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Hello and welcome to the next session here.
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So now that we've done the lighting for this and
for the diner,
3
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I just realized that
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I forgot this beautiful phone booth here.
5
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So,
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how about we going to quickly do the phone
booth as well?
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Just so we're actually really ready to get it going
with the cool stuff.
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So I have no idea what any of these lights do
here.
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So I would assume that looking at this,
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that this is a fill light and there is some fake light
shaft thingy here as well.
11
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I'm just going to delete this.
12
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So this is a fill light,
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I would assume This one is a fill for this one and
then we actually have the
14
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proper light which has an is profile. So we
haven't looked at these yet.
15
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But maybe,
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maybe we will with this,
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I don't know yet.
18
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Let's see.
19
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So,
20
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what we going to do is we're going to start by
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like,
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Taking this one.
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Turning it off.
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Taking this one
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turning it off.
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And then we're going to take this one.
27
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And this one is actually the first one that will do
anything with it.
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So, we're gonna look at our phone booth here.
29
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I will turn this off, so we can actually see
something proper here.
30
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So, now that I have this,
31
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I do think this should be rather cold lighting
here.
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So,
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let's have a look.
34
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what set this to Lumen
35
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and let's do like
36
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800.
37
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Why is it not affecting the sting?
38
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Because I can see it doing something here.
39
00:02:38,700 --> 00:02:39,100
Okay,
40
00:02:39,100 --> 00:02:44,100
so here you can see that the light is actually
exposed and it is overwritten the intensity.
41
00:02:44,200 --> 00:02:46,500
So I just set it back here.
42
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So now we can see that we're actually getting
this thing.
43
00:02:56,000 --> 00:02:59,800
So, let's see how much we can push this.
44
00:03:00,300 --> 00:03:02,200
This is like not really in the center.
45
00:03:08,400 --> 00:03:09,600
So, let's make it.
46
00:03:09,600 --> 00:03:10,000
So
47
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Let's go with 1,000.
48
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and,
49
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Let's see what we get from the attenuation
radius.
50
00:03:30,300 --> 00:03:34,900
So here you see like switching it for 500 to 600,
didn't really do anything.
51
00:03:35,200 --> 00:03:36,800
So we'll just keep it at this.
52
00:03:39,500 --> 00:03:46,900
I do feel like I want to change the angle a bit
though here so you can see like it starts hitting
53
00:03:46,900 --> 00:03:53,100
more up here because this is kind of like the
thing that is like done with the fill light.
54
00:03:53,300 --> 00:03:54,000
Usually.
55
00:03:54,300 --> 00:03:55,200
So like when I
56
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Select this.
57
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Turn it on.
58
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Like you can see how it's just like, starts filling
in here.
59
00:04:10,400 --> 00:04:13,000
I don't really like that stuff too much.
60
00:04:13,000 --> 00:04:18,800
Like this one is seems to be specifically used
here for for like a beauty shot or something.
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00:04:19,600 --> 00:04:20,899
But to be honest,
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00:04:20,899 --> 00:04:21,399
I
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00:04:22,800 --> 00:04:26,000
do think this looks a lot better when we just keep
it like this.
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00:04:31,000 --> 00:04:35,000
Selecting this spot like here we do have quite
a bit of source radius.
65
00:04:35,300 --> 00:04:42,100
So let's try something because it gets rather
blurry with the virtual Shadow map here.
66
00:04:46,900 --> 00:04:53,300
Let's try and see what happens when we turn on
the contact Shadows. Additionally.
67
00:04:57,800 --> 00:05:00,500
so, it doesn't reduce a little bit of Thing.
68
00:05:00,500 --> 00:05:02,600
But it also
69
00:05:04,800 --> 00:05:05,200
like,
70
00:05:10,900 --> 00:05:13,900
Yeah, let's let's not use them. I think it looks
cleaner this way,
71
00:05:13,900 --> 00:05:20,900
this is fairly decent so I don't really think that we
need all these other lights here.
72
00:05:21,500 --> 00:05:24,800
I think this is pretty much fine the way. It is.
73
00:05:25,500 --> 00:05:29,500
What I do want though is I do want more
scattering
74
00:05:36,500 --> 00:05:38,100
Honestly, I think this is kind of cool,
75
00:05:39,500 --> 00:05:44,900
but again, like we will see. Maybe we'll change it
down the line. I don't know it like it's a bit strong,
76
00:05:44,900 --> 00:05:47,600
but again I do like it.
77
00:05:48,200 --> 00:05:52,700
But it is always the same like a lot of these
things come down to taste.
78
00:05:52,700 --> 00:05:59,100
So do how you please just because I do, this
doesn't mean that this is like the way.
79
00:06:00,200 --> 00:06:01,800
Let's go with.
80
00:06:04,400 --> 00:06:05,700
3000 here.
81
00:06:10,600 --> 00:06:11,900
2000.
82
00:06:17,400 --> 00:06:20,200
And it's kind of funny because this is rather
warm
83
00:06:22,400 --> 00:06:25,000
I will change this and make it cold like this.
84
00:06:25,900 --> 00:06:28,000
So now they match and I do.
85
00:06:28,600 --> 00:06:29,800
I do like these looks
86
00:06:42,100 --> 00:06:42,800
all right,
87
00:06:43,300 --> 00:06:44,500
so now
88
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Let's not forget to save this and close these
windows here on the side.
89
00:06:53,800 --> 00:06:54,900
So now we have this,
90
00:06:55,000 --> 00:06:55,600
right?
91
00:06:55,800 --> 00:06:59,700
And again, this is not really how our seems
going to look like.
92
00:07:00,000 --> 00:07:05,000
So what we're going to do is we're going to bring
back the sunny lighting and of the obviously,
93
00:07:05,000 --> 00:07:06,200
like this is going to happen.
94
00:07:07,600 --> 00:07:14,600
So one thing that we need to be aware of is that
in our post-process volume?
95
00:07:15,300 --> 00:07:18,700
We do have two volumes here.
96
00:07:22,800 --> 00:07:27,200
So we have the outdoor one and the indoor one,
97
00:07:27,700 --> 00:07:33,000
sadly it seems like they they don't like usually
they're showed you here.
98
00:07:33,000 --> 00:07:36,300
That the value is overwritten. So like when I
open this you can see here.
99
00:07:36,300 --> 00:07:37,500
The values are overwritten,
100
00:07:38,100 --> 00:07:40,700
it used to be in a way where
101
00:07:41,800 --> 00:07:42,900
it really like,
102
00:07:44,400 --> 00:07:46,700
Showed you. Because like, now, when it's like
clothes,
103
00:07:46,700 --> 00:07:48,800
I don't know which values have I touched, right?
104
00:07:49,300 --> 00:07:53,500
So obviously, the one solution is to go back
here.
105
00:07:54,200 --> 00:07:59,800
So now you can see how all these kind of tied
together and you can see like with an exterior.
106
00:08:00,000 --> 00:08:01,000
Exposure.
107
00:08:01,400 --> 00:08:05,700
This thing would not glow as much. This is sort
of like expected.
108
00:08:06,300 --> 00:08:08,800
And again this is also like a little bit dark,
109
00:08:09,200 --> 00:08:10,700
so like
110
00:08:12,000 --> 00:08:16,100
We would maybe stop this up a bit and do it
more like this,
111
00:08:16,300 --> 00:08:16,800
right?
112
00:08:17,400 --> 00:08:21,000
And then this feels really good because this is
how it would look like.
113
00:08:21,000 --> 00:08:22,800
This is how these would look like.
114
00:08:23,400 --> 00:08:27,100
So if we have the exposure kind of like this,
115
00:08:27,700 --> 00:08:31,500
all these things, they kind of like feel correct.
The way they are.
116
00:08:31,900 --> 00:08:33,400
The same goes with this one.
117
00:08:33,799 --> 00:08:38,200
Same goes with the diner stuff here now so we
can see like, yeah,
118
00:08:38,299 --> 00:08:41,000
this is definitely glowing.
119
00:08:41,799 --> 00:08:45,400
But it is also not like too much because this is
sort
120
00:08:45,400 --> 00:08:49,200
of like the exposure that we that we would use.
121
00:08:50,400 --> 00:08:55,500
And then we now have a lighting that is actually
mixed
122
00:08:56,000 --> 00:08:59,800
between all of these that we that we kind of have
here.
123
00:09:00,400 --> 00:09:05,200
So now we would start raising our interior
exposure.
124
00:09:08,100 --> 00:09:11,300
And then suddenly like all these things,
125
00:09:12,300 --> 00:09:15,900
they start meshing together a lot better here.
126
00:09:17,300 --> 00:09:22,300
And in a way that this all kind of makes sense.
Now,
127
00:09:29,000 --> 00:09:34,400
so this one also, if we remember the shots
before with like the daylight stuff,
128
00:09:34,500 --> 00:09:35,800
how it was like glowing
129
00:09:38,400 --> 00:09:42,500
There's all these things now, making a lot more
sense here.
130
00:09:45,300 --> 00:09:51,700
Because we have this proper setup for all these
things and that is the reason why
131
00:09:51,700 --> 00:09:57,000
I wanted to do this because now they all going to
like basically play and tandem.
132
00:09:57,400 --> 00:10:04,100
But I also see that we would potentially We want
more on some of these lights here.
133
00:10:05,100 --> 00:10:08,400
So looking at this guy,
134
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So the submissive is actually not super bright
here.
135
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It's on 200 right now.
136
00:10:23,200 --> 00:10:25,700
It should probably be more like this.
137
00:10:29,100 --> 00:10:31,100
And on the small ones.
138
00:10:47,100 --> 00:10:50,400
and we would also probably raise this like even
139
00:10:51,500 --> 00:10:52,600
even more here.
140
00:10:54,400 --> 00:10:56,100
To probably something like this.
141
00:11:01,400 --> 00:11:06,400
And now this really works like now we have this
exterior being blown out exactly the way it kind
142
00:11:06,400 --> 00:11:11,400
of should be we get this really nice and strong
Reflections and all
143
00:11:11,400 --> 00:11:14,700
the materials that kind of do exactly what they're
supposed to do.
144
00:11:15,900 --> 00:11:19,800
And this is how we get this to work really well.
145
00:11:20,600 --> 00:11:27,000
So now one really big problem is that obviously
we do have these two volumes, right?
146
00:11:27,000 --> 00:11:30,300
So what we can do is we can basically,
147
00:11:30,300 --> 00:11:31,000
just
148
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Return with this one.
149
00:11:34,000 --> 00:11:41,000
We can turn this guy on which right now is
locked 26 here, which is too bright.
150
00:11:41,000 --> 00:11:44,500
But then again, this is also not nighttime
anymore. So we do have a lot of, like,
151
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outside stuff going on.
152
00:11:46,200 --> 00:11:53,300
And eight is actually a really common interior
exposure ev8 for like,
153
00:11:53,900 --> 00:11:56,500
architectural photography and stuff like that.
154
00:11:57,000 --> 00:12:00,600
So this is a really, really good value. So what
should Do now.
155
00:12:02,400 --> 00:12:04,100
so, what we can do is,
156
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we could potentially just go out here,
157
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make this
158
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not Unbound.
159
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but instead,
160
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we'll just like
161
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Shape it up properly and we can again go into
the settings here.
162
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And we can use the previewing draw brush
pulleys.
163
00:12:34,400 --> 00:12:38,600
And this way, we'll have a little bit of a better
understanding here.
164
00:13:10,500 --> 00:13:14,800
and we would probably likely to do the same
thing here, like for the little entrance area,
165
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of course,
166
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Whoops.
167
00:13:44,000 --> 00:13:49,300
So this is sort of like one thing that we can do to
get this to work.
168
00:13:53,000 --> 00:13:57,800
and there's one big downside with this approach
and that is that and you may have seen
169
00:13:57,800 --> 00:14:02,100
it actually quite a bit in games is like, when Get
to like the edges and stuff like that,
170
00:14:02,300 --> 00:14:04,400
don't think start like happening, right?
171
00:14:04,700 --> 00:14:08,400
So like maybe some like the colors changes
because like
172
00:14:08,400 --> 00:14:10,600
there's a different color grading or something
like that.
173
00:14:10,800 --> 00:14:11,400
This is a very,
174
00:14:11,400 --> 00:14:15,500
very common thing that happens when you have
these volume based techniques
175
00:14:16,000 --> 00:14:23,700
that it's just like by design a bit tricky to get
them to like really accurately work.
176
00:14:24,200 --> 00:14:28,500
So now, if I do this really slow, moving thing
here,
177
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We can see how this starts happening,
178
00:14:32,800 --> 00:14:33,200
right?
179
00:14:33,700 --> 00:14:35,100
So here's the transition.
180
00:14:36,400 --> 00:14:37,500
So first of all,
181
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we can make this
182
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like this.
183
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and one thing that I don't really know, at least
I like have never really seen it,
184
00:14:50,600 --> 00:14:51,300
but
185
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I don't know if there is a way to say, like,
186
00:14:57,300 --> 00:14:58,200
the time,
187
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because I think it's a special That's not a
time-based effect the blend.
188
00:15:02,900 --> 00:15:09,200
So it basically like the the position of where you
are in the blend radius,
189
00:15:09,300 --> 00:15:10,600
like matters.
190
00:15:12,500 --> 00:15:13,100
So
191
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now we're
192
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yeah. So like now it's basically staying right and
blending the values.
193
00:15:22,000 --> 00:15:29,100
So there is no real influence here where you can
sort of like alter this
194
00:15:29,100 --> 00:15:33,000
effect in terms of like having it more time based
or something.
195
00:15:34,300 --> 00:15:38,100
So now we basically have this, right?
196
00:15:38,700 --> 00:15:43,800
So we have our little more interactive way of
doing this.
197
00:15:44,000 --> 00:15:49,400
And one thing that we can also do of course, is if
we say like this is like quite a lot of Bloom,
198
00:15:50,000 --> 00:15:53,300
we can just go in here and we can say like, you
know what,
199
00:15:53,300 --> 00:15:58,000
like I want like this much bloom for
200
00:15:59,500 --> 00:15:59,700
For.
201
00:16:00,400 --> 00:16:06,500
scenario here, I want to alter the Bloom as well
and now when we just like go through here,
202
00:16:11,000 --> 00:16:15,400
And here's the thing right here, this is, this is the
problem with the blend radius that I was saying,
203
00:16:15,900 --> 00:16:17,800
so, this is definitely an issue.
204
00:16:18,800 --> 00:16:20,600
And the only thing that
205
00:16:22,300 --> 00:16:24,300
We can do to fix.
206
00:16:24,300 --> 00:16:25,300
This is
207
00:16:26,500 --> 00:16:31,800
to basically scale down the volume here.
208
00:16:34,800 --> 00:16:37,400
and then like if you would walk here with your
character,
209
00:16:38,900 --> 00:16:43,000
It wouldn't like it would do a little bit but like now
it's kind of like doing it.
210
00:16:43,400 --> 00:16:43,900
Okay,
211
00:16:44,100 --> 00:16:46,000
so that is one way of doing it.
212
00:16:46,900 --> 00:16:50,500
Another way is to use the auto exposure that we
have
213
00:16:52,000 --> 00:16:57,000
And this one is kind of like the most interesting
way of doing it.
214
00:16:57,600 --> 00:16:59,800
So, if I take this volume here,
215
00:17:00,100 --> 00:17:02,500
Say like let's get let's get rid of this.
216
00:17:03,500 --> 00:17:05,400
So I'm not going to enable this guy.
217
00:17:05,900 --> 00:17:09,599
So let's say I have the exterior volume here,
right?
218
00:17:12,700 --> 00:17:16,400
So now what I can do is obviously here,
219
00:17:16,599 --> 00:17:19,599
I have it basically locked 214.
220
00:17:22,099 --> 00:17:26,200
And the thing is, I locked it to 14 because I do
like that look,
221
00:17:26,700 --> 00:17:30,400
and here's something very important to
understand about the auto exposure.
222
00:17:30,600 --> 00:17:32,000
The auto exposure takes,
223
00:17:32,100 --> 00:17:34,100
the average scene luminosity,
224
00:17:34,100 --> 00:17:40,500
and it tries to move it towards something that
creates an average value. That is medium gray,
225
00:17:41,600 --> 00:17:43,900
and medium gray is sort of like,
226
00:17:47,100 --> 00:17:50,600
It's a value that is often used also like in
cameras and stuff like that
227
00:17:50,600 --> 00:17:53,800
but it's not necessarily maybe the most
good-looking value.
228
00:17:54,400 --> 00:17:57,100
So what happens if I do this
229
00:17:58,600 --> 00:17:59,800
and let's say,
230
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I'ma put this 28 so we can potentially go to 8.
Right?
231
00:18:05,000 --> 00:18:09,700
If we go inside so you can see how it is already,
232
00:18:09,900 --> 00:18:11,900
brightening the image.
233
00:18:13,400 --> 00:18:15,700
So by basically doing this,
234
00:18:16,600 --> 00:18:23,800
I gained more more range when I'm in like darker
areas. So you can see that if I go in here,
235
00:18:23,800 --> 00:18:31,200
now it is constantly adjusting this which we can
see based on all this happening, right?
236
00:18:34,000 --> 00:18:36,000
So, but this is also like a lot here.
237
00:18:36,300 --> 00:18:36,800
Like,
238
00:18:37,100 --> 00:18:38,600
do we do we want that
239
00:18:43,800 --> 00:18:45,100
I don't think we want that.
240
00:18:50,600 --> 00:18:53,500
But it will help us if we go over here.
241
00:19:02,000 --> 00:19:09,000
So now it will start brightening all this to a
pleasing value.
242
00:19:09,900 --> 00:19:14,900
And if I would go lower than eight, it would
probably even make it brighter like, let's see.
243
00:19:15,600 --> 00:19:20,000
Yeah. So like I'm already looking at here at eight,
244
00:19:20,300 --> 00:19:21,300
which is
245
00:19:23,000 --> 00:19:26,800
yeah, you can see it would like to go even
brighter than this.
246
00:19:30,100 --> 00:19:35,900
So one thing that we can really do here is we can
use
247
00:19:36,100 --> 00:19:39,700
a feature called the exposure compensation
curve.
248
00:19:41,200 --> 00:19:45,100
One important thing that I just quickly want to
mention because you remember how
249
00:19:45,100 --> 00:19:50,500
we set up our, our lighting with like the ratio of
the sun being forced up spriter,
250
00:19:50,900 --> 00:19:55,200
then the shadows and overall speaking,
251
00:19:55,200 --> 00:19:59,100
this does look quite good sometimes you just
like don't really want that.
252
00:19:59,300 --> 00:19:59,900
So Wow.
253
00:20:00,000 --> 00:20:05,200
You, for example, don't want that this blows out
this much, like, even though this is realistic.
254
00:20:06,100 --> 00:20:12,200
So you can absolutely go in here after you've
made like a setup like this.
255
00:20:12,200 --> 00:20:14,300
And you see we're on a hundred thousand
bucks.
256
00:20:14,700 --> 00:20:17,100
So he can totally go down and say,
257
00:20:17,100 --> 00:20:18,500
like well maybe
258
00:20:19,700 --> 00:20:24,100
not 50, sorry I but maybe go like with 50.
259
00:20:25,300 --> 00:20:32,100
Thousand locks and it will decrease the dynamic
range for sure.
260
00:20:33,500 --> 00:20:36,900
And it will be less harsh and some instances,
right?
261
00:20:37,000 --> 00:20:38,900
So just wanted to say,
262
00:20:40,600 --> 00:20:41,500
if you want to do that,
263
00:20:41,600 --> 00:20:42,200
you can.
264
00:20:42,700 --> 00:20:44,600
But all right,
265
00:20:44,600 --> 00:20:46,100
so let's start here with a little
266
00:20:47,300 --> 00:20:49,500
exposure lesson.
267
00:20:50,700 --> 00:20:56,000
If we go to visualize and we turn on the hdri
adaption so
268
00:20:56,000 --> 00:20:58,600
there's a lot of information that we can take from
this.
269
00:21:00,000 --> 00:21:02,600
Liked our post-process volume here.
270
00:21:04,400 --> 00:21:05,600
Which is hour.
271
00:21:06,700 --> 00:21:07,800
Outside one.
272
00:21:08,600 --> 00:21:09,500
All right,
273
00:21:10,100 --> 00:21:12,100
so if we go to exposure,
274
00:21:12,100 --> 00:21:17,800
here we can see I've added this little curve here
which doesn't do anything right now,
275
00:21:18,300 --> 00:21:22,600
so we can see that our exposure is 8 to 13.
276
00:21:25,000 --> 00:21:28,000
And this is this Green Field here.
277
00:21:28,600 --> 00:21:32,700
So this goes from 13 to 8.
278
00:21:33,600 --> 00:21:38,800
Sadly, I don't really know if there's a way to get
like more like numbers here,
279
00:21:38,800 --> 00:21:42,600
like basically every every stop or something. So
it is a little bit,
280
00:21:43,100 --> 00:21:47,100
let's say it can be a little bit opaque and that
sense.
281
00:21:47,700 --> 00:21:52,800
So now the important thing here to to
understand how this works
282
00:21:52,800 --> 00:21:56,700
is again this is the Overall range that we have
specified here,
283
00:21:57,200 --> 00:21:59,700
but it does not mean that there is not different.
284
00:22:00,000 --> 00:22:03,600
This in the image and to see that
285
00:22:04,700 --> 00:22:09,500
we have this number just trying to like your plan
dark background
286
00:22:09,700 --> 00:22:13,800
so to see that as we have the average seen EV
100's
287
00:22:15,200 --> 00:22:19,800
at 13.6 and that is the blue line.
288
00:22:20,200 --> 00:22:24,600
So you can clearly see that we limit it to 13
maximum,
289
00:22:24,900 --> 00:22:29,600
but it actually wants to go up to thirteen point
six.
290
00:22:30,600 --> 00:22:33,100
Because that is what it says like.
291
00:22:33,100 --> 00:22:36,600
This is the luminance of the scene and it wants
to adjust towards it.
292
00:22:37,000 --> 00:22:38,000
And the thing is
293
00:22:39,200 --> 00:22:45,900
It may not always be the most visually pleasing
thing to go to the recommended exposure
294
00:22:45,900 --> 00:22:51,100
level here because we're all artists. So we want
to have control over it.
295
00:22:51,100 --> 00:22:56,000
And there's for example a lot of like movies and
other media where they
296
00:22:56,000 --> 00:23:01,700
underexposed the image to have it really dark
and And like, it looks,
297
00:23:01,700 --> 00:23:06,500
it looks quite quite cool and a little bit like
mysterious. For example,
298
00:23:06,500 --> 00:23:13,200
the Batman movie as a very dark movie, where
there's a lot of underexposed shots. Also,
299
00:23:13,200 --> 00:23:19,400
the Solo movie is a movie that uses a lot of
charts that are under exposed and
300
00:23:19,400 --> 00:23:24,900
they do that because it's a stylistic choice. So if I
would uncheck this here,
301
00:23:24,900 --> 00:23:28,700
you can see how the white needle moves
towards the blue.
302
00:23:30,000 --> 00:23:38,700
So the white needle is the actual scene exposure
that we have because now you can see here,
303
00:23:38,700 --> 00:23:40,300
our range is 8 to 20.
304
00:23:41,400 --> 00:23:45,000
Same again here if I just turn this off it like
defaults to 20.
305
00:23:46,000 --> 00:23:52,200
So we're limiting where the white needle can go
and the white needle,
306
00:23:52,800 --> 00:23:56,400
always tries to follow the blue needle,
307
00:23:56,500 --> 00:23:59,200
so it measures the average scene exposure.
308
00:23:59,400 --> 00:24:02,900
And then the What needle will go towards the
blue needle.
309
00:24:03,300 --> 00:24:08,200
So if I go in here you'll see that the blue one
goes down and the white one follows
310
00:24:08,200 --> 00:24:17,200
until the white one overlaps with the blue one
and you can see it reads 10.33.
311
00:24:21,000 --> 00:24:27,500
It should actually go down a bit but like, that's
fine and here average seen EB. We see 10.3.
312
00:24:28,000 --> 00:24:32,600
So again the white needle always follows the
blue one.
313
00:24:33,400 --> 00:24:34,000
So
314
00:24:35,200 --> 00:24:44,500
if I want this to not be add EV 10 but I want it to
be like a bit higher, so it's not as bright.
315
00:24:45,400 --> 00:24:49,900
What I can do is I can use the exposure,
compensation and compensate. This,
316
00:24:49,900 --> 00:24:57,100
let's say for one stop and now you can see how
it actually gets brighter. Sorry,
317
00:24:57,100 --> 00:24:59,800
I did it the wrong way around, but for the sake of
element here,
318
00:25:00,900 --> 00:25:04,900
This one basically the higher this value,
319
00:25:05,400 --> 00:25:09,600
the lower the actual exposure will be so they're
like inverted in that sense.
320
00:25:09,800 --> 00:25:12,000
So now you can see if I put this 20
321
00:25:14,000 --> 00:25:22,600
it is 10.3. If I put this to 1 it will go to 9.3 and it
splits the white one and the purple one.
322
00:25:23,400 --> 00:25:30,200
And the purple one will basically move towards
the average and the actual scene.
323
00:25:30,200 --> 00:25:36,600
Exposure will be moved away by this amount if I
put in a minus 1.
324
00:25:37,800 --> 00:25:39,500
It will move the opposite way.
325
00:25:39,900 --> 00:25:50,800
So the purple one will go to here and the offset
will go towards one. Stop over here.
326
00:25:52,300 --> 00:25:54,900
And that is how you control the compensation.
327
00:25:58,200 --> 00:25:58,900
So,
328
00:26:00,000 --> 00:26:01,400
And you can see here
329
00:26:02,500 --> 00:26:06,200
that it also goes out of the specified range.
330
00:26:07,300 --> 00:26:13,700
So, if my Max's is 13 and I want this to be 14,
331
00:26:13,900 --> 00:26:16,900
I can do one stop and I'll get 14.
332
00:26:17,100 --> 00:26:18,200
But the soon,
333
00:26:18,300 --> 00:26:20,900
as soon as I put 14 in here,
334
00:26:21,600 --> 00:26:28,100
you can see that it actually allows to move even
further than the 14.
335
00:26:28,200 --> 00:26:29,900
So, if I look at into here,
336
00:26:30,000 --> 00:26:36,800
you can see it actually allows it to move even
beyond the scene average.
337
00:26:37,000 --> 00:26:37,600
Here.
338
00:26:40,100 --> 00:26:40,700
so,
339
00:26:43,400 --> 00:26:44,700
It just doesn't move there.
340
00:26:46,000 --> 00:26:46,800
But that's fine.
341
00:26:47,800 --> 00:26:52,400
So this is kind of like how you can work with this
compensation value.
342
00:26:53,900 --> 00:26:58,100
And now we have this asset here, which is the
exposure compensation curve.
343
00:26:58,100 --> 00:26:59,800
So that is not a specific asset.
344
00:27:00,100 --> 00:27:05,700
I just made one here and you do that by
right-clicking and then miscellaneous
345
00:27:05,700 --> 00:27:10,000
and then curve and then you just use a float
curve.
346
00:27:10,100 --> 00:27:11,800
That's the only thing that we need,
347
00:27:12,400 --> 00:27:13,000
okay?
348
00:27:15,300 --> 00:27:24,800
And then we get something like this and the way
this works is that you can see here. We have 0 0.
349
00:27:25,200 --> 00:27:32,800
So from left to right it uses the average seen EV
and
350
00:27:32,800 --> 00:27:37,100
from top to bottom it basically animates the
slider.
351
00:27:38,500 --> 00:27:39,200
So
352
00:27:40,500 --> 00:27:41,700
To illustrate that.
353
00:27:43,000 --> 00:27:48,300
Let's say we stay inside this 13, 8 to 13 range,
okay?
354
00:27:48,600 --> 00:27:50,500
So let's look at something.
355
00:27:55,400 --> 00:27:57,000
where we say,
356
00:28:00,000 --> 00:28:00,700
To do.
357
00:28:02,300 --> 00:28:03,000
Look like this.
358
00:28:03,100 --> 00:28:03,600
Okay,
359
00:28:03,800 --> 00:28:07,600
so now you can see here that we have an
average seen
360
00:28:07,600 --> 00:28:15,600
EV of 10.1 and we are also perfectly here on this.
361
00:28:16,100 --> 00:28:21,400
10.1 almost be like 10 .08. So our exposure is
that as well.
362
00:28:22,400 --> 00:28:24,000
So if I just go in here
363
00:28:25,300 --> 00:28:26,500
and I add a point,
364
00:28:28,000 --> 00:28:31,800
So let's say, I go 10 .1.
365
00:28:33,600 --> 00:28:35,800
Now, it has moved.
366
00:28:36,900 --> 00:28:38,100
Over here.
367
00:28:38,200 --> 00:28:39,000
And there it is.
368
00:28:39,700 --> 00:28:40,400
All right.
369
00:28:42,600 --> 00:28:43,800
And now,
370
00:28:44,000 --> 00:28:45,400
what I want is that,
371
00:28:45,500 --> 00:28:47,000
I don't want to be a 10.
372
00:28:47,100 --> 00:28:49,200
I think I want to be at 12.
373
00:28:50,100 --> 00:28:55,800
So what I need to do is I need to go to minus 2,
374
00:28:57,600 --> 00:28:59,800
So, the second value will be minus.
375
00:29:00,000 --> 00:29:00,700
Stu.
376
00:29:06,100 --> 00:29:09,400
And then we need to turn this one on and now
you'll see it's going
377
00:29:09,400 --> 00:29:15,100
to offset it to minus 2 when we have an average
seen EV of 10.2.
378
00:29:16,800 --> 00:29:19,500
One problem now, is that if I zoom out here,
379
00:29:20,800 --> 00:29:23,600
You can see that the Line is now constant.
380
00:29:24,600 --> 00:29:29,000
Which means that we're basically always at -2.
381
00:29:29,600 --> 00:29:34,500
So, no matter where we go, you can see that
these two always move the same way.
382
00:29:37,800 --> 00:29:40,200
And that is like, totally not what we want.
383
00:29:41,600 --> 00:29:42,100
So,
384
00:29:42,100 --> 00:29:43,600
what we need to do is
385
00:29:45,100 --> 00:29:51,600
We need to add a few points and then start
actually making a curve.
386
00:29:53,300 --> 00:29:59,100
So what we want is that when we are at 13, we
want to keep it at 30.
387
00:30:00,200 --> 00:30:01,900
I'm gonna add another point.
388
00:30:01,900 --> 00:30:06,200
You can like right click add key or you can just
use middle Mouse button here.
389
00:30:06,200 --> 00:30:12,800
So I'm going to set this to 13 because at EV 13, I
want zero compensation.
390
00:30:12,800 --> 00:30:17,100
So now you can already see that. We're back to
the default look of what we had before.
391
00:30:17,600 --> 00:30:20,600
This is how it always has been looking.
392
00:30:25,400 --> 00:30:32,800
and then if we go to this value of seen EV, we
actually get this - to here,
393
00:30:34,600 --> 00:30:35,300
so,
394
00:30:36,600 --> 00:30:38,500
let's see,
395
00:30:38,700 --> 00:30:41,300
because we will balance these arts and I can see
how they
396
00:30:41,300 --> 00:30:45,100
move apart from one another and it actually
does get like
397
00:30:47,700 --> 00:30:48,700
Exposed.
398
00:30:49,500 --> 00:30:54,100
So that we are actually. So the white one is
where we actually are.
399
00:30:54,400 --> 00:30:59,300
We are actually a 12 and that is exactly what we
want and
400
00:30:59,300 --> 00:31:03,200
that is exactly The same as if I would turn this
off.
401
00:31:04,100 --> 00:31:05,700
Lock this to 13.
402
00:31:06,900 --> 00:31:14,500
And then here to one and you can see now we
move down from 13 to 12
403
00:31:15,900 --> 00:31:17,600
and this is the look that I kind of want it.
404
00:31:17,600 --> 00:31:21,300
I wanted this to be a little bit brighter but I didn't
want it to be
405
00:31:22,600 --> 00:31:25,100
like this because then it will go down to 10.
406
00:31:26,100 --> 00:31:27,000
So again,
407
00:31:27,500 --> 00:31:31,900
it is a little bit hard to understand in the
beginning.
408
00:31:32,800 --> 00:31:33,400
Boom.
409
00:31:33,600 --> 00:31:37,300
So now, we end up. Exactly. One. Stop below it.
410
00:31:38,300 --> 00:31:41,100
We could also say, we want a little bit less.
411
00:31:42,400 --> 00:31:46,300
So what we can do is we can just select this and
say like instead of two,
412
00:31:46,500 --> 00:31:52,300
I want -1.5 and then we'll end up a little bit
brighter, even,
413
00:31:52,300 --> 00:31:54,500
so we'll end up at 11.7
414
00:31:56,500 --> 00:31:57,500
something here.
415
00:31:58,200 --> 00:32:03,400
So this might actually be A nice sweet spot of
not too bright,
416
00:32:04,000 --> 00:32:04,900
not too dark.
417
00:32:05,600 --> 00:32:06,300
And then again,
418
00:32:06,400 --> 00:32:07,700
we go out here,
419
00:32:07,900 --> 00:32:11,700
we stay with zero compensation at our 13.
420
00:32:12,400 --> 00:32:16,700
So now let's continue here and see. Okay? So
what happens when we go in here?
421
00:32:24,600 --> 00:32:27,800
And you can already see it starting to move
them away
422
00:32:27,800 --> 00:32:31,000
from each other because we are on 10.7 average
here.
423
00:32:33,900 --> 00:32:38,500
And now you can see that it wants to go way
down.
424
00:32:38,600 --> 00:32:47,000
So we are on like 7.35 here and the maximum
that it allows us at seven point.
425
00:32:47,000 --> 00:32:49,000
Five three is still -1.5
426
00:32:50,300 --> 00:32:56,900
because that is what we set across everything
that is below this average of 10.
427
00:32:57,600 --> 00:33:01,800
So now we know we kind of like one more Right.
So we had another point.
428
00:33:04,100 --> 00:33:05,300
and then we go, like,
429
00:33:06,500 --> 00:33:08,300
Let's do just seven
430
00:33:09,700 --> 00:33:14,500
and then we won a lot more compensation here
than just this.
431
00:33:14,900 --> 00:33:17,100
So let's do maybe -2.5.
432
00:33:22,200 --> 00:33:23,000
Look sorry.
433
00:33:25,600 --> 00:33:27,200
That was not what I wanted.
434
00:33:27,500 --> 00:33:29,100
I actually wanted to make it brighter.
435
00:33:29,600 --> 00:33:32,800
So let's add zero.
436
00:33:35,300 --> 00:33:39,700
Because now it means that we will basically go
back to the eight that we chose.
437
00:33:40,800 --> 00:33:45,600
So if we put this 20 will allow it to not be offset at
all.
438
00:33:45,600 --> 00:33:48,800
And then this is the lowest that we can go the
eight here.
439
00:33:54,000 --> 00:33:56,900
So if we want this to be more,
440
00:33:57,700 --> 00:33:59,800
there is plenty of things that we can do, right?
441
00:34:00,100 --> 00:34:02,400
Can either lower this value,
442
00:34:02,900 --> 00:34:06,000
or we can allow it to move it even further.
443
00:34:06,600 --> 00:34:13,800
Like, so and then it will offset it and be a lot
brighter because we gave it more room.
444
00:34:15,000 --> 00:34:18,600
And here we have to just make a decision of.
445
00:34:19,000 --> 00:34:19,800
So what is it?
446
00:34:19,800 --> 00:34:21,000
That we actually like
447
00:34:24,500 --> 00:34:26,699
And I think that this is not too bad.
448
00:34:34,400 --> 00:34:38,300
So now we have our compensation levels set.
449
00:34:38,500 --> 00:34:39,400
And the thing is,
450
00:34:39,699 --> 00:34:43,900
we might actually want something even more
different, but we don't really.
451
00:34:44,300 --> 00:34:47,699
So we have something here, right? This is our
Corner value.
452
00:34:49,800 --> 00:34:55,000
And we would need to go down to like what is it
here?
453
00:34:55,000 --> 00:35:01,000
Like for but we're actually completely like Off
here,
454
00:35:01,000 --> 00:35:05,400
so we can't really like go there and it's like below
our range as well.
455
00:35:06,400 --> 00:35:12,400
So if the average seen EV is at for let's just add
this
456
00:35:17,100 --> 00:35:18,700
if it ever reaches for,
457
00:35:20,800 --> 00:35:22,700
maybe let's do one
458
00:35:24,400 --> 00:35:25,000
too.
459
00:35:26,400 --> 00:35:27,500
Something like this.
460
00:35:27,800 --> 00:35:30,000
So I can see if it really gets that dark.
461
00:35:32,600 --> 00:35:33,800
It will still work.
462
00:35:35,500 --> 00:35:40,500
And here we are. Perfect. So now this is like dark
again. But if we actually end up doing this,
463
00:35:42,500 --> 00:35:46,000
We could really get to these even brighter
values.
464
00:35:49,100 --> 00:35:50,900
Now it really lifts it further.
465
00:35:56,200 --> 00:35:57,900
And this is how you stabilize.
466
00:35:59,100 --> 00:35:59,800
These things.
467
00:36:06,500 --> 00:36:10,100
And how to make it work across. Like this really,
really,
468
00:36:10,100 --> 00:36:17,600
really big dynamic range and and one thing that
you can do, if you want, you can keep it like this,
469
00:36:17,900 --> 00:36:20,800
or you can also do like,
470
00:36:21,000 --> 00:36:25,200
the, the interpolation is here where you do
something like this, right?
471
00:36:25,700 --> 00:36:26,700
And then you just like,
472
00:36:27,500 --> 00:36:29,500
try to set them nicely.
473
00:36:30,300 --> 00:36:31,700
So it kind of like,
474
00:36:33,100 --> 00:36:35,200
Fades in a better way.
475
00:36:41,000 --> 00:36:44,100
So they're not as rigid the transitions
themselves.
476
00:36:52,700 --> 00:36:56,500
So now we have something really nice and
stable.
477
00:36:58,000 --> 00:36:59,100
And it always.
478
00:37:00,000 --> 00:37:02,400
Exactly what we wanted to do.
479
00:37:02,800 --> 00:37:04,800
We go in here, we adopt.
480
00:37:04,900 --> 00:37:08,400
And again, this is just the speed here. Like,
you can make it adapted quicker.
481
00:37:08,400 --> 00:37:09,900
You can make it slower.
482
00:37:11,100 --> 00:37:15,700
It's really up to you. And then we look out here.
We can see it instantly does.
483
00:37:15,700 --> 00:37:18,100
What it's supposed to do. We go back in here?
484
00:37:18,900 --> 00:37:20,900
We'll we'll reach a nice value.
485
00:37:23,600 --> 00:37:30,500
And this is the key to tweaking Auto exposure in
a way that it is actually useful.
486
00:37:30,700 --> 00:37:32,100
Because a lot of people,
487
00:37:32,200 --> 00:37:32,900
they,
488
00:37:34,600 --> 00:37:39,400
like saying they're scared of other exposures
wrong. But like a lot of people say like, yeah,
489
00:37:39,400 --> 00:37:45,100
this sucks. This is like not a cool feature, like
turn it off. Don't use it. Do like 11 or like,
490
00:37:45,500 --> 00:37:45,900
you know,
491
00:37:46,500 --> 00:37:49,200
1313 like whatever is,
492
00:37:49,300 --> 00:37:52,100
is what you need. But like, a lot of people say,
493
00:37:52,100 --> 00:37:57,400
like don't Lee use Auto exposure because it's
going to make your stuff look weird.
494
00:37:57,600 --> 00:38:03,600
And that is because a lot of people are Not really
aware of how you control it correctly
495
00:38:03,600 --> 00:38:08,600
and this curve asset is the best thing to happen
in unreal when it comes to exposure.
496
00:38:08,900 --> 00:38:13,300
Because it just gives you exact amounts of
control over
497
00:38:13,300 --> 00:38:16,500
how these things are supposed to look at given
levels.
498
00:38:16,800 --> 00:38:18,600
So that is just like, really,
499
00:38:18,700 --> 00:38:23,400
really nice and I love it. I think it's such a,
500
00:38:23,400 --> 00:38:25,400
such a great feature to have
501
00:38:26,700 --> 00:38:27,300
So
502
00:38:28,500 --> 00:38:33,200
this is how we do it and again, like everything
else. Here just looks great.
503
00:38:35,400 --> 00:38:36,300
And we go in.
504
00:38:38,200 --> 00:38:40,700
Let's just work so well.
505
00:38:42,500 --> 00:38:44,800
And of course, if you add your own cameras and
stuff,
506
00:38:44,800 --> 00:38:48,700
you can always do like a custom shot so that is
all up to you.
507
00:38:48,900 --> 00:38:51,800
But this is something that you would set up for,
for gameplay,
508
00:38:52,200 --> 00:38:52,800
right?
509
00:38:52,800 --> 00:38:57,000
So that you actually have a proper working Auto
exposure
510
00:38:58,900 --> 00:38:59,700
So yeah.
511
00:39:00,000 --> 00:39:01,700
This is it. That's how you do it.
512
00:39:02,700 --> 00:39:06,700
I hope everyone enjoyed this and finds us a
useful feature.
513
00:39:07,500 --> 00:39:08,804
So thank you so much for watching40868
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