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Hello and welcome to the last part in our little
fundamental series
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regarding exposure and how to set up
something pleasing,
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in terms of just overall values and the tools we
could use for this.
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So,
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the last thing I want to talk about here for now is
that
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you may remember that I have the exposure
tweak like this and that if I go outside,
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it does adjust a little bit, but it never really goes
back to this.
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So there's two ways that we can fix this.
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I'm going to show you one way now.
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And the other way I will show this in the last
project that we're going to do in this
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course it is a little bit more involved. It's a little
bit more advanced so for now,
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we're going to use the simple way.
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So I have my post-process volume selected and
what
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I'm going to do is actually going to scale it down.
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However, there's a little bit of a problem.
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And it is that we kind of like have troubles like
seeing how big it actually is.
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And if I do remember correctly I have to see
because
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unreal has restructured the menus a little bit.
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There is a way to
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yeah here drop Rush polys. So if we go to the
settings and down to previewing,
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drop Rush holies.
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Now you can see that it's kind of like shaded.
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So that means that when I go down like here you
can see the intersection like really well
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and this Helps us to scale this a lot better with
the size that we kind of like need here.
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And this can be a bit of like
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a pain to
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do this properly.
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but I think,
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I'm just gonna make it. Why is it always
deselecting this?
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Okay.
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Tiny, tiny, tiny, little bit more.
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Let's do 0.6,
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and power of this is okay.
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That's the 0.55.
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So this should work and then we gonna scale
this one down to like see 0.3.
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Oops,
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oh no,
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oh yes,
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I
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excuse me.
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I had this locked, which is, obviously not very
smart and this case Let's do 0.3.
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Now I can basically see this better so we can
also
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just like actually I have no idea which one it is.
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That is the wrong one.
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Here.
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So here we can like scale this better 0.4
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e.
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This.
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Dance.
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That looks about, right?
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So now we have the scaled.
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And what we want to do is we want to go down
here in our post-processing volume and we
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wanna uncheck infinite extent because what this
does, is it applies it to like everywhere.
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All right,
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so we want to uncheck this.
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And now you can see something has happened
because
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now I'm not being affected by this volume
anymore.
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So we're going to do blend, wait one,
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Actually let's play it safe, we do plant. Wait to we
gonna have our volume selected.
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And what we're going to do is we gonna lock
this at 5 & 5, which is like,
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yeah,
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reasons.
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So,
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the next thing that I'm going to do is I'll actually
hold alt and I drag it and I create another one.
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And now I'm just gonna like scale this a lot.
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You can scale this a lot or you can use the
infinite extent again, it doesn't really matter.
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Also, I'm going to turn off the drop Rush police.
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And now what I'm going to do is,
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I'm just going to do
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77 here.
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So now we have this, right?
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And then
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if I select this one, again,
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the first one there is the
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Actually priority of this one is one.
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So this the small one will overwrite, the big one.
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And then we have a blend radius,
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which is,
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and this one is zero,
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which is the distance of where it kind of like
plants. So now, if I like take this and I fly in here,
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you can see this is happening.
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So now we have exposure 5,
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and if I fly out again,
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I have exposure 7.
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So, of course, this was just like very rough and
dirty.
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In terms of like balancing, this,
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however, that is one of the quickest way to get
control over your interior spaces is,
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by adding these post-process volumes,
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and like I said, there is a more advanced version,
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which will actually use the exposure
compensation curves.
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However,
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we going to look at this when we do the big
exterior project where we also have the interior,
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And I'm going to really dive into the nitty and
gritty with all of you to make this work.
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So,
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one last thing that I would like to tackle and to
talk about is,
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how like what is EV 100 actually and how does it
relate to,
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like actual Rose.
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And that is something very,
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very important because you may remember I
said that for setting up your lighting.
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There's a lot of helpful tools that come from like
photographers and things like that.
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So one of the other tools that photographers
have is called the sunny 16 rule,
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And it's a little bit like this but there's also like
a lot more charts and things so you
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can you can get so deep and dive into charts like
it's Madness but it's also fun.
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So anyways,
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what this is is when you're out in the field,
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You need to set something in your camera,
right?
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You need to set an ISO which is the sensitivity of
your sensor.
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You need to set a shutter speed, which is how
long is the limbs open. So,
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how much light hits the sensor and then you
have your aperture,
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which is the size of the hole that it creates what
it opens and that also increases
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the amount of light that comes in. It's like your
iris from from your I right,
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adjusting the size.
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So all these three,
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Are basically what we call the exposure triangle
and there's the same thing again.
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You can have like
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a different aperture and and then have like like
depending on how you balance these settings
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out you can you can like have the same looking
image but with completely
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different values but that's like super Irrelevant
for now.
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But it is a little bit like how we balance these
things out before.
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So what this shows as here is like, okay, so this
is like a sunset setting, right?
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And this means our aperture.
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If this was like a photo camera should be for,
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all right.
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So,
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but what about the other values?
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And this is the thing. So,
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like Sunny 16 usually get specified the following
way Aya. So,
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if your sensor is 100 shutter speed is 125th of a
second.
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And and then, if you use F4,
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that is gonna like let enough light through the
camera to give you a pleasing image.
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So how about we try that?
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I'm going to uncheck this,
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and I'm going to switch the metering mode here,
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and I'm going to use manual.
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And I will actually
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turn off the okay. Sorry,
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I will turn this post-process volume off for now.
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Where is it?
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Okay,
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and I will. So we will work on this one.
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Okay, the outside one.
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All right, so I'm going to turn this off and I will
set the metering mode to manual.
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and now,
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How do we know what settings that uses was?
Very, simple.
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We go down here to the camera Tab and now
you can say we have a shutter speed of 60.
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We have ISO 100 and we do have F4.
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So that's pretty cool already.
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So if we do 125th,
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it will actually get darker.
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and,
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ISO is 100 aperture is F4.
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So now you can see that this is actually very
very dark and this is another interesting thing
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because what we did remember was that we just
took this average
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of the 25 Candela up here from from like the
Vicky pedia, right?
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However,
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the dynamic range of the sky always changes so
we don't actually know Is this Sunset because
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there is no sun that might actually be after
Sunset already, right? Because yeah,
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there is no sun anymore so this may actually not
qualify for what we saw here.
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So this value is probably something where the
sky where the sun is still visible,
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but it's like a nice Sunset would like that, you
know, like the Red Dot there being the Sun.
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So what we can safely assume as we can
basically
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balance our lighting around This value to,
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we can do that too and then it will obviously
change a little bit because
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again we don't necessarily know what a
specified here.
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But we do also have this beautiful picture here
that has the sun still visible.
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And if the sun would be here,
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this would be a lot brighter. Like the sky would
not be that dark.
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So what we can do is we can go in here and we
can set like maybe 50 150.
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Yeah I think something like this like to make it
look the same as before we probably have to go.
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Let's do 250 something like this, right?
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So now we pretty much have something very
very similar to before
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and again this is not wrong at all.
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It is just the values are changing so much that
again,
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artistic Freedom, you have to decide a bit. So we
may want to bump this on a little bit here.
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Because this is kind of like, more what we would
get during a time of day like this.
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That we recapture.
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All right,
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so now this matches a lot better.
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And of course, this color here does not match
with this here. And that is, of course,
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because I bumped the Sun and all that kind of
stuff. So,
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it wouldn't be like we're decoupling this again
because of their not being a son.
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However, so now we've used this, right? So we
have used this to,
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to make this setting
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Now, we have a very big problem though.
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if I go back to my post process volume,
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now I have proper actual camera settings which
is of course, really cool.
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However if like this would be a cutscene camera
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Like and then I would switch from a cutscene
camera to gameplay.
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And in gameplay, I would actually use the the EV
values.
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Like because I'm using Auto exposure and you
can't do auto exposure with the camera values.
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You would like need to like manually.
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Like you need to switch and you can see like
notice doesn't match.
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So like you need to lock this and now you need
to figure out. So okay.
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Is this like 10 like okay?
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00:12:51,500 --> 00:12:54,400
810. Now, I switch to manual.
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No does not look the same.
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So you would need to figure out like, what is
actually happening here. What?
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How does it work?
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00:13:01,500 --> 00:13:10,400
And this is because EV 100 follows a very
specific rule set so you can see it actually here.
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So this is like the Wikipedia for exposure value
and exposure value.
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Again,
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goes with like this is the EB scale and the Slate's
to these aperture numbers.
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These shutter speeds here at ISO 100,
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intensity for the film.
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So, what I can do now is, like, okay, I have my
shutter speed of 125.
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My iso's 100 aperture is for cool.
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00:13:42,900 --> 00:13:46,300
So, I can look into this. So here we have the line
for apertures, for.
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I have 125th,
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and that means my EV is actually 11.
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So now if I go in here,
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And I switch this to Auto exposure and I switch
this to 11.
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00:14:05,200 --> 00:14:09,700
And now I switch back and forth. You can see
they're exactly the same.
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00:14:10,700 --> 00:14:15,100
and this is the importance to understand that,
like EV 100,
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even though these are like these numbers, that
seem similar to f-stops,
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they are not f-stops and you can basically create
these settings first and translate
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them to EV 100 or you can say, I actually want
to create the EV 100 setting first,
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and then you can do some math to That into
something over here.
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And now the question is like, okay,
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but this all seems random and arbitrary like how
do you cite where to go with these values?
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And here again is where the photography
becomes incredibly like useful.
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So the shutter speed at the iso don't matter.
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As much in like, the video game Realms.
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But what is really important is the aperture
because
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the aperture is what creates depth of field,
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right?
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00:15:12,300 --> 00:15:16,900
So, if you have a lower aperture of, like, let's say
1.8,
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00:15:17,200 --> 00:15:19,400
you get a lot more depth of field.
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00:15:20,100 --> 00:15:26,600
So let's say you don't want that much depth of
field. So how do you like,
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00:15:26,600 --> 00:15:29,800
basically get these values?
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Use with like a different aperture.
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So of course,
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you can go in here and you can look at this line
and you can say, like, okay, I need EV 11,
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but I need an image. That is like super crisp,
right?
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00:15:44,600 --> 00:15:53,500
So like I basically need like, let's say F-16
because like when you have F-16,
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your image is going to be very, very sharp and
that will translate to actually 1/4 of a second.
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00:16:00,700 --> 00:16:02,200
in terms of like,
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00:16:02,300 --> 00:16:03,100
shutter speed,
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00:16:05,000 --> 00:16:05,600
so,
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what we can do is we can do
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this.
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And this.
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and,
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We're actually.
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Sorry,
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that was the wrong
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way around.
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Let me quickly. Haha,
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let me quickly check this here again,
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00:16:35,100 --> 00:16:36,000
I'm gonna do
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00:16:40,300 --> 00:16:41,000
Wong.
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because like these are always kind of like,
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00:16:49,800 --> 00:16:51,300
actually I have something really fun,
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00:16:51,300 --> 00:16:52,500
which is
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00:16:55,600 --> 00:16:56,300
where is it?
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Just one second because the screen is messing
with.
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00:17:04,200 --> 00:17:05,099
Okay.
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00:17:18,400 --> 00:17:18,700
okay,
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00:17:19,599 --> 00:17:22,400
so here we can always like basically put these in
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00:17:23,700 --> 00:17:25,500
So we can say, like,
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whatever we kind of kind of want to have here so
we can
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calculate all these nice values of like okay. Let's
see.
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00:17:35,600 --> 00:17:37,800
So like I have one
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00:17:39,900 --> 00:17:41,500
For the eighth of a second.
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00:17:41,600 --> 00:17:46,000
I have F-16 and my ISO is 100.
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00:17:46,400 --> 00:17:47,500
Let's go in here,
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so,
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00:17:48,500 --> 00:17:49,500
and I can compute this,
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00:17:49,600 --> 00:17:52,400
so that means that my Evie is like,
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00:17:52,800 --> 00:17:55,400
actually like 13.33.
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00:17:58,700 --> 00:17:59,900
And so, here you can.
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Like use all these things and it like, it can get
really convoluted. But for example,
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one reason why this is really cool is,
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let me quickly open this on the side.
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So when like quite often, when I work with
lighting,
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I actually use like reference from Flickr because
Flickr is really amazing because
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it shows you the camera values of what
something was shot with.
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So you can like replicate it and that is incredibly
powerful.
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00:18:29,300 --> 00:18:29,800
So,
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So let's let's try something. Let's try like some
set Street.
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00:18:36,600 --> 00:18:37,000
Oops.
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00:18:42,600 --> 00:18:46,500
And let's try to find something. That does not
look super like photoshopped.
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So, in here, you can also see the limitations of
camera, right? Like,
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you can clearly see this is exposed for this, and
this blows out. So let's see.
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00:18:56,300 --> 00:18:58,200
Okay, so here we have this, all right?
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So this is the data.
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Okay?
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00:19:00,700 --> 00:19:03,600
So we have f for
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00:19:08,300 --> 00:19:11,800
Where why does it always move my stuff around
here?
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00:19:19,000 --> 00:19:22,200
Okay, so we have F4.
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Like here.
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00:19:25,800 --> 00:19:30,600
And we have one 640 of a second.
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so this and we have ISO 320,
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okay,
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so now
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We have an EV 100 that is 11 point 6 7.
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So,
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if you would basically say like I want to create a
photographic scene that looks like this.
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00:20:02,600 --> 00:20:04,900
And now it's like not broken again here anymore.
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00:20:05,100 --> 00:20:06,100
Okay. So this is weird.
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00:20:06,200 --> 00:20:09,000
Yeah. Sometimes because so, like the monitor I
have on the left,
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00:20:09,300 --> 00:20:11,700
whereas sometimes like moved the windows
between,
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00:20:11,800 --> 00:20:16,300
it's an HDR Monitor and sometimes divisible
visualization of the browser
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00:20:16,300 --> 00:20:18,800
kind of like brakes when I move it from the HDR
screen.
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00:20:18,800 --> 00:20:23,300
So it's actually not that blown out and I thought
it looked a bit like intense
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00:20:23,300 --> 00:20:25,800
but I thought like maybe that's just how the
picture was taken.
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00:20:26,000 --> 00:20:26,800
But anyways,
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00:20:27,100 --> 00:20:32,300
so now we know like this shot was taken with
Evie.
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00:20:32,400 --> 00:20:33,400
11 .67.
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00:20:35,700 --> 00:20:40,400
So what we can do is we can just like, put this to
this one.
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00:20:42,000 --> 00:20:43,800
And we can do like 11 .67
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00:20:45,100 --> 00:20:48,800
and also, I mean, like, obviously we were already
like pretty good here,
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00:20:49,000 --> 00:20:50,300
or in 67.
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00:20:51,600 --> 00:20:52,100
And now,
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00:20:52,100 --> 00:20:58,200
what we can do potentially is like we can
basically now adjust the lighting in our scene.
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00:20:59,500 --> 00:20:59,800
Two.
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00:21:00,500 --> 00:21:05,000
Match this reference based on the EV values that
we extracted and we
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00:21:05,000 --> 00:21:08,000
know that these are the settings that we can set
on a manual camera.
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00:21:08,200 --> 00:21:13,200
So that is a way of working and exposing your
images correctly.
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00:21:13,400 --> 00:21:18,500
So you can work with the reference and we can
clearly see that looking at this here,
320
00:21:19,300 --> 00:21:24,000
we can actually make our Sky a bit brighter.
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00:21:24,800 --> 00:21:31,700
So this is definitely very close but still we can
make this brighter a little
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00:21:31,700 --> 00:21:37,100
bit and then we'll also get more lighting here on
our our stuff.
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00:21:37,600 --> 00:21:40,800
Because if we if we look at this stuff here,
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00:21:41,900 --> 00:21:45,300
that is very close to the streets that we saw
before.
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00:21:46,200 --> 00:21:47,700
So it should definitely be
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00:21:50,800 --> 00:21:53,500
More around here in terms of exposure.
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00:21:55,500 --> 00:21:57,200
And not exposure. Excuse me,
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00:21:57,200 --> 00:22:03,200
in terms of intensity so I reach a reset raised it
from 250 to 709 and that
329
00:22:03,200 --> 00:22:09,600
is a lot better and we can go here into our
Skylight and recapture this.
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00:22:12,300 --> 00:22:13,600
So yeah,
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and then obviously for something inside a here,
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00:22:18,400 --> 00:22:23,000
we would need to completely modify our values
again
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00:22:23,100 --> 00:22:26,700
to have this like nicely visible and not be so
dark.
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00:22:27,100 --> 00:22:32,300
But again this is very classic, the differences
between all the values.
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00:22:33,300 --> 00:22:36,000
So I hope this was really insightful.
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00:22:36,000 --> 00:22:40,600
I know these things are a bit convoluted but
understanding camera
337
00:22:40,600 --> 00:22:45,400
exposure and the Of values that come with it. So
to speak.
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00:22:45,600 --> 00:22:50,900
It is so important and it's going to make your
work look really balanced.
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00:22:51,300 --> 00:22:57,600
So I really, really highly recommend. Try these
things, I'll try two different techniques,
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00:22:57,900 --> 00:22:59,100
try to like,
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00:22:59,200 --> 00:23:02,200
get some free content from the Epic
Marketplace,
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00:23:02,500 --> 00:23:03,900
like some city streets.
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00:23:04,600 --> 00:23:05,200
And,
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00:23:05,400 --> 00:23:09,300
you know, like even just looking at this one
again here,
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00:23:09,500 --> 00:23:13,700
like You know, take the, take the free City sample
from epic.
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00:23:14,000 --> 00:23:18,000
The, the one from the Matrix demo take it create
a sky like this,
347
00:23:18,400 --> 00:23:22,000
these Sky domes that I have here, they're all
from Poli Haven,
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00:23:22,100 --> 00:23:23,100
they're all free.
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00:23:23,900 --> 00:23:27,800
There's many, many online resources to get like
good Sky, HDR textures,
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00:23:28,300 --> 00:23:32,200
so like use that and then take these settings and
try to make it look the same.
351
00:23:32,300 --> 00:23:33,800
So you can just learn.
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00:23:33,900 --> 00:23:36,900
And you'll also see like here, for example, this,
this is very good,
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00:23:36,900 --> 00:23:40,300
there's a neon sign and this neon sign is not
come.
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00:23:40,500 --> 00:23:41,800
Completely blown out.
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00:23:42,000 --> 00:23:47,100
And, of course, it is not because the neon sign is
actually not super intensely bright,
356
00:23:47,100 --> 00:23:48,800
and we still have a lot of light.
357
00:23:48,900 --> 00:23:49,600
However,
358
00:23:49,800 --> 00:23:56,300
if you go to like Japanese troops Japanese
Street,
359
00:23:57,000 --> 00:23:57,800
can I right?
360
00:24:00,000 --> 00:24:01,000
Eat night.
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00:24:02,300 --> 00:24:08,000
You will see a lot of pictures where the neon
signs are way more blown out.
362
00:24:08,000 --> 00:24:13,500
The whole lighting is a lot more blown out and
that is of course because the exposure
363
00:24:13,500 --> 00:24:17,800
is raised even further because the
Environmental Lighting is so low.
364
00:24:18,300 --> 00:24:22,300
And once the lighting from the sign starts to
actually become
365
00:24:22,300 --> 00:24:24,800
visible because of the exposure that we have,
366
00:24:24,900 --> 00:24:29,900
the sign itself will start to really blow out. Like
we can see in these examples.
367
00:24:30,000 --> 00:24:30,700
Samples here.
368
00:24:31,000 --> 00:24:35,800
So all these concepts are very important to
understand and again we'll
369
00:24:35,800 --> 00:24:40,900
tackle them again when we work with the big
outdoor environment.
370
00:24:41,100 --> 00:24:45,300
But this is it for now with the fundamentals of
what I consider to be like,
371
00:24:45,300 --> 00:24:49,200
really the important things to understand when it
comes to lighting.
372
00:24:49,800 --> 00:24:54,200
I hope it was really interesting and also a bit fun
to watch and with the
373
00:24:54,200 --> 00:24:58,500
next lessons we're going to start doing some
proper content work.
374
00:24:59,100 --> 00:25:06,400
And we will Look at how to render out props and
take Beauty shots of your assets or works.
375
00:25:06,400 --> 00:25:08,100
And we can look at characters too.
376
00:25:08,800 --> 00:25:11,400
So that's going to be what's up for the next one.
377
00:25:12,100 --> 00:25:13,000
I hope you had fun,
378
00:25:13,600 --> 00:25:16,000
have a great time and thank you so much for30463
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