700 --> 00:36:26,300
so that's totally like lacking but also one
important thing here,
409
00:36:26,300 --> 00:36:31,600
if like a lot of these characters shots are often
done with like completely different lenses.
410
00:36:32,000 --> 00:36:35,000
So probably like, more like something like this.
411
00:36:37,800 --> 00:36:40,500
and you can see how that actually,
412
00:36:40,700 --> 00:36:42,900
kind of works pretty well,
413
00:36:43,700 --> 00:36:45,300
especially with like a nice
414
00:36:47,800 --> 00:36:48,800
Stuff like this.
415
00:36:48,900 --> 00:36:50,500
So we could hike. You know,
416
00:36:50,800 --> 00:36:52,700
he could put could be arguing here.
417
00:36:55,600 --> 00:36:56,300
With someone.
418
00:37:03,700 --> 00:37:06,400
And this does look really nice, right?
419
00:37:07,000 --> 00:37:13,100
We could also now go into our rectangular light
and now that we're off the thing,
420
00:37:13,100 --> 00:37:20,900
we could also be like more creative potentially
with our area light here,
421
00:37:21,600 --> 00:37:29,500
right? So, we could do something more like this
or we could actually change the color here.
422
00:37:30,400 --> 00:37:32,200
So this is totally something. Now,
423
00:37:32,200 --> 00:37:38,600
the skin is a little bit more natural and this is
what they do in movies, right?
424
00:37:38,600 --> 00:37:41,000
They do light shots like this.
425
00:37:41,200 --> 00:37:43,500
And if you would go out of the camera,
426
00:37:44,100 --> 00:37:45,600
you would see this.
427
00:37:46,400 --> 00:37:48,000
And you would see that.
428
00:37:48,100 --> 00:37:53,400
It does not really match the scene anymore, but
this is just what they do for movies, right?
429
00:37:53,600 --> 00:37:54,200
So
430
00:37:55,500 --> 00:38:00,300
there's absolutely nothing wrong with doing
something like this and you See
431
00:38:00,300 --> 00:38:08,100
that of course we are getting something rather
nice like nice soft Shadows.
432
00:38:08,100 --> 00:38:11,000
Like everything just looks kind of good here.
433
00:38:11,800 --> 00:38:12,500
So
434
00:38:13,700 --> 00:38:20,400
I'd say that this is a great shot to be honest and
because it is we will just keep it
435
00:38:27,400 --> 00:38:28,700
I so,
436
00:38:28,800 --> 00:38:31,900
but let's just take the light here and turn it off.
437
00:38:33,200 --> 00:38:35,500
So, one thing that we need to do as well as.
438
00:38:35,900 --> 00:38:39,500
So we have these values all done here, right?
439
00:38:40,100 --> 00:38:40,600
So,
440
00:38:40,700 --> 00:38:45,600
now what we need to do is we need to also look
at our exteriors here
441
00:38:47,000 --> 00:38:48,900
because we can see that. Yeah,
442
00:38:49,600 --> 00:38:53,700
this is not really flying yet.
443
00:38:54,600 --> 00:38:56,600
A curious. Are these the same?
444
00:38:57,700 --> 00:38:58,300
They?
445
00:39:00,100 --> 00:39:01,300
Kinda seem like it.
446
00:39:01,300 --> 00:39:03,100
So I'm just gonna
447
00:39:06,300 --> 00:39:07,700
this is probably just going to be read,
448
00:39:08,600 --> 00:39:10,400
so which is going to do that.
449
00:39:11,500 --> 00:39:12,900
Just give it a go red, one,
450
00:39:13,000 --> 00:39:14,800
and Siro, and Siro.
451
00:39:16,400 --> 00:39:20,900
And based on the other one,
452
00:39:21,400 --> 00:39:23,600
we had 5,000 emissive.
453
00:39:30,200 --> 00:39:37,400
And here we are definitely having some issues
with the
454
00:39:38,800 --> 00:39:40,200
with the downscaling.
455
00:39:44,900 --> 00:39:47,100
But this is good.
456
00:39:50,200 --> 00:39:52,000
And while we're at it,
457
00:39:52,400 --> 00:39:59,800
we actually gonna go and do the same thing to
our beautiful gas.
458
00:40:00,000 --> 00:40:00,500
Station.
459
00:40:31,300 --> 00:40:35,500
So and you may ask now, why does this kick and
quite a bit more than this?
460
00:40:35,800 --> 00:40:40,200
And that is because the bright colors they do.
461
00:40:41,800 --> 00:40:47,500
Sort of like hit more like when a color is more
saturated like red and blue and stuff,
462
00:40:47,500 --> 00:40:51,700
like it actually becomes like perceptively darker.
463
00:40:53,000 --> 00:40:58,200
Or not only perceptively but it just like it's sort of
like has a darkening effect.
464
00:40:59,100 --> 00:40:59,700
so,
465
00:41:00,000 --> 00:41:06,500
You probably don't need to to have the same
exact intensities.
466
00:41:08,500 --> 00:41:09,400
As the other one.
467
00:41:15,600 --> 00:41:17,000
So, let's do.
468
00:41:19,000 --> 00:41:21,400
sorry, I'm just doing this off-screen right now,
469
00:41:21,500 --> 00:41:24,300
but just setting like 4,000 here
470
00:41:25,700 --> 00:41:26,100
and
471
00:41:31,600 --> 00:41:33,200
Let's see how much we want.
472
00:41:35,200 --> 00:41:37,500
I think 3000 is probably like nice.
473
00:41:38,600 --> 00:41:39,100
Whoops.
474
00:41:39,200 --> 00:41:43,200
So and then we do it for the other one. Which is
this? The flickering version?
475
00:41:48,700 --> 00:41:50,000
So, let's save this.
476
00:41:52,400 --> 00:41:53,200
So, we got this.
477
00:41:57,500 --> 00:41:59,800
Then we also have this beautiful.
478
00:42:00,400 --> 00:42:01,800
Neon sign here.
479
00:42:07,900 --> 00:42:09,000
which also,
480
00:42:10,900 --> 00:42:14,000
We need to see that is the green one.
481
00:42:15,500 --> 00:42:16,100
Okay,
482
00:42:17,300 --> 00:42:19,100
so let's see how much we do here.
483
00:42:23,800 --> 00:42:25,400
4000 on that one.
484
00:42:30,300 --> 00:42:33,500
4000, and that one that actually does look pretty
good.
485
00:42:39,100 --> 00:42:44,400
And we can again see the beauty of lumen here.
486
00:42:44,600 --> 00:42:50,600
So this is completely just the Lumen emissive,
lighting hitting it off.
487
00:42:50,900 --> 00:42:54,600
We're getting some pretty good, like indirect
Shadows here like,
488
00:42:56,400 --> 00:43:03,100
I, this is just insane. I, I wish we would have That
stuff like this back in the day.
489
00:43:05,300 --> 00:43:07,100
Then let's look at this guy here.
490
00:43:12,200 --> 00:43:15,600
So why is the ceiling light off? Is there one that
is on?
491
00:43:19,600 --> 00:43:20,800
Let's have a look here.
492
00:43:27,800 --> 00:43:32,300
So there is a non material but they are all not
using this.
493
00:43:35,100 --> 00:43:36,300
Let's do this quickly.
494
00:43:37,900 --> 00:43:40,000
Let's go into the light here.
495
00:43:41,800 --> 00:43:43,500
and then I have the
496
00:43:45,100 --> 00:43:46,200
on material.
497
00:43:48,800 --> 00:43:49,400
which,
498
00:43:51,400 --> 00:43:56,900
Is also too dark but that's fine. So let's open this
one.
499
00:44:11,000 --> 00:44:13,200
Give this some power here.
500
00:44:18,900 --> 00:44:21,500
Which is actually quite insane because you can
see
501
00:44:21,500 --> 00:44:25,000
how this is already kind of doing some stuff
here.
502
00:44:25,200 --> 00:44:28,000
So I don't want this to be warm at all.
503
00:44:30,100 --> 00:44:35,600
I want this to be on the cool side of things.
504
00:44:41,800 --> 00:44:43,000
Sort of like this.
505
00:44:50,300 --> 00:44:54,600
And then what we will do is we will go into the
blueprint here again.
506
00:44:57,800 --> 00:44:59,700
and we're going to add a
507
00:45:02,300 --> 00:45:03,200
Wrecked light.
508
00:45:05,400 --> 00:45:06,200
There we go.
509
00:45:11,200 --> 00:45:11,700
and,
510
00:45:19,100 --> 00:45:19,600
I'm gonna.
511
00:45:22,100 --> 00:45:23,100
This is interesting.
512
00:45:25,100 --> 00:45:29,300
Is it to unitless this is like because I just saw this
value of 5000,
513
00:45:29,300 --> 00:45:34,500
I was like that is very uncommon so it can see
here that apparently when I added via the
514
00:45:34,500 --> 00:45:37,900
blueprint and I didn't know that but I just noticed
you need
515
00:45:37,900 --> 00:45:42,100
to switch it because it spawns as a unitless
slide.
516
00:45:43,000 --> 00:45:43,800
So
517
00:45:46,900 --> 00:45:49,000
Going to make this rather bright for now.
518
00:45:50,800 --> 00:45:54,500
And then I think this is the right rotation here.
519
00:46:01,300 --> 00:46:07,300
So now what I kind of want is I want this to
resemble the shape, right?
520
00:46:07,500 --> 00:46:08,700
So I'm going to move this down here.
521
00:46:08,700 --> 00:46:09,800
So I see something
522
00:46:12,100 --> 00:46:19,100
and then we gotta go and move this down like
this and then we
523
00:46:20,200 --> 00:46:21,600
make it long.
524
00:46:24,600 --> 00:46:30,600
Sorry cat was clawing into my leg here for
a second. For some reason,
525
00:46:32,400 --> 00:46:33,500
So, let's do this.
526
00:46:40,900 --> 00:46:41,300
I'm just,
527
00:46:43,100 --> 00:46:43,700
This.
528
00:46:49,600 --> 00:46:50,200
so,
529
00:46:50,800 --> 00:46:56,300
now, what we gotta do, is, we gotta also like
reflect that with our light color,
530
00:46:56,300 --> 00:46:57,700
to a certain degree here,
531
00:47:01,700 --> 00:47:02,300
Hello.
532
00:47:10,800 --> 00:47:13,400
Yeah, sometimes it's just thinking about
something.
533
00:47:13,400 --> 00:47:18,900
And I have these like little hiccups / lags here
but I think it should be
534
00:47:20,600 --> 00:47:22,400
Should be fine in a second.
535
00:47:29,200 --> 00:47:29,800
Or not.
536
00:47:30,600 --> 00:47:32,300
All right here. Back after the crash.
537
00:47:32,300 --> 00:47:35,800
I just had to like fix this again
538
00:47:37,200 --> 00:47:37,900
and
539
00:47:39,100 --> 00:47:42,600
I am making these lights here really, really
bright.
540
00:47:43,800 --> 00:47:50,200
Because if we assume that this would be night
and we would expose this properly,
541
00:47:50,200 --> 00:47:51,900
this is kind of like what we would get.
542
00:47:52,500 --> 00:47:53,900
So if you look at like
543
00:47:56,700 --> 00:47:59,800
Is the gas station. Light stay are actually really
bright.
544
00:48:00,300 --> 00:48:04,300
Because obviously the gas station,
545
00:48:04,400 --> 00:48:08,500
gas station needs to have proper lighting during
the night, so people see what they're doing.
546
00:48:08,800 --> 00:48:10,200
So if we look at this here,
547
00:48:12,300 --> 00:48:15,600
We can see depending on the exposure.
548
00:48:16,100 --> 00:48:18,500
We get a lot of Bloom from these lights here.
549
00:48:20,100 --> 00:48:21,700
Stuff like this is so cool.
550
00:48:23,000 --> 00:48:25,100
I really I really like this.
551
00:48:26,700 --> 00:48:30,600
But you can see that there is a lot of like, of
course,
552
00:48:30,600 --> 00:48:34,000
there are like small gas stations like this to wear.
553
00:48:34,600 --> 00:48:37,900
And again here you see it also depending on the
camera exposure,
554
00:48:37,900 --> 00:48:40,900
you see how the light source is super bright?
555
00:48:41,000 --> 00:48:44,100
But then the actual lighting is not always super
bright.
556
00:48:45,600 --> 00:48:47,200
But you see that?
557
00:48:48,500 --> 00:48:50,400
To make these things look really good.
558
00:48:51,100 --> 00:48:52,200
They need to be
559
00:48:53,400 --> 00:48:55,200
really blown out.
560
00:48:57,100 --> 00:48:58,700
so, that's kind of what we have here,
561
00:48:59,200 --> 00:49:04,300
but I think we And make the rectangular lights a
bit less
562
00:49:04,300 --> 00:49:09,000
intense because we do have the problem here
again.
563
00:49:09,200 --> 00:49:12,500
So in this is like a thing that is a little bit
unfortunate.
564
00:49:13,300 --> 00:49:18,600
Since we do have lighting coming from the
emissive as well.
565
00:49:19,300 --> 00:49:22,800
We basically get like double the lighting to a
certain degree.
566
00:49:22,800 --> 00:49:25,700
So like if I would let's say I turned the emissive
off.
567
00:49:28,500 --> 00:49:31,200
It does remove quite a bit.
568
00:49:31,500 --> 00:49:32,100
So
569
00:49:33,600 --> 00:49:34,300
it is
570
00:49:35,400 --> 00:49:40,700
a bit unfortunate. Sometimes we don't see it that
much now but like it is a bit unfortunate.
571
00:49:40,700 --> 00:49:41,300
So
572
00:49:42,600 --> 00:49:44,600
I will do.
573
00:49:47,100 --> 00:49:47,800
Let's see.
574
00:49:50,000 --> 00:49:53,500
So this is all I miss of lighting, right? So we just
want to compliment this a bit.
575
00:49:57,900 --> 00:49:59,800
So now I'm running, 2500 lumens.
576
00:50:00,400 --> 00:50:02,200
but since these are rectangular lights,
577
00:50:02,200 --> 00:50:06,400
this is actually a lot brighter than 2500 Lumen
and we can't
578
00:50:06,400 --> 00:50:10,900
really do much against this because it's just the
way that
579
00:50:12,000 --> 00:50:18,400
that lumens are are calculated with the
rectangular lights.
580
00:50:18,800 --> 00:50:22,500
So there's sadly not so much that we can do
here.
581
00:50:27,500 --> 00:50:30,800
This looks like the decal Shader is broken.
582
00:50:34,100 --> 00:50:36,300
But yeah, not our concern right now.
583
00:50:36,400 --> 00:50:37,000
So
584
00:50:38,100 --> 00:50:40,300
this is kind of like what we what we have here.
585
00:50:41,700 --> 00:50:43,800
This is like pretty cool our diner.
586
00:50:45,500 --> 00:50:48,300
And obviously what I also kind of want to do
587
00:50:51,400 --> 00:50:53,000
is I want to add some
588
00:50:54,400 --> 00:50:56,000
volumetric scattering here.
589
00:50:57,700 --> 00:50:59,100
Well, maybe not this much.
590
00:51:02,100 --> 00:51:02,900
Maybe.
591
00:51:04,400 --> 00:51:05,200
This much.
592
00:51:06,800 --> 00:51:08,100
So the thing is,
593
00:51:08,400 --> 00:51:09,800
none of this right now,
594
00:51:09,800 --> 00:51:16,400
really matters much because this is not really
the scenario that we're having.
595
00:51:16,900 --> 00:51:18,500
So we're going to fix that.
596
00:51:21,900 --> 00:51:23,900
But first sorry, yeah,
597
00:51:24,000 --> 00:51:27,700
first we're going to just quickly add lights to to
this thing.
598
00:51:31,100 --> 00:51:31,600
so,
599
00:51:31,600 --> 00:51:32,400
I just want to
600
00:51:33,600 --> 00:51:35,200
Make sure that I have everything saved.
601
00:51:35,200 --> 00:51:43,000
I think it did crash before because I had many
many of these windows open here and
602
00:51:43,000 --> 00:51:47,400
every window here is sort of like a viewport, it
like eats up rendering resources.
603
00:51:47,700 --> 00:51:49,200
So make sure that
604
00:51:50,700 --> 00:51:51,700
You always.
605
00:51:52,800 --> 00:51:54,100
Clean up.
606
00:51:54,100 --> 00:51:56,000
The windows are not
607
00:51:58,400 --> 00:52:00,900
cool size. I'm just gonna Purse here.
608
00:52:02,600 --> 00:52:03,200
all right,
609
00:52:04,100 --> 00:52:06,000
and now I'm just going to quickly
610
00:52:08,300 --> 00:52:09,900
add it on the here.
611
00:52:13,900 --> 00:52:15,300
So, add a spotlight.
612
00:52:21,100 --> 00:52:22,500
Good here.
613
00:52:25,100 --> 00:52:26,400
Compile this
614
00:52:31,800 --> 00:52:35,500
And let's set this to Lumen.
615
00:52:37,200 --> 00:52:43,200
Let's set this to something warm again. Maybe
let's do 3,500. Let's see how we like that.
616
00:52:44,900 --> 00:52:46,900
And in our intensity,
617
00:52:48,400 --> 00:52:50,300
just going to set it to this for now.
618
00:53:03,500 --> 00:53:04,200
There we go.
619
00:53:12,300 --> 00:53:15,700
And we need a bit more spread here.
620
00:53:19,600 --> 00:53:22,500
Just going to move this over so I can see better.
621
00:53:35,800 --> 00:53:37,500
I think this is kind of, all right?
622
00:53:37,800 --> 00:53:42,800
And then there's this other lamp here, which is
probably this one.
623
00:53:55,500 --> 00:53:57,100
Let's just add this here.
624
00:54:02,300 --> 00:54:04,000
I'm just going to again,
625
00:54:04,100 --> 00:54:04,800
move this
626
00:54:06,400 --> 00:54:07,700
wrong axis.
627
00:54:11,900 --> 00:54:13,300
This is where we gotta go.
628
00:54:45,000 --> 00:54:46,500
So, for now we'll have this.
629
00:54:54,000 --> 00:54:57,600
And I do think I'm going to make it a little bit less
intense.
630
00:55:01,000 --> 00:55:01,800
Well, like this.
631
00:55:03,600 --> 00:55:04,200
so,
632
00:55:05,800 --> 00:55:06,900
Let's say for this.
633
00:55:08,900 --> 00:55:09,700
and then,
634
00:55:12,600 --> 00:55:17,800
We're going to end the session with this one and
I'm going to look at how we
635
00:55:17,800 --> 00:55:21,300
how we going to utilize this set up with all the
other stuff that we've done.
636
00:55:21,900 --> 00:55:22,500
So,
637
00:55:22,800 --> 00:55:25,800
thank you so much for watching and see you in
the next session.46926
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