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Hello and welcome to this next lesson where we
continue to look at exposure camera
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values and how to set up and actually pleasing
relationship for our image.
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So you remember last time we set this up and
one thing
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that I would really like to illustrate before we
actually
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like,
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jump into things is
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Remember when I said that we can make things
look
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the same even though we have different values.
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So to quickly illustrate I'm going to go out here
and we can see that our exposure now adjusts.
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And so if we gonna turn on Min and Max TV,
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You may have watched some YouTube tutorials
or videos.
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We're basically someone said like you know I
want full control I'm going to set this to 1 and 1.
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All right and now the exposure is locked and it
kind of looks pretty bad obviously.
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So now what I can do is I can go in here and I
can set my default value to 1 and we have this,
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right?
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And this base.
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Basically looks exactly the same as what we had
before.
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So even though my intensity is now one and
I would need to recapture
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my Skylight as well to basically get the same
intensity of the lighting,
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but we're just looking at the background right
now.
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So now my intensity is set to one.
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And my exposure is locked at 1.
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But this thing is,
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basically,
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that is not a realistic exposure value for a setting
like this.
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So this would be more like an EV value that
you would use for a for a nighttime.
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But we can like make it work and this is like one
of the
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things that like takes a little time to get used to,
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but it illustrates how the values are like,
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really only depending on the relationship that
they have with one another.
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And one of the most important things here
again, is that in real life,
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the differences between the values is very large,
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so it makes sense to actually do that when when
we do our lighting as well.
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So we actually do get like these proper
differences between the different settings and
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like interior versus exterior. We get the right
contrast between Sun and Shadow,
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so that is very important. So if I just like change
this again,
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And put this back to I'm doing this off screen
right now,
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but I'm just resetting the value and we just wait
for the exposure to kick in.
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And now this not like, how would, you know,
what is this number now?
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Because it can go between minus 10 and 20 and
the easiest way to find out what number
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we are actually sort of locked in right now is to
This and this looks like we are.
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On
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probably.
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Like 11 or something like that?
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Yeah,
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so if I would like take this and do like,
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yeah,
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like we're more here where to where the blue one
is so we would need to do like
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Yeah,
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sort of like this.
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And you can see now we're locked in and it is
the same as if we would set this to 11,
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and just like reduce our Sky intensity.
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And that is what I meant with. These values are
sort of arbitrary.
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However, this will become a lot more important.
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So now the question is,
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how do we actually get our son in here and have
it work properly?
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First thing that I also want to do quickly is I just
wanna,
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Look at my.
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Room here again.
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And I wanna
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Rotate my sky.
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turn off the exposure,
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debug view because otherwise I cannot really
use the gizmos
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and I kind of want that the Sun
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comes from over here.
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I like this, maybe.
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all right,
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so
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how do we actually get this relationship?
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So now there's a few different ways of doing it
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and I'm going to walk you through these quickly.
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So if I take my directional light,
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which is off going to turn it on and you can see
nothing has happened.
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And the reason for that is, is because right now,
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my directional light is actually set to 10 lakhs
and 10 Lux is like
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literally invisible because of our exposure being
like 12.
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So we need to crank this quite a lot to make it
visible.
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So let's first of all,
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go into our Skylight quickly and just make sure
that we have the
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latest and greatest in our settings. Because see
we change this.
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So like the shadow didn't match at all.
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Because now we're going to have the light
coming from here.
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So now this looks more. Correct.
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And then we go into our directional light.
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And now how do we know what? Value to
choose?
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We don't really and also like if you do this like
you slide it like a hundred and fifty lakhs.
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That is completely, not physical. So what are we
going to do?
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Well, we overwrite manually and we just try stuff
so we can do like maybe 5,000. We like, ooh,
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nice.
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Here we go.
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so now something really interesting like it
actually feels like
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this is not really bright enough if we like look at
the surroundings, for example.
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So one interesting thing here is that, so this
building back here,
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it doesn't really look white to me, it looks more
gray.
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And this is probably like reflecting the sunlight.
So the actual color is most likely,
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something like what we see over here and this
sphere,
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this Cube,
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excuse me,
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this Cube has 50% gray value.
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So this is like perfectly medium Gray.
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So now first let's see.
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That's actually if we look here is the sun,
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here's the shadow so this looks lined up pretty
well so that's good.
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So again is this the correct value or is
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This took a ride. Correct value.
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We don't really know.
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However, what we do know is that we do need
some sort of contrast,
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so having a value that is too low,
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as probably not really gonna cut it,
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it's probably not going to be super good and we
can see here, we have something happening.
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Also, we have like some nice GI that we started
getting.
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So this seems kind of cool.
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However, we're still also looked at 12 and 12 is
like a pretty good exterior exposure.
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So now there's a bunch of really interesting
things
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that we can kind of use to like figure this out.
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The first thing is,
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we can use our gut feeling and we can say like
how strong do I want this highlight to be.
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so, because if I go like 35,000 for example,
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This starts hitting really good.
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And if I look here, that is probably white. So, of
course,
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we don't want this middle gray to look like the
white here, which is like also hit by the Sun.
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So what we're doing right now is we're basically
just looking at what
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we have and we're trying to find reference points
in our Sky HDR,
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which does have some really good values.
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And honestly, like looking at this,
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To me and that is like my gut feeling again. And
also my experience this looks too bright.
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Like I don't think that the stuff back there which
is kind of like grayish.
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Like I don't think it blows out that much so
maybe.
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85,000.
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So,
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this is something where we can again,
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decide based on gut feeling, and we can say like,
hey,
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I kind of like this. I think this is like a good
balance.
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And again, looks like this inside, I think, like the
bouncer, we're getting. It's kind of nice Works.
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We're also starting to get some more filled
bounce here.
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This is one of the things why Lumen is so great.
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Because in the past we just had to like test
vague this all the time
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and we did not really know. Like was it good?
Was it bad?
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We don't we don't know until we bake it now we
pretty
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much know right away which is a great thing.
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So in any case.
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So this is one way of doing it.
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However, if we remember what I said before,
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there's a lot of
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Ways to do this that are actually derived from
from photography that help us.
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And one interesting thing
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like people doing photography,
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they sometimes use something which is called
like a light meter.
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And with a light meter,
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they actually measure the Luminosity of
something that they want to take a picture
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off and then they get values. And these values,
tell them how to set their camera,
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and how to expose the
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And there's 11 very, very simple rule that I really
like using for me to like,
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get me the balance that I did.
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I want is
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it's basically like midday.
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The Sunny Side of an object is for stops
brighter,
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then the shadow side.
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In the afternoon. It's like three stops.
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In the evening,
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it's two stops and at some point the sun is like
like like very very dim and
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only acts like a tiny bit of color but not much
sunlight anymore, right?
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So this is actually something that we can use
here for our setup.
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So what we can do is we can go back into
visualize,
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we can go into our HDR value and now we just
basically look at the shadow
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side here and now we can see it measures an EV
of 10.12 or 13.
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So that means that if we say, like, okay, so this is
like a medium afternoon.
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It might be that the sun is like 3 to 3.5 stops
Brighter Than This,
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which means we should have around like 13 13,
.5 over here.
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So let's measure what do we have?
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We actually have 13 .5 which now this is the
thing.
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Like right I told you I going to go by my gut
feeling, but since I did this so much,
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I kind of have a feeling For how these things
should look like. So I kinda get it more right.
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Like, just because I am that experience and this
is like the values is lining.
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Perfectly.
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And now what you can do is you can say like
well I yeah cool story but I
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want to artistically tweak this and let's just say
we go with like 15,000.
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So now we're on twelve point nine,
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which is still like now it's like proper like three
stops more or less and
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if I go back to 25,000 it's 3.5 stops this is
completely up to you.
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However this is what like this contrast that we
can see here.
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Actually, let's choose the median between these
two and go with 20,000.
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So
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this is what,
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like photographer found to be the perfect ratio of
Shadow and
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light for a setting like this and that is one way to
do it, right?
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So if we would like now and this is the beauty of
this,
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and this is why I love this approach so much.
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Like, if I say, okay,
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let's do something completely different. Okay,
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let's
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Let me just open the sky here, quickly on the
side.
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Let's say we're going to do this thing.
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So here is a problem. If we look at the sky,
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the sun is actually not really there anymore.
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But we'll we'll just assume we'll just assume for
the sake of argument
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that the sun would be right here at the Horizon,
okay?
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So the first thing is like okay, this was just about
the relationship and not the actual values.
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So what do we have to do?
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we going to go in here into our page here and
something has just messed with the colors,
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okay,
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so if we go
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Down here.
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This is like no typical photographic seen at
Sunset. Let's say 25 Candela per square meter.
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That is actually really really low.
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00:13:55,300 --> 00:13:58,900
Because that's not like 2,500 or like whatever
that's like 25.
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All right.
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00:14:00,100 --> 00:14:05,100
So let's just play this through and I'll show you
how easy it is to actually make sense of this.
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00:14:06,800 --> 00:14:08,300
So the first thing that I'm going to do,
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I'm going to check this Shader and these are all
known as the wrong shade
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or sorry this one and we're going to turn this
into like a parameter
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Sky
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texture.
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Going to save this.
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And in here,
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we just gonna create a material instance,
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call it Sky sunset.
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And now obviously the good thing, if we just
like, open this weekend,
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just like override our texture here.
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No, need to mess with anything that we built
before.
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What is this saying?
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00:15:00,400 --> 00:15:02,900
Okay, great. So this is a perfect example.
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00:15:03,200 --> 00:15:07,900
So here you can see that for this texture, it says
texture,
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00:15:08,100 --> 00:15:08,500
right?
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And for this texture it says texture Cube.
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00:15:12,200 --> 00:15:13,400
Now why is this happening?
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So per default, when you download a sky like
this,
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it usually comes as an HDR file,
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and when you import an HDR file into unreal, it
actually gets imported as a cube map.
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So it's basically like a three-dimensional texture.
So,
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00:15:29,800 --> 00:15:29,900
to
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00:15:31,600 --> 00:15:40,000
And if you have a Shader like this and all the
texture, sample doesn't take a cube map.
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00:15:40,300 --> 00:15:42,800
So when you put a cube map into Shader, like
this,
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00:15:42,800 --> 00:15:46,000
you actually need like some math going into the
UVS so
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you can project it properly and also be able to
rotate it.
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I personally don't like that workflow. A lot
because it's just like a little bit cumbersome.
237
00:15:55,400 --> 00:15:59,400
So, what I usually do is I re-save the texture.
238
00:16:00,100 --> 00:16:07,000
As an e XR and an e, XR is still internally, an
HDR file, but I could just drop it in.
239
00:16:07,200 --> 00:16:09,500
And then when I rotate the Skydome geometry,
240
00:16:09,500 --> 00:16:13,900
detects churches rotates with it which does not
happen when you use a cube map.
241
00:16:14,200 --> 00:16:16,900
So what we can actually do now is,
242
00:16:18,000 --> 00:16:18,800
let's see.
243
00:16:19,500 --> 00:16:20,700
Do I have
244
00:16:22,000 --> 00:16:23,600
Hey, version here.
245
00:16:25,200 --> 00:16:27,900
That is already changed
246
00:16:29,000 --> 00:16:30,200
and I don't,
247
00:16:30,600 --> 00:16:32,400
which is absolutely fine.
248
00:16:33,400 --> 00:16:33,900
So,
249
00:16:33,900 --> 00:16:37,500
what I'm going to do is I'm just gonna open this
250
00:16:39,000 --> 00:16:42,000
It will not tell me like a Photoshop.
251
00:16:42,700 --> 00:16:43,700
Okay, let's do this.
252
00:16:53,500 --> 00:16:54,500
Just drag this in.
253
00:16:57,900 --> 00:17:03,300
So now the only thing that we're going to do
actually is we just going to go and save a copy,
254
00:17:04,000 --> 00:17:05,700
we're in the same folder. That's fine,
255
00:17:06,500 --> 00:17:07,800
not going to call a copy.
256
00:17:08,000 --> 00:17:10,500
I'm actually just going to call it e XR.
257
00:17:10,900 --> 00:17:11,700
And here,
258
00:17:12,099 --> 00:17:18,800
which is change this to openexr and again, it
stays as as an HDR file internally,
259
00:17:18,800 --> 00:17:21,000
no compression you're going to hit, okay.
260
00:17:22,200 --> 00:17:23,599
So now that this is safe,
261
00:17:24,599 --> 00:17:26,000
just going to drag this in here.
262
00:17:28,600 --> 00:17:34,000
And I will explain why this one is actually still
useful the the cube map.
263
00:17:34,400 --> 00:17:38,900
So I'm going to open this and you can see it has
the VT that stands for virtual texture.
264
00:17:39,000 --> 00:17:41,500
We don't want this to be a virtual texture at all.
265
00:17:41,500 --> 00:17:47,100
So we're just going to search here in the texture
settings and it's just like turn this off.
266
00:17:48,300 --> 00:17:50,400
And it does a little magic and then we're good
267
00:17:51,500 --> 00:17:52,200
save this.
268
00:17:55,500 --> 00:17:58,000
And then I'm going to browse for this. So it's
selected.
269
00:17:58,000 --> 00:18:00,600
I go back to my Shader and I'm just This.
270
00:18:00,700 --> 00:18:02,000
Now the error is gone.
271
00:18:14,300 --> 00:18:15,500
All right, beautiful.
272
00:18:18,300 --> 00:18:19,900
It is still doing something though.
273
00:18:23,500 --> 00:18:24,700
Okay, now, we're back working.
274
00:18:25,300 --> 00:18:25,700
Cool.
275
00:18:27,400 --> 00:18:29,600
Zou with that said,
276
00:18:30,300 --> 00:18:34,500
I'm going to apply this Shader now to my editor
spear,
277
00:18:35,100 --> 00:18:36,700
I can see kind of looks the same.
278
00:18:36,700 --> 00:18:41,800
We have all these ranges so but this is quite
clearly wrong now because
279
00:18:42,900 --> 00:18:47,700
This is way too bright and we don't have this
exposure for such a low setting
280
00:18:48,700 --> 00:18:53,100
because like we can see that there's lights in the
inside of the houses, right?
281
00:18:53,300 --> 00:18:56,900
But these local lights, they actually have a very
low intensity.
282
00:18:57,100 --> 00:19:05,000
They might be using like 1500 to 2000 Lumen
and if I would put a light in here with that value,
283
00:19:05,500 --> 00:19:07,300
you actually wouldn't be able to see it.
284
00:19:08,100 --> 00:19:12,800
Because again because of the huge range that
these things have.
285
00:19:12,800 --> 00:19:14,600
So I'm going to take like a point light here.
286
00:19:19,300 --> 00:19:22,400
And I'm going to change the values down here.
287
00:19:22,700 --> 00:19:23,800
You can change the unit's.
288
00:19:23,800 --> 00:19:27,200
I'm going to use lumens because lumens is what
you can
289
00:19:27,200 --> 00:19:30,800
find on the actual packaging of light bulbs that
you buy.
290
00:19:31,100 --> 00:19:35,500
So you can basically say like oh cool I have this
light bulb in my living room and it has like
291
00:19:35,600 --> 00:19:40,100
that intensity so you can then just feed in the
value here and you get the same thing.
292
00:19:40,300 --> 00:19:42,200
So let's say we go with like 2000.
293
00:19:43,300 --> 00:19:50,300
So did you did you see like I actually did get
something but like you know, not really like a lot.
294
00:19:50,700 --> 00:19:51,800
So if I'm like,
295
00:19:52,200 --> 00:19:57,100
go up here so we can like the light is clearly
doing something right.
296
00:19:57,100 --> 00:19:58,100
But you can see
297
00:19:59,200 --> 00:20:00,600
if I go out here.
298
00:20:01,100 --> 00:20:02,400
This by no means.
299
00:20:02,600 --> 00:20:08,300
Looks like what we can see over here with the lit
interiors and that again is because like right
300
00:20:08,300 --> 00:20:14,000
now the sky is actually having the brightness of
a daytime sky and not of this Actual setting.
301
00:20:14,500 --> 00:20:18,100
So I'm gonna actually keep this light in here,
302
00:20:19,200 --> 00:20:21,000
so that's going to be interesting to see.
303
00:20:21,400 --> 00:20:26,800
And now what I'm going to do is I'm going to
turn back on my HDR, visualization thingy.
304
00:20:27,500 --> 00:20:31,100
And if we remember our sky,
305
00:20:31,400 --> 00:20:33,700
like 25 Candela per square meter.
306
00:20:34,300 --> 00:20:40,400
So now I can we get into this field of like artistic
Liberty to a certain degree, right?
307
00:20:42,000 --> 00:20:52,800
So if if I like measure you can see like this is like
2100 there's like 4,000 even on the brighter
308
00:20:52,800 --> 00:20:59,800
Cloud. There's probably a lot more here but we
can rarely see it and also super trick like Wendy.
309
00:21:00,000 --> 00:21:03,200
Use are so bright in the image and you want to
measure them if you can't see
310
00:21:03,200 --> 00:21:07,300
the numbers anymore because epic doesn't
have a dark outline for the text.
311
00:21:07,800 --> 00:21:13,800
What you can cheat is you basically look at it
and was like, oh no, I can't read the number.
312
00:21:14,000 --> 00:21:16,500
So, you just go into the exposure compensation,
313
00:21:16,800 --> 00:21:19,000
and you basically just compensate it down,
314
00:21:19,200 --> 00:21:22,400
and you see the value is still, what it actually
reads.
315
00:21:22,400 --> 00:21:25,600
So it is the value that you measure is not
influenced by this at all,
316
00:21:25,600 --> 00:21:27,500
but now at least you can read it again.
317
00:21:27,900 --> 00:21:29,900
So that's my little little hot fix.
318
00:21:30,000 --> 00:21:34,300
Or when I use this again now. So where do
we actually measure?
319
00:21:34,300 --> 00:21:39,200
And what I decide for myself in this case is, you
know what,
320
00:21:39,200 --> 00:21:47,300
I'm just just going to measure in the center of
the top of the sky dome and that is like, again,
321
00:21:47,300 --> 00:21:51,300
artistic Liberty. Like there is no rule for this.
There is no.
322
00:21:51,300 --> 00:21:57,600
But like if I consider this to be an average right
like where the sun is the sky is going to be the
323
00:21:57,600 --> 00:22:02,800
brightest and opposite. To the Sun, is going to
be the I guess so, my brain just tells me like hey,
324
00:22:02,800 --> 00:22:06,600
it seems logical to measure right, straight up
into the center.
325
00:22:06,700 --> 00:22:07,700
So that's what we're going to do.
326
00:22:08,600 --> 00:22:10,500
I'm going to open my instance here again.
327
00:22:12,300 --> 00:22:15,300
And let me just slide this over.
328
00:22:16,900 --> 00:22:19,400
Can I like doctors over here? Yep, that's better.
329
00:22:20,300 --> 00:22:20,800
So
330
00:22:22,200 --> 00:22:22,500
Now,
331
00:22:22,500 --> 00:22:28,800
what we're going to do is we just gonna slide
this down until we can read like 25 and it's here.
332
00:22:29,100 --> 00:22:30,100
So let's do
333
00:22:33,000 --> 00:22:36,500
200. Okay so we're still at like 246 here,
334
00:22:37,200 --> 00:22:39,200
so let's actually do 50.
335
00:22:39,700 --> 00:22:41,000
Yeah, still too bright.
336
00:22:41,500 --> 00:22:42,500
What was it 25?
337
00:22:42,900 --> 00:22:49,500
So let's actually go with 15 Moon, our to dark.
Let's Go with 25.
338
00:22:51,100 --> 00:22:56,800
Okay. We're 30. I think 30 is fine for now. We
don't have to match it like super. Exactly.
339
00:22:57,200 --> 00:23:02,300
So now you can see that this is a completely
different story.
340
00:23:02,400 --> 00:23:04,300
Lori than what we had before.
341
00:23:05,500 --> 00:23:06,100
And now,
342
00:23:06,100 --> 00:23:15,200
what we need to do is we need to adjust our
actual exposure to compensate for this
343
00:23:17,100 --> 00:23:18,900
So what are we gonna do?
344
00:23:19,500 --> 00:23:19,900
Well,
345
00:23:20,800 --> 00:23:24,400
we gonna go into our post-process volume.
346
00:23:24,500 --> 00:23:25,700
We ignore this.
347
00:23:26,100 --> 00:23:32,100
And now we're going to set something that sort
of looks good for us and I'm going
348
00:23:32,100 --> 00:23:36,500
to eyeball this, I'm going to say it's probably
going to be around seven.
349
00:23:39,600 --> 00:23:40,100
And
350
00:23:41,300 --> 00:23:41,800
yeah,
351
00:23:41,900 --> 00:23:43,000
that's pretty good.
352
00:23:44,800 --> 00:23:48,700
also, we can see that this looks completely
broken and that is because, of course,
353
00:23:49,000 --> 00:23:51,100
we haven't recaptured, our Sky lighting,
354
00:23:53,500 --> 00:23:54,600
So, we're just going to do that.
355
00:24:02,000 --> 00:24:06,500
Now this is completely different, but also we
have our problem,
356
00:24:06,600 --> 00:24:09,900
that it still looks wrong because of the sun
obviously.
357
00:24:10,200 --> 00:24:14,600
So first thing for now, just going to like, turn off
this light here.
358
00:24:15,600 --> 00:24:17,800
Because we want to make sure that the stuff that
we have is clean.
359
00:24:17,800 --> 00:24:21,000
So like now also like our sun very very badly.
360
00:24:22,200 --> 00:24:23,700
I think we can.
361
00:24:26,300 --> 00:24:29,100
Let's rotate this guy a little bit so we can actually
like
362
00:24:29,100 --> 00:24:33,800
maintain our sun rotation here even though it's
like,
363
00:24:34,600 --> 00:24:35,700
let's do something like this.
364
00:24:36,800 --> 00:24:37,300
Again,
365
00:24:38,300 --> 00:24:41,300
I have to recapture because changed slightly.
366
00:24:42,200 --> 00:24:42,700
Now,
367
00:24:42,700 --> 00:24:44,400
our sunlight
368
00:24:45,600 --> 00:24:47,400
Is completely off,
369
00:24:47,800 --> 00:24:48,600
of course it is.
370
00:24:49,700 --> 00:24:51,900
We have way too much brightness.
371
00:24:52,400 --> 00:24:57,700
We are also not flat enough because like if
we have a scenario like this,
372
00:24:58,000 --> 00:24:59,500
we would have some really,
373
00:25:00,900 --> 00:25:02,500
you know, very long Shadows.
374
00:25:02,500 --> 00:25:04,700
Even though again I know we don't have
shadows right now
375
00:25:04,700 --> 00:25:07,000
but we just assumed that there would be a little
bit of Sun.
376
00:25:07,300 --> 00:25:10,300
So one thing, if you click your son and your
gizmos weird,
377
00:25:10,300 --> 00:25:12,700
that's probably it's because it's a local space.
378
00:25:12,900 --> 00:25:17,200
So you can click this one up here and it Cycles
between local and world.
379
00:25:17,200 --> 00:25:20,900
So we can just drag this out so you can see this
And
380
00:25:22,300 --> 00:25:30,100
so what we need now is we actually need to like
rotate this to be a lot like more flat.
381
00:25:30,700 --> 00:25:32,200
So that's the first thing that we going to do.
382
00:25:32,500 --> 00:25:35,500
Now, I'm going to switch it actually back to local
because now you can see,
383
00:25:35,600 --> 00:25:38,000
I get the axes a lot better.
384
00:25:38,200 --> 00:25:42,300
I'm going to fix this a bit and now what we want
to do is like the kind of want to go.
385
00:25:43,400 --> 00:25:44,300
Like this,
386
00:25:45,100 --> 00:25:49,200
so it's not super accurate, but it is going to be
like a lot lower here.
387
00:25:52,600 --> 00:25:55,400
With the song coming in like this.
388
00:25:59,400 --> 00:26:05,100
And then what we also need to do is we need to
actually fix our colors and our intensities.
389
00:26:06,100 --> 00:26:09,700
So the first thing I'm going to do is I'm going
to put this 20
390
00:26:14,100 --> 00:26:16,800
I will turn on again,
391
00:26:17,500 --> 00:26:19,000
my visualize.
392
00:26:20,300 --> 00:26:21,500
Hdri adoption.
393
00:26:21,600 --> 00:26:24,900
So here we have like three point six.
394
00:26:25,400 --> 00:26:26,000
All right,
395
00:26:26,400 --> 00:26:28,200
so if we say that,
396
00:26:28,500 --> 00:26:32,900
we just go like, One-Stop writer. That would be
like 4.6.
397
00:26:33,600 --> 00:26:39,700
And you can see we basically already have that
because the thing is we don't actually have a
398
00:26:39,700 --> 00:26:43,600
son here and the brightness that comes from
this is basically
399
00:26:43,600 --> 00:26:47,900
already the brightest spot here and we already
have this
400
00:26:49,100 --> 00:26:52,200
Almost One Stop difference but we can see
there's a little bit left.
401
00:26:52,200 --> 00:26:54,900
So here we have three point six here, we like 4.3,
402
00:26:55,100 --> 00:26:59,800
so we can add 0.3 ish with our son.
403
00:27:00,400 --> 00:27:02,100
So, let's do 10.
404
00:27:03,900 --> 00:27:04,400
20.
405
00:27:05,200 --> 00:27:05,800
All right.
406
00:27:06,000 --> 00:27:10,800
So now you can see we added a tiny little bit of
Sun, so there's here, our shadow,
407
00:27:11,000 --> 00:27:11,800
you can see it.
408
00:27:12,300 --> 00:27:14,600
So I remember this number 20, lakhs,
409
00:27:14,800 --> 00:27:19,000
and 20 Lux is actually pretty accurate for
something that is like, very late in the evening.
410
00:27:19,400 --> 00:27:23,300
So I'm going to do two hundred so I can see it
more.
411
00:27:23,800 --> 00:27:24,100
And now,
412
00:27:24,100 --> 00:27:27,800
what I'm going to do is I'm actually going
to match the colors and one thing that
413
00:27:27,800 --> 00:27:33,500
I really like to do and that I highly recommend to
any of you use temperature.
414
00:27:34,200 --> 00:27:39,400
Because I don't go in and do like yeah, sunlight
is like this.
415
00:27:40,600 --> 00:27:43,600
Don't do it unless you do something.
416
00:27:43,600 --> 00:27:44,200
That is
417
00:27:45,500 --> 00:27:47,700
A highly stylized or be,
418
00:27:48,000 --> 00:27:50,100
it's something that is like,
419
00:27:50,900 --> 00:27:53,000
I don't know, you know, like a weird planet or
something.
420
00:27:53,000 --> 00:27:58,200
Where like for some reason the Sun is blue or
whatever or you have like a you want to
421
00:27:58,200 --> 00:28:04,100
emphasize on like a swamp feeling for like an
isolated area and you can like maybe like,
422
00:28:04,100 --> 00:28:04,500
you know,
423
00:28:05,300 --> 00:28:07,700
none ship towards something greenish or
something.
424
00:28:07,800 --> 00:28:12,200
So, of course, there is some artistic freedom.
But if we talk about like regular stuff,
425
00:28:12,200 --> 00:28:13,600
don't ever touch this,
426
00:28:14,200 --> 00:28:14,900
keep it.
427
00:28:15,300 --> 00:28:16,100
On white.
428
00:28:17,500 --> 00:28:22,900
Hit the color and you can see it already got a bit
warmer because per default, it's 6500.
429
00:28:22,900 --> 00:28:28,300
Kelvin and 6500 Kelvin is the white Point
basically.
430
00:28:29,200 --> 00:28:29,900
So
431
00:28:31,100 --> 00:28:34,400
we're going to check this and since this is very
late in the day,
432
00:28:34,400 --> 00:28:36,700
we can actually go down quite a bit.
433
00:28:36,700 --> 00:28:43,900
We can go to like 1600 and you can see now this
kind of like matches the feel.
434
00:28:44,400 --> 00:28:46,000
However it is way too strong,
435
00:28:46,500 --> 00:28:50,800
so What we need to do again, as which is go
back here and we going to do 20.
436
00:28:52,100 --> 00:28:57,400
And now you can see it does add a bit more
which is not perfectly
437
00:28:57,400 --> 00:29:01,600
realistic but you can see the colors really look
nice.
438
00:29:02,600 --> 00:29:04,300
And if we go back in here,
439
00:29:04,700 --> 00:29:06,800
we can suddenly see that.
440
00:29:07,100 --> 00:29:07,700
Okay,
441
00:29:07,700 --> 00:29:10,200
this kind of seems more balanced
442
00:29:13,500 --> 00:29:14,200
and then
443
00:29:15,900 --> 00:29:18,400
if we go to our Point light here,
444
00:29:19,900 --> 00:29:23,500
Actually, let's do like 1200. That is what they
usually are,
445
00:29:23,700 --> 00:29:24,100
again.
446
00:29:24,100 --> 00:29:27,000
I'm actually going to turn on use temperature
because most
447
00:29:27,000 --> 00:29:29,700
of the interior lights work with temperatures as
well.
448
00:29:29,900 --> 00:29:34,400
And a lot of the interior lights are actually very,
very warm.
449
00:29:34,800 --> 00:29:39,100
That is something that most people don't really
know because, like, our eyes also,
450
00:29:39,100 --> 00:29:42,100
adjust for things differently. But, especially when
you do like photography,
451
00:29:42,100 --> 00:29:47,000
you'll notice that like a lot of the lights that we
have inside our houses, our Apartments,
452
00:29:47,200 --> 00:29:49,000
they're actually very, very warm.
453
00:29:49,400 --> 00:29:52,900
And They usually are between two thousand
seven hundred and three
454
00:29:52,900 --> 00:29:58,100
thousand six hundred Kelvin so I'm gonna go
with 3000 right now.
455
00:30:00,400 --> 00:30:01,200
Let's turn it on.
456
00:30:07,300 --> 00:30:09,500
And I need to get rid of this.
457
00:30:17,700 --> 00:30:22,700
So now you would say, like, okay, that's still not
like super bright, right?
458
00:30:23,000 --> 00:30:29,900
And that is usually, like not what you, what you
like sort of get and that is correct. So,
459
00:30:29,900 --> 00:30:35,200
let's just make it a bit brighter by having more
lights, which is also a, very common thing.
460
00:30:35,800 --> 00:30:37,300
Because when stuff is dark,
461
00:30:38,200 --> 00:30:43,200
we add more lights because that's what we also
do in our homes,
462
00:30:43,600 --> 00:30:44,400
when it's dark.
463
00:30:45,000 --> 00:30:47,100
So I'm just going to put this In.
464
00:30:52,200 --> 00:30:57,300
And lately, we do we ignore like all the shadow
casting stuff and like all that for now.
465
00:30:58,100 --> 00:30:58,800
So,
466
00:30:59,300 --> 00:31:00,500
this is what we have here.
467
00:31:01,100 --> 00:31:04,600
And now the fun thing is obviously that when
you look from the outside,
468
00:31:07,400 --> 00:31:08,400
Let me turn this off.
469
00:31:11,400 --> 00:31:15,300
We do have something that matches a lot better.
When we, when we look at this.
470
00:31:15,500 --> 00:31:19,300
I think actually, these lights are even like warmer,
so that's like a difference,
471
00:31:19,300 --> 00:31:23,400
but we can see that our Interiors are starting to
do something as well.
472
00:31:24,600 --> 00:31:29,500
So now the thing is this kind of like still looks
very very dark and and that's correct.
473
00:31:29,600 --> 00:31:32,800
And that is because right now the exposure that
we have is
474
00:31:32,800 --> 00:31:37,100
something that is more pleasing for what we see
outside.
475
00:31:37,800 --> 00:31:43,100
And again, what we need for this and this is
what games do is we need Dynamic exposure,
476
00:31:46,600 --> 00:31:50,300
so if we just go in here
477
00:31:51,700 --> 00:31:55,000
and we reduce this to maybe 5.5,
478
00:31:57,700 --> 00:32:00,700
Now we're starting to get somewhere and, of
course,
479
00:32:00,700 --> 00:32:04,800
we get this becoming brighter because that is
very, very natural to happen.
480
00:32:06,900 --> 00:32:11,200
I'm just like getting really annoyed with these
really hard Shadows here.
481
00:32:11,800 --> 00:32:15,900
That's not very beautiful, not very natural and
that sense.
482
00:32:16,600 --> 00:32:18,200
But like for now that's okay.
483
00:32:18,300 --> 00:32:19,800
We can, we can change that,
484
00:32:20,100 --> 00:32:25,400
but it's also not necessarily super important for
what I'm trying to show right now.
485
00:32:25,800 --> 00:32:27,600
So here you can see that.
486
00:32:27,600 --> 00:32:29,400
Now we have
487
00:32:30,700 --> 00:32:34,100
This setup and we could maybe even go to like
five.
488
00:32:34,800 --> 00:32:39,200
So now this matches really well and if we look at
something so bright,
489
00:32:39,200 --> 00:32:44,900
it will actually go back to something a little bit
different.
490
00:32:44,900 --> 00:32:50,300
But again it will not actually go up to the 7
because the default Auto exposure.
491
00:32:50,300 --> 00:32:56,400
Always tries to aim for a medium gray average of
the of the image.
492
00:32:57,500 --> 00:32:59,800
so, if you would like to have this,
493
00:33:00,000 --> 00:33:04,400
Look darker than it did when like, like it did when
I did this.
494
00:33:05,400 --> 00:33:10,200
But you still want to be able to have the five here
for when you go into something.
495
00:33:11,500 --> 00:33:16,600
There's two ways of doing that and we will look
at these ways in the next lesson.
496
00:33:17,000 --> 00:33:19,600
So this is going to be it for this time.
497
00:33:19,900 --> 00:33:22,800
Thank you so much for watching and see you in
the next lesson.41682
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