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These are the user uploaded subtitles that are being translated: 1 00:00:10,600 --> 00:00:13,100 in this tutorial will show you how to set up an 2 00:00:13,100 --> 00:00:15,000 emissive property to your material 3 00:00:15,000 --> 00:00:17,900 where you can have certain parts of the mesh glow 4 00:00:17,933 --> 00:00:19,133 and the metal light 5 00:00:19,200 --> 00:00:21,466 so that part will not be affected 6 00:00:21,466 --> 00:00:23,533 by whatever lights you have inside the scene 7 00:00:23,533 --> 00:00:24,966 so this could be used for 8 00:00:25,100 --> 00:00:27,700 a phone screen or for example in this 9 00:00:27,700 --> 00:00:29,766 tutorial I'll show you how to do this for a 10 00:00:29,866 --> 00:00:32,733 TV screen so here I have a basic scene setup 11 00:00:32,733 --> 00:00:34,566 so we can use it as an example 12 00:00:34,566 --> 00:00:36,266 I have a couple of televisions 13 00:00:36,266 --> 00:00:38,166 that I will use them as a property on 14 00:00:38,166 --> 00:00:39,300 for the TV screen 15 00:00:39,300 --> 00:00:40,766 and then I have another plane 16 00:00:40,766 --> 00:00:42,133 that I'll show you how to do this with a 17 00:00:42,133 --> 00:00:43,100 custom texture 18 00:00:43,100 --> 00:00:45,533 I am using a dome light 19 00:00:45,566 --> 00:00:47,900 to have some sort of overall lighting inside the scene 20 00:00:47,900 --> 00:00:50,933 and it's used in an HDR image of night time 21 00:00:50,933 --> 00:00:52,300 so let me show you what that looks like 22 00:00:53,300 --> 00:00:54,566 it's going to be very dark 23 00:00:54,800 --> 00:00:56,500 and it looks like this 24 00:00:56,933 --> 00:00:59,200 so this is the perfect candidate for some 25 00:00:59,200 --> 00:01:00,966 Ms of property for some of the 26 00:01:00,966 --> 00:01:02,866 faces on these objects 27 00:01:02,866 --> 00:01:05,900 so first thing we need to do is let's set up a material 28 00:01:06,800 --> 00:01:08,100 now open up hypershade 29 00:01:08,100 --> 00:01:10,066 and let's create a redshift material 30 00:01:10,933 --> 00:01:14,200 and I'm going to change brdf to GGX 31 00:01:14,400 --> 00:01:16,700 just like I've been doing in all the previous tutorials 32 00:01:16,700 --> 00:01:19,000 and for not type I'm going to set this to metalness 33 00:01:19,000 --> 00:01:20,766 to use the metalness workflow 34 00:01:20,933 --> 00:01:24,400 so the property that controls a missive 35 00:01:24,533 --> 00:01:27,166 is going to be found under overall tab 36 00:01:27,800 --> 00:01:29,000 and it's right here 37 00:01:29,200 --> 00:01:31,000 emission and emission weight 38 00:01:31,100 --> 00:01:32,133 these two 39 00:01:32,266 --> 00:01:34,900 are the ones that you want to control and work with 40 00:01:34,900 --> 00:01:36,400 so let me go ahead and make sure 41 00:01:36,400 --> 00:01:38,900 we're going to use Atriot Editor to adjust these 42 00:01:39,466 --> 00:01:40,933 but first we need to apply 43 00:01:41,000 --> 00:01:44,333 the material onto the surfaces that we want to 44 00:01:44,333 --> 00:01:47,000 be emissive so I'm going to apply this to 45 00:01:47,066 --> 00:01:48,800 both of these TVs to the screen 46 00:01:49,000 --> 00:01:50,600 so in here I just want to show you 47 00:01:50,900 --> 00:01:54,333 if you have an entire object combined as one mesh 48 00:01:55,133 --> 00:01:56,366 you can sort the faces 49 00:01:56,366 --> 00:01:58,000 that you want to apply the material onto 50 00:01:58,000 --> 00:01:59,766 so in this case the Stevie screen 51 00:02:00,166 --> 00:02:02,400 right click and assign the existing material 52 00:02:02,400 --> 00:02:03,966 and I'm going to assign the material 53 00:02:03,966 --> 00:02:05,300 that we just created 54 00:02:05,366 --> 00:02:08,600 right now is just a standard red shift material 55 00:02:09,133 --> 00:02:10,266 and I want to do the same thing 56 00:02:10,266 --> 00:02:13,400 but in this one I have the screen as a separate mesh 57 00:02:13,500 --> 00:02:14,733 so it will work either way 58 00:02:14,733 --> 00:02:15,966 I just wanted to show you a different 59 00:02:16,200 --> 00:02:17,266 way of doing it 60 00:02:17,333 --> 00:02:19,200 onto the faces of a single mesh 61 00:02:19,200 --> 00:02:20,933 or onto the separated mesh 62 00:02:20,933 --> 00:02:23,166 when I right click and its off screen 63 00:02:23,333 --> 00:02:25,366 actually let me go back to object mode 64 00:02:25,500 --> 00:02:28,000 right click go to assign existing material 65 00:02:28,100 --> 00:02:29,500 and assign our material 66 00:02:29,800 --> 00:02:31,666 so right now if I go ahead and render 67 00:02:33,000 --> 00:02:34,000 nothing will happen 68 00:02:34,200 --> 00:02:35,900 let me go ahead and enable IPR 69 00:02:38,466 --> 00:02:40,533 and let me select screen 70 00:02:40,733 --> 00:02:42,533 and then open up the Attribute editor 71 00:02:44,133 --> 00:02:45,000 so that way I can 72 00:02:45,133 --> 00:02:46,733 control the properties for this material 73 00:02:46,733 --> 00:02:47,933 through the Attribute editor 74 00:02:47,933 --> 00:02:49,066 and I Hyper Shade 75 00:02:49,333 --> 00:02:51,300 going to switch over to RS Material tab 76 00:02:51,400 --> 00:02:53,366 and go into the overall tab 77 00:02:53,366 --> 00:02:55,000 so the property 78 00:02:55,000 --> 00:02:57,066 that we want to control again is emission 79 00:02:57,066 --> 00:02:58,266 and emission weight 80 00:02:58,266 --> 00:03:01,266 so as soon as you change emission from black 81 00:03:01,566 --> 00:03:04,200 to any other color whether use the slider 82 00:03:04,466 --> 00:03:06,700 or left click and select a color 83 00:03:07,066 --> 00:03:08,666 the parts that you have 84 00:03:08,700 --> 00:03:10,766 that emissive material assigned onto 85 00:03:10,766 --> 00:03:13,400 should begin to emit light and be emissive 86 00:03:13,400 --> 00:03:15,866 now in this case it's not happening because 87 00:03:15,900 --> 00:03:17,866 we need to control emission weight 88 00:03:18,366 --> 00:03:19,700 so you adjust the color 89 00:03:19,733 --> 00:03:21,400 and then you increase emission weight 90 00:03:21,866 --> 00:03:24,900 so if you change this to anything other than zero 91 00:03:25,100 --> 00:03:26,400 so if I go up to 1 92 00:03:27,266 --> 00:03:29,866 the TV screens will begin to emit light 93 00:03:29,866 --> 00:03:30,966 so if I go higher 94 00:03:32,566 --> 00:03:34,066 it will be more intense 95 00:03:34,866 --> 00:03:37,400 and if I change the emission color 96 00:03:38,800 --> 00:03:40,166 this will also change 97 00:03:40,266 --> 00:03:42,600 toward that color of the material is 98 00:03:42,600 --> 00:03:44,866 and I can even choose a different color 99 00:03:45,600 --> 00:03:47,000 doesn't have to be grayscale 100 00:03:47,600 --> 00:03:49,900 so that's it that's all you really need to do 101 00:03:49,900 --> 00:03:53,166 if you are just using a solid color 102 00:03:53,200 --> 00:03:56,133 you change it and then increase dimission weight 103 00:03:56,133 --> 00:03:59,500 now if I turn this down to 0 or to all the way to black 104 00:04:00,166 --> 00:04:01,100 nothing will happen 105 00:04:01,300 --> 00:04:03,733 so you need to change the mission color to 106 00:04:03,733 --> 00:04:05,133 anything other than black 107 00:04:07,400 --> 00:04:08,533 enable update 108 00:04:09,466 --> 00:04:12,300 and then you of course need to increase emission weight 109 00:04:12,466 --> 00:04:14,666 and you can go high you can go up to five 110 00:04:14,666 --> 00:04:17,133 even more maybe 10 for more intensity 111 00:04:17,666 --> 00:04:20,700 now you don't have to use a solid color 112 00:04:20,733 --> 00:04:23,400 you can assign a texture to the emission property 113 00:04:23,400 --> 00:04:25,366 right here so let's do that now 114 00:04:26,333 --> 00:04:28,133 first thing I want to point out is that 115 00:04:28,133 --> 00:04:30,300 I do have the TV screen UV 116 00:04:30,333 --> 00:04:33,866 so if I go ahead and open up the UV editor to show you 117 00:04:33,900 --> 00:04:35,333 so this is what it looks like 118 00:04:35,466 --> 00:04:37,966 so if you can apply a texture of course you need to UV 119 00:04:37,966 --> 00:04:38,933 your surface 120 00:04:39,733 --> 00:04:41,133 so if I go ahead and 121 00:04:41,700 --> 00:04:45,000 go to the emission property click on the checkerbox 122 00:04:45,400 --> 00:04:48,566 go to file and then go to image name 123 00:04:48,600 --> 00:04:49,533 click on the folder 124 00:04:49,533 --> 00:04:53,400 and let's assign a texture to emit light 125 00:04:53,500 --> 00:04:55,933 and the texture I'm going to use is going to look like 126 00:04:55,933 --> 00:04:58,266 this just simple color bars 127 00:04:58,266 --> 00:05:00,900 so that's the one I am navigating to 128 00:05:01,133 --> 00:05:02,266 when you click on the folder icon 129 00:05:02,266 --> 00:05:02,333 it 130 00:05:02,333 --> 00:05:04,733 takes you to the Source Images folder of your project 131 00:05:04,933 --> 00:05:07,500 and I'm just going to off screen select that image 132 00:05:08,166 --> 00:05:11,400 and as soon as you do that it will begin to render out 133 00:05:11,733 --> 00:05:14,800 so now we're using an image instead of a solid color 134 00:05:15,000 --> 00:05:17,266 so if I go back down to overall emission weight 135 00:05:17,266 --> 00:05:18,666 I can increase emission weight 136 00:05:18,933 --> 00:05:21,100 you can see that emission property is no longer 137 00:05:21,133 --> 00:05:23,166 controllable through a color because we have a texture 138 00:05:23,166 --> 00:05:23,966 but you can still 139 00:05:24,133 --> 00:05:25,333 control the emission weight 140 00:05:25,900 --> 00:05:28,800 and make it more bright or less 141 00:05:30,766 --> 00:05:33,933 so that's it that's all you need to do for an object 142 00:05:33,933 --> 00:05:36,166 that needs to have and the massive property to it 143 00:05:36,166 --> 00:05:37,333 and the massive texture 144 00:05:37,366 --> 00:05:39,966 now the other example I want to show you is going to be 145 00:05:39,966 --> 00:05:41,900 it's going to have to do with this plane 146 00:05:42,300 --> 00:05:44,933 so let's say that you want to control 147 00:05:44,933 --> 00:05:46,500 which parts are going to be 148 00:05:46,500 --> 00:05:48,066 emissive and which parts are not 149 00:05:48,800 --> 00:05:49,966 so on this plane 150 00:05:50,166 --> 00:05:51,866 let me show you let me close this off 151 00:05:52,566 --> 00:05:54,366 so in this plane I want to have 152 00:05:54,500 --> 00:05:56,466 all these squares around 153 00:05:56,800 --> 00:05:59,000 to not emit any light 154 00:05:59,066 --> 00:06:01,366 and I want to have this face right here 155 00:06:01,500 --> 00:06:03,200 to have a missive 156 00:06:03,200 --> 00:06:05,766 so how would we do that with the same material 157 00:06:06,066 --> 00:06:08,500 well to do that we need to have a mask 158 00:06:08,500 --> 00:06:09,966 a texture that will define 159 00:06:09,966 --> 00:06:11,366 which parts are going to be 160 00:06:11,366 --> 00:06:12,966 a missive and which parts are not 161 00:06:13,266 --> 00:06:15,400 so let me show you what the UV look like 162 00:06:15,666 --> 00:06:18,100 go to UV editor and here's what I have 163 00:06:18,100 --> 00:06:20,266 that's single middle face 164 00:06:20,266 --> 00:06:22,733 that's the one I want to have a misa property to it 165 00:06:22,733 --> 00:06:24,166 and everything else will not 166 00:06:24,566 --> 00:06:27,366 so for this purpose I'm going to go ahead and 167 00:06:28,300 --> 00:06:29,966 save the UV snapshot 168 00:06:29,966 --> 00:06:32,333 so I can have this UV layout in Photoshop 169 00:06:32,333 --> 00:06:34,366 so I know where to block out 170 00:06:34,400 --> 00:06:36,466 which parts are going to be a mess up and which 171 00:06:36,566 --> 00:06:38,300 are not going to be a mess up 172 00:06:38,300 --> 00:06:40,333 so let me go ahead and save this UV snapshot 173 00:06:40,333 --> 00:06:41,866 I'm going to go ahead browse 174 00:06:42,133 --> 00:06:44,300 and I'm just going to navigate into the folded 175 00:06:44,300 --> 00:06:46,566 directory where I want to save this 176 00:06:46,933 --> 00:06:47,933 UV layout into 177 00:06:48,566 --> 00:06:50,700 I'm simply going to go and give it a file name 178 00:06:50,900 --> 00:06:53,800 in this case it's going to be UV layout 179 00:06:54,600 --> 00:06:57,133 emissive you can name this anything you want of course 180 00:06:57,466 --> 00:06:58,200 save 181 00:06:58,200 --> 00:07:01,533 going to define the size on X on the width and height 182 00:07:01,700 --> 00:07:05,000 image format JPAG is fine and just hit apply and close 183 00:07:05,366 --> 00:07:06,500 it looks like it's not saving 184 00:07:06,500 --> 00:07:08,133 so let me go back to object mode 185 00:07:08,333 --> 00:07:09,400 and let me try again 186 00:07:09,966 --> 00:07:11,600 and let's go into Photoshop 187 00:07:11,800 --> 00:07:14,766 in Photoshop I'm gonna go ahead open up the UV layout 188 00:07:15,000 --> 00:07:16,066 here's what it looks like 189 00:07:16,166 --> 00:07:17,766 so that way I know where to put that 190 00:07:17,866 --> 00:07:19,533 image and how to rock this out 191 00:07:19,600 --> 00:07:21,400 so anything in black 192 00:07:21,600 --> 00:07:21,933 for 193 00:07:21,933 --> 00:07:25,500 emissive texture is going to be a non emissive surface 194 00:07:25,500 --> 00:07:27,566 and anything other than black 195 00:07:27,566 --> 00:07:29,400 either it's an image or a color 196 00:07:29,566 --> 00:07:31,066 will begin to emit light 197 00:07:31,066 --> 00:07:32,166 so if I create 198 00:07:32,566 --> 00:07:35,166 a new layer let me turn the background layer 199 00:07:35,166 --> 00:07:37,900 the uval layout into an editable layer 200 00:07:37,966 --> 00:07:39,300 I'm going to move it to the top 201 00:07:39,300 --> 00:07:41,933 and I'm going to turn this uval layout into 202 00:07:42,400 --> 00:07:43,200 screen mode 203 00:07:43,200 --> 00:07:45,533 so this way I can work on the textures below it 204 00:07:46,100 --> 00:07:47,366 we can rename it now 205 00:07:48,166 --> 00:07:49,300 use the layout 206 00:07:49,766 --> 00:07:51,800 and for this one I'm going to fill it with black 207 00:07:52,900 --> 00:07:55,966 so I'm gonna hit d to get my foreground to black color 208 00:07:56,000 --> 00:07:57,766 and then I'm gonna choose the layer 1 209 00:07:57,800 --> 00:08:00,200 hit alt pack space to fill it with the foreground 210 00:08:00,300 --> 00:08:03,000 and then so everything is going to be non emissive 211 00:08:03,166 --> 00:08:05,266 except for this middle square 212 00:08:05,266 --> 00:08:07,600 so for that I can do a color or I can do an image 213 00:08:07,666 --> 00:08:09,933 so in my case I'm just gonna go ahead and bring that 214 00:08:10,333 --> 00:08:12,200 there are those color bars back in here 215 00:08:12,200 --> 00:08:14,100 that's what I'm going to use when the dragon in here 216 00:08:14,100 --> 00:08:15,333 the image looks large 217 00:08:15,333 --> 00:08:16,733 so I'm going to hit Ctrl t 218 00:08:16,900 --> 00:08:18,600 and just scale this layer down 219 00:08:18,866 --> 00:08:21,533 and just position it right where it needs to go 220 00:08:22,200 --> 00:08:24,566 and then I'm just going to save this as a PNG 221 00:08:24,566 --> 00:08:25,466 as a texture 222 00:08:26,366 --> 00:08:28,166 so again to reiterate 223 00:08:28,266 --> 00:08:31,166 anything in black will be not emissive 224 00:08:31,200 --> 00:08:34,266 and all the other colors will begin to emit light 225 00:08:34,266 --> 00:08:35,866 and you'll see this in just a second 226 00:08:36,100 --> 00:08:38,400 so I'm going to go ahead and save this as my PNG 227 00:08:38,533 --> 00:08:41,533 let's export and I'm just going to save this as 228 00:08:41,733 --> 00:08:42,966 a missive test 229 00:08:42,966 --> 00:08:44,766 and I'm just placing it on 230 00:08:44,766 --> 00:08:47,533 off screen into the source images folder on my project 231 00:08:47,566 --> 00:08:49,300 so here's what the texture looks like 232 00:08:50,166 --> 00:08:52,300 so let's go into back to Maya 233 00:08:52,500 --> 00:08:53,866 and I'm going to go ahead and create 234 00:08:53,866 --> 00:08:54,666 a whole new material 235 00:08:54,666 --> 00:08:54,966 again 236 00:08:54,966 --> 00:08:57,400 just so you get to see me create one and apply that 237 00:08:57,500 --> 00:08:58,900 color that texture 238 00:08:59,700 --> 00:09:01,200 I'm going to go to Hyper Shade 239 00:09:01,700 --> 00:09:02,800 let's create a new material 240 00:09:03,266 --> 00:09:04,566 first I'm going to clear this 241 00:09:05,066 --> 00:09:07,166 and then red shift red shift material 242 00:09:07,866 --> 00:09:12,133 I'm going to change BRD F again to GGX to a better 243 00:09:12,333 --> 00:09:15,266 newer reflection model from the L type to metalness 244 00:09:16,500 --> 00:09:17,733 let's go ahead and apply 245 00:09:18,133 --> 00:09:18,966 this material 246 00:09:19,166 --> 00:09:20,533 this can be RS material 2 247 00:09:20,533 --> 00:09:22,900 I didn't name it but just remember the name of it 248 00:09:23,000 --> 00:09:24,300 because we only created 2 249 00:09:24,566 --> 00:09:26,200 so now it's applied onto the plane 250 00:09:26,200 --> 00:09:27,566 let's select the plane 251 00:09:27,566 --> 00:09:29,333 when I go into the attribute editor 252 00:09:29,366 --> 00:09:32,066 click over to the tab for my material 253 00:09:32,100 --> 00:09:34,000 and go to overall tab 254 00:09:34,100 --> 00:09:36,133 and let me bring up the renderview 255 00:09:36,566 --> 00:09:37,666 so here's what it looks like 256 00:09:37,666 --> 00:09:39,466 nothing is on it other than 257 00:09:39,500 --> 00:09:41,933 the default gray wretch of material 258 00:09:42,300 --> 00:09:46,266 so now if I go to emission and assign my new texture 259 00:09:47,333 --> 00:09:48,900 and go to file 260 00:09:49,400 --> 00:09:50,366 let's go to a folder 261 00:09:50,500 --> 00:09:53,200 and off screen it jumps into the source images folder 262 00:09:53,200 --> 00:09:56,266 so I'm just going to select that emissive test texture 263 00:09:56,466 --> 00:09:58,466 assign it nothing's going to happen 264 00:09:58,466 --> 00:09:59,733 let's enable IPR 265 00:09:59,966 --> 00:10:01,333 again nothing is changing 266 00:10:01,366 --> 00:10:04,333 that is because we need to go back up the stack 267 00:10:04,366 --> 00:10:04,733 back 268 00:10:04,733 --> 00:10:07,566 into overall property and increase the emission weight 269 00:10:07,600 --> 00:10:09,000 so this is going to hit 1 270 00:10:09,866 --> 00:10:11,333 everything else will stay the same 271 00:10:11,566 --> 00:10:14,666 except for whatever the color texture 272 00:10:14,766 --> 00:10:17,066 that we have other than black will show up 273 00:10:17,166 --> 00:10:18,200 so if I go higher 274 00:10:18,866 --> 00:10:20,200 it will be more intense 275 00:10:20,200 --> 00:10:22,933 if I go lower it will not be as intense 276 00:10:22,933 --> 00:10:25,000 so that's how you apply emissive texture 277 00:10:25,066 --> 00:10:26,766 onto an object that has 278 00:10:26,800 --> 00:10:30,200 both emissive and non emissive surface properties 279 00:10:30,200 --> 00:10:31,466 within the same mesh 20554

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