1 00:00:01,440 --> 00:00:02,130 Hello, guys. 2 00:00:02,340 --> 00:00:07,470 So let's continue let's continue with lighting our scene. 3 00:00:08,250 --> 00:00:10,730 But before that, let's let's go over here. 4 00:00:10,740 --> 00:00:19,590 I notice an issue here, as you can see in the in or here we have some floating geometry right here. 5 00:00:20,400 --> 00:00:27,900 This happens when you pause your character and some part of the white paint is not correct. 6 00:00:27,910 --> 00:00:33,510 So let's go to let's go to pose more. 7 00:00:33,550 --> 00:00:35,060 So it's control tower. 8 00:00:35,080 --> 00:00:39,750 We go to Beaumont and then let's go to item over here. 9 00:00:40,590 --> 00:00:41,640 Let's make it bigger. 10 00:00:41,790 --> 00:00:47,460 Let's go to the item over here and enable the lakes control or here. 11 00:00:48,920 --> 00:00:55,830 I think in the last deal, we we changed the rotation with this one over here. 12 00:00:56,580 --> 00:01:00,000 So this is as you can see. 13 00:01:01,370 --> 00:01:04,790 As you can see, really being up the foot like this. 14 00:01:04,790 --> 00:01:11,190 The the shoelaces don'ts don't follow correctly. 15 00:01:11,480 --> 00:01:13,280 So let's just reset this form. 16 00:01:13,370 --> 00:01:21,050 It's old or old or we'll reset the rotation and also you reset the location. 17 00:01:21,050 --> 00:01:26,270 So we just reset the one right here and what we can do. 18 00:01:26,300 --> 00:01:30,110 We have the we have some some solutions. 19 00:01:30,420 --> 00:01:42,710 We can separate these shoelaces as separate objects and then use that method I showed you to to parents 20 00:01:42,710 --> 00:01:45,320 this with the bone itself. 21 00:01:45,320 --> 00:01:55,650 Or we can go to waistbands more and change the weighting of this bone over here of the of the vortex 22 00:01:55,670 --> 00:01:56,030 group. 23 00:01:56,900 --> 00:01:58,860 Or we can use another bone over here. 24 00:01:58,860 --> 00:02:02,680 I think with the eye over here we can reach the same results. 25 00:02:03,230 --> 00:02:09,680 Let's go back and see over here and a thing. 26 00:02:09,680 --> 00:02:12,590 If I rotated like this, maybe I'm. 27 00:02:15,430 --> 00:02:17,560 And then bring it up with Jay-Z. 28 00:02:28,920 --> 00:02:29,250 It's good. 29 00:02:29,250 --> 00:02:30,840 The camera revealed the two zero. 30 00:02:37,070 --> 00:02:37,400 Yeah. 31 00:02:37,400 --> 00:02:42,340 I think we can really see the same results over here. 32 00:02:43,810 --> 00:02:47,500 And we don't have the problem now with the shoelaces. 33 00:02:48,550 --> 00:02:53,320 So let's make sure the shoe is on the ground. 34 00:02:53,350 --> 00:02:54,370 And that's all right. 35 00:03:01,880 --> 00:03:06,980 We can a little bit rotate this over here. 36 00:03:11,380 --> 00:03:12,190 And I think that. 37 00:03:12,190 --> 00:03:14,620 SPITZER Let's move it forward. 38 00:03:19,300 --> 00:03:22,570 That's why we're down until it reaches the ground. 39 00:03:22,670 --> 00:03:23,890 And that's all right. 40 00:03:25,480 --> 00:03:26,060 All right. 41 00:03:26,080 --> 00:03:31,300 I think we wish the same result without using this one over here and the shoelaces. 42 00:03:32,790 --> 00:03:33,160 Right now. 43 00:03:33,160 --> 00:03:37,630 But if you want to, let me show you the other way. 44 00:03:37,630 --> 00:03:39,460 So let's go to a waistband over here. 45 00:03:39,460 --> 00:03:40,180 Let's stop. 46 00:03:40,480 --> 00:03:40,760 Spend. 47 00:03:40,870 --> 00:03:41,920 Let's go to where it is group. 48 00:03:42,910 --> 00:03:46,780 Find the words this group of this point or here I think it's the shin bone. 49 00:03:47,170 --> 00:03:51,820 So let's go over here and find the shin wall here. 50 00:03:52,990 --> 00:03:54,640 Shin left. 51 00:03:58,150 --> 00:03:59,080 She writes. 52 00:03:59,200 --> 00:03:59,560 Yeah. 53 00:04:00,220 --> 00:04:04,530 So yeah, as you can see with, with this one over here, the shin. 54 00:04:04,540 --> 00:04:04,980 Right. 55 00:04:05,830 --> 00:04:12,350 Uh, these, these shoelaces follow along because they're in red, all right? 56 00:04:12,790 --> 00:04:16,870 But these shoelaces in blue, they don't follow along that bone. 57 00:04:17,290 --> 00:04:25,810 So all you had to do is to just go to over here, go to white and brush the lights and make this part 58 00:04:27,310 --> 00:04:28,420 red as well. 59 00:04:28,420 --> 00:04:30,820 So these two shoelaces to be red. 60 00:04:34,530 --> 00:04:36,570 And that was a, I think, fixable problem. 61 00:04:37,350 --> 00:04:40,030 Let's go to let's go back to object not. 62 00:04:40,530 --> 00:04:51,690 And now we that we fix this issue to save it console us and then let's go to our render. 63 00:04:52,770 --> 00:04:56,400 And as you can see, it's not very interesting or now. 64 00:04:56,970 --> 00:05:07,710 So what you can do with it is to the the rendering the samples is not that important in it doesn't make 65 00:05:08,340 --> 00:05:13,680 that much of a difference whether you can increase it to 32, maybe I'm going to keep to the 16. 66 00:05:13,950 --> 00:05:15,600 I think that's enough. 67 00:05:15,960 --> 00:05:19,800 But you can change it to 32 if you want. 68 00:05:21,710 --> 00:05:27,080 Other options that makes it seem much better is ambient occlusion, so make sure to turn it on. 69 00:05:27,320 --> 00:05:30,020 You can change the settings as well. 70 00:05:30,590 --> 00:05:38,510 And Bloom also will make a lot of difference when it comes to lighting and all that. 71 00:05:38,510 --> 00:05:41,960 So you can turn on or off. 72 00:05:42,170 --> 00:05:46,560 It depends too much and I'm going to leave it on a space. 73 00:05:46,830 --> 00:05:48,650 The Reflections. 74 00:05:48,650 --> 00:05:55,100 It's very good when we have shiny things in the scene, for example, now the eyes. 75 00:05:55,100 --> 00:06:02,270 So I recommend that you turn it on and we can turn the refraction on here as well. 76 00:06:02,960 --> 00:06:04,280 I'm just going to keep it off. 77 00:06:05,810 --> 00:06:07,550 And then another setting over here. 78 00:06:07,550 --> 00:06:16,440 If you go all the way down, we have color management, so go here and be sure to set it to filmic so 79 00:06:16,460 --> 00:06:18,890 you transform to make. 80 00:06:19,130 --> 00:06:19,580 All right. 81 00:06:20,030 --> 00:06:22,100 I believe it's on standards. 82 00:06:22,370 --> 00:06:24,590 I think it's in standard default. 83 00:06:24,950 --> 00:06:26,990 So set it to film make. 84 00:06:27,020 --> 00:06:31,820 As you can see, this standard is always a bit flat color. 85 00:06:31,910 --> 00:06:32,270 All right. 86 00:06:32,280 --> 00:06:38,630 But if you change it to fill me with the image and they'll look when the look is non, it's cool, it's 87 00:06:38,630 --> 00:06:39,710 not going to look good. 88 00:06:39,710 --> 00:06:46,730 But if you change the look to something like medium contrast now all of a sudden the contrast is very 89 00:06:46,730 --> 00:06:47,390 interesting. 90 00:06:47,750 --> 00:06:54,780 They usually keep it as high contrast or high contrast, but, you know, you can always change the 91 00:06:55,940 --> 00:06:58,550 contrast in the composition. 92 00:06:58,940 --> 00:06:59,240 All right. 93 00:07:00,200 --> 00:07:03,500 Just so this look much more lovely. 94 00:07:03,980 --> 00:07:05,360 I want to keep it as high. 95 00:07:05,360 --> 00:07:07,220 Contrast the exposure. 96 00:07:07,220 --> 00:07:10,790 You can change the whole exposure of of the scene. 97 00:07:10,940 --> 00:07:12,860 I'm going to leave it out as it is. 98 00:07:12,860 --> 00:07:18,260 We can change exposure in the compositions, which I'm going to show you. 99 00:07:19,220 --> 00:07:26,000 So let's set another mute transform that is very useful is false color. 100 00:07:26,000 --> 00:07:33,290 So fossil shows the areas that are very lit and shows areas that are not a bit as much. 101 00:07:33,290 --> 00:07:42,080 So blue means that these areas are dark, these areas are not getting enough light and red means these 102 00:07:42,080 --> 00:07:44,600 areas are getting a lot of lighting. 103 00:07:45,090 --> 00:07:45,530 All right. 104 00:07:45,950 --> 00:07:57,530 So if I go to my lights, maybe, and if I change the strange over here, as you can see, the the color 105 00:07:57,950 --> 00:08:02,340 changes over here and shows how it is affecting the scene. 106 00:08:02,810 --> 00:08:11,900 With this option, you can adjust your color maybe to see which areas are getting more adjust in the 107 00:08:11,900 --> 00:08:12,350 light. 108 00:08:13,010 --> 00:08:18,380 I'm sorry, which areas are getting more light and which areas are not getting lights. 109 00:08:19,040 --> 00:08:22,370 So it's changing back to filmic and yeah. 110 00:08:22,940 --> 00:08:30,230 So yeah, I think that's all the things in the area you need to know in cycles. 111 00:08:31,610 --> 00:08:33,980 Make sure it is in GPA if you have a GPA. 112 00:08:35,380 --> 00:08:39,490 And the c-max samples for viewport is 22 is enough. 113 00:08:40,090 --> 00:08:42,309 Make sure to turn on the dino is. 114 00:08:42,309 --> 00:08:44,680 I use up I use optics. 115 00:08:45,220 --> 00:08:53,380 If you have an end with your graphical, I think it's good to use objects by default. 116 00:08:53,380 --> 00:08:56,290 It's on automatic and the render. 117 00:08:56,290 --> 00:09:04,750 I use the first one to an eight and then you can go up to 256 and then 512. 118 00:09:05,350 --> 00:09:16,030 I recommend not to go up then this amounts anything more than 1000 all make rendering your scene so 119 00:09:16,450 --> 00:09:18,340 it takes so long to render your synth. 120 00:09:18,350 --> 00:09:32,230 So keep in mind our thing here is underperformance is tile size and tie size it's it improves your renders 121 00:09:32,230 --> 00:09:40,330 fun I keep it's something like 128 so you need to search that on the instrument tested yourself like 122 00:09:40,840 --> 00:09:44,980 make a scene and test yourself and see how it will change during this time. 123 00:09:46,210 --> 00:09:46,510 All right. 124 00:09:46,510 --> 00:09:49,870 And we have also color management in cycles as well, if you want. 125 00:09:51,810 --> 00:09:52,710 That's it for Circus. 126 00:09:52,710 --> 00:10:01,710 Circus, there's not very much anything to change or hear, and it usually gives a very realistic look. 127 00:10:02,070 --> 00:10:04,920 So usually you need to change things. 128 00:10:05,400 --> 00:10:16,800 And yeah, so in the light things, let's, let's go to the lighting of our scene or here. 129 00:10:16,890 --> 00:10:20,420 All right, let me first hide this ring. 130 00:10:20,440 --> 00:10:22,610 Your hero has possession to hide it. 131 00:10:23,160 --> 00:10:28,490 Now it's how it is hidden as we are kind of done with the posing. 132 00:10:29,040 --> 00:10:29,790 Well, let's see. 133 00:10:29,790 --> 00:10:30,720 Will lied to me. 134 00:10:31,060 --> 00:10:32,550 We have a son. 135 00:10:33,120 --> 00:10:34,320 We have an aerial. 136 00:10:34,650 --> 00:10:36,510 You have a point like this? 137 00:10:36,510 --> 00:10:37,680 Look, delete this one. 138 00:10:37,680 --> 00:10:40,380 So I want to show you how to light your scene. 139 00:10:41,190 --> 00:10:43,590 Much more efficient. 140 00:10:43,740 --> 00:10:51,750 So there's a technique that everyone uses, especially for characters. 141 00:10:52,560 --> 00:10:53,940 It's very good to showcase. 142 00:10:53,940 --> 00:10:56,730 Your car has got three points lighting. 143 00:10:56,850 --> 00:11:06,240 So to the two point lighting you need, you need one key light and two is. 144 00:11:07,930 --> 00:11:13,660 Feel light and she is a rim lights. 145 00:11:14,260 --> 00:11:17,200 You need three lights by these names. 146 00:11:17,200 --> 00:11:23,290 So the key light is the main light that is going to show the most important parts of your character. 147 00:11:23,680 --> 00:11:30,430 What you're seeing, the feel light will then make other parts of your scene or your character more 148 00:11:30,430 --> 00:11:31,150 clear. 149 00:11:31,630 --> 00:11:34,400 You don't want some parts to be there. 150 00:11:34,420 --> 00:11:42,070 It's also black, so you need to make some light to make that make those areas clear and clear to see. 151 00:11:42,430 --> 00:11:47,950 And the rim light is the light that goes to the back of the character or the back of the scene you're 152 00:11:48,190 --> 00:11:55,990 showing to give some give some light, to show the silhouette of the character. 153 00:11:56,270 --> 00:11:58,290 I want to show you how to use these lights. 154 00:11:59,320 --> 00:12:06,880 First of all, there is an Adam blend that if you could edit preference and search for tree there's 155 00:12:06,880 --> 00:12:15,060 a lot an them here tree lighting if you add it over here and if you go over here she shift and go to 156 00:12:15,070 --> 00:12:15,460 the light. 157 00:12:15,460 --> 00:12:22,150 There's a tree pushed lighting over here and if you press on it, it'll automatically make 3.2 lighting. 158 00:12:22,390 --> 00:12:29,130 As you can see over here, these three lines that you can change, the head shows the height, this 159 00:12:29,230 --> 00:12:31,210 distance and the angles and all that. 160 00:12:31,210 --> 00:12:39,100 I don't like it that much, so I usually tend to do it manually because it gives me more idea about 161 00:12:40,060 --> 00:12:42,220 how my lights are working in the scene. 162 00:12:42,670 --> 00:12:48,190 So let's keep let's actually delete this sun as well. 163 00:12:48,490 --> 00:12:53,860 And if you go to shading and go to objects, we have a background over here. 164 00:12:54,280 --> 00:12:54,640 All right. 165 00:12:55,000 --> 00:12:59,380 We can add an issue or a later on, so let's do that later. 166 00:12:59,380 --> 00:13:06,340 But for now, I want to light my scene because as you can see, this is quite a dark arena and the only 167 00:13:06,340 --> 00:13:08,480 light you're getting is from the background. 168 00:13:08,480 --> 00:13:12,850 And so if I turn it to zero here, everything is going to be dark. 169 00:13:13,360 --> 00:13:19,120 So this is the word properties and this is how the background is lighting my scene. 170 00:13:19,120 --> 00:13:24,760 But as you can see, this lighting is very flat and is no good to me. 171 00:13:24,850 --> 00:13:25,240 All right. 172 00:13:25,240 --> 00:13:34,390 So this gives you that one just some default value for making the character clearer. 173 00:13:35,020 --> 00:13:38,500 And then we can just disable this. 174 00:13:39,250 --> 00:13:41,980 Then let's make our first lights. 175 00:13:42,250 --> 00:13:49,060 Let's press shift a go to lights and we have all these lights I discuss about them in the fundamentals. 176 00:13:49,510 --> 00:13:51,220 I usually work with aerial lights. 177 00:13:51,220 --> 00:13:57,970 So this is let's bring up the area lights and then let's go to the top view. 178 00:13:57,970 --> 00:14:06,010 It's seven and what you want to do with key light, you want to make a 45 degree, something like this 179 00:14:06,490 --> 00:14:09,370 and put it in this area. 180 00:14:09,370 --> 00:14:09,760 All right. 181 00:14:09,760 --> 00:14:15,820 It doesn't have to be exactly in the 45 degree, but you need to have it in these area, not too straight, 182 00:14:15,820 --> 00:14:17,440 like in front of the character. 183 00:14:17,710 --> 00:14:18,680 This is not right. 184 00:14:18,700 --> 00:14:27,310 Or in this in the in the side of the character, the degree like this will look the best. 185 00:14:27,490 --> 00:14:31,210 All right, so let's move, move. 186 00:14:31,210 --> 00:14:34,600 To move the light to just g. 187 00:14:34,780 --> 00:14:42,340 And what you can do with lights and I usually do is go into object properties, go to the display and 188 00:14:42,340 --> 00:14:44,890 show that they are a nice area light. 189 00:14:44,920 --> 00:14:47,530 And now let's change two key lights. 190 00:14:50,770 --> 00:14:54,100 And now here is our key line and I can see it over here with the name. 191 00:14:54,100 --> 00:15:01,990 So let's press g y bring it like here and that's plus g x to bring it here. 192 00:15:02,350 --> 00:15:02,710 All right. 193 00:15:03,040 --> 00:15:07,000 Now, if you rotate, as you can see, the light is in the location that I like. 194 00:15:07,000 --> 00:15:11,620 So it's over here, but it is facing the wrong direction. 195 00:15:12,040 --> 00:15:12,370 All right. 196 00:15:12,370 --> 00:15:14,170 So it is facing here, too. 197 00:15:15,310 --> 00:15:21,160 The thing that area of light is that you have to set the direction of the light, and you can do that 198 00:15:21,160 --> 00:15:23,470 with this sphere over here. 199 00:15:23,470 --> 00:15:30,700 So if you drag it over here and then you go, you make that direction over here, then the direction 200 00:15:30,700 --> 00:15:32,710 of the Y will be here. 201 00:15:32,710 --> 00:15:33,070 All right. 202 00:15:33,640 --> 00:15:41,380 The shortcut for this is shift T, so the shortcut is shift. 203 00:15:42,040 --> 00:15:51,100 So if I press shift T and move around my mouse, as you can see, the light direction will move as well. 204 00:15:51,100 --> 00:15:57,070 So the other thing you need to keep in mind is that the size of this matter. 205 00:15:57,080 --> 00:15:59,020 So if you increase the size over here. 206 00:15:59,560 --> 00:16:05,470 So I mean in the light properties, object data properties of this light and then over here I can change 207 00:16:05,470 --> 00:16:06,880 the shape and change. 208 00:16:06,940 --> 00:16:13,000 To cite the science matters for the lighting and also the rotation. 209 00:16:13,780 --> 00:16:16,360 Do matter when it comes to aerial lights. 210 00:16:16,390 --> 00:16:16,720 All right. 211 00:16:17,290 --> 00:16:25,660 So let's so that the lighting like this and then as you can see, we can see the light right now. 212 00:16:25,670 --> 00:16:27,430 So we need to increase the power. 213 00:16:27,430 --> 00:16:29,050 So it's increase the power. 214 00:16:36,390 --> 00:16:36,780 All right. 215 00:16:37,710 --> 00:16:39,810 Let's bring it a little bit closer. 216 00:16:40,650 --> 00:16:44,430 So g, y, g, x and shifty. 217 00:16:46,350 --> 00:16:50,100 And all of a sudden, we have a little bit light over here. 218 00:16:50,610 --> 00:16:58,230 All right, so this we can increase the lights over here, the key lights. 219 00:16:59,130 --> 00:17:07,890 And because we don't have an issue, your eye, this light is doing hard times to light this scene, 220 00:17:07,890 --> 00:17:11,250 or we need light or hover over here. 221 00:17:12,900 --> 00:17:17,490 So we need another light with and this is our fuel light. 222 00:17:17,940 --> 00:17:27,450 So let's suppress shift D And then we have duplicated this light less press g x and this is going to 223 00:17:27,450 --> 00:17:28,890 be our film lights. 224 00:17:28,890 --> 00:17:39,000 So this right feel lights and now we have our fill not with the film light the same or the key light. 225 00:17:39,000 --> 00:17:41,730 We need to we need to 226 00:17:44,430 --> 00:17:46,470 bring the 45 degree over here. 227 00:17:46,620 --> 00:17:47,010 All right. 228 00:17:47,280 --> 00:17:52,590 So something like this in this area, and then we can change the location of the light. 229 00:17:52,920 --> 00:17:57,030 So let's press on the field, light on the shift T and then bring it over here. 230 00:17:57,030 --> 00:18:01,440 I want to make some areas over here, to be clear. 231 00:18:01,620 --> 00:18:02,010 All right. 232 00:18:03,000 --> 00:18:06,450 And then the power should be less than the key lights. 233 00:18:06,480 --> 00:18:12,270 As you can see over here, we have some shadows, some nice shadows on the other side of the character. 234 00:18:12,660 --> 00:18:15,120 But things are clear. 235 00:18:15,120 --> 00:18:17,070 So like that. 236 00:18:17,490 --> 00:18:24,930 And if I what they usually do, I set the set each light alone. 237 00:18:24,930 --> 00:18:31,650 So I'm going to hide the key light over here and I'm going to see how the light is affecting the scene 238 00:18:32,010 --> 00:18:32,580 like this. 239 00:18:34,770 --> 00:18:39,870 All right, then we can press shifting to duplicate this line as well. 240 00:18:39,990 --> 00:18:43,920 That's g y and this is going to be our rim lights. 241 00:18:44,910 --> 00:18:51,240 Shifty, shifty to change the direction of the line. 242 00:18:51,240 --> 00:18:54,810 And let's change the name of this light to green lights. 243 00:18:57,390 --> 00:18:57,720 All right. 244 00:18:57,900 --> 00:19:01,380 Now we have our rim light over here again with the rim light. 245 00:19:01,380 --> 00:19:09,570 We don't you shouldn't make it to the exactly to the back of the character or exactly to the side of 246 00:19:09,570 --> 00:19:10,170 the character. 247 00:19:10,410 --> 00:19:12,270 You need to have it in a degree. 248 00:19:12,270 --> 00:19:16,350 So you should could you be like this or you wouldn't like this? 249 00:19:16,700 --> 00:19:18,510 The rim light is different. 250 00:19:18,750 --> 00:19:19,560 It depends. 251 00:19:19,560 --> 00:19:26,550 And usually even you make two rimless look over here and over here to have rimless. 252 00:19:26,550 --> 00:19:28,860 But what are rim lights over here? 253 00:19:28,860 --> 00:19:31,740 So let me show you. 254 00:19:33,600 --> 00:19:36,330 Yeah, let's make it closer to the character. 255 00:19:36,930 --> 00:19:44,670 And if I hide the fuel lines, as you can see now, the rim light is lighting the back of the character. 256 00:19:44,670 --> 00:19:51,090 So without the rim lights, if I turn it off, we can see the silhouette that good. 257 00:19:52,350 --> 00:19:54,690 It doesn't feel appealing to the eye. 258 00:19:54,780 --> 00:20:00,750 But if we turn on the ring light now, all of a sudden some details are going to be shown. 259 00:20:00,750 --> 00:20:03,600 Like some things over here are going to be shown. 260 00:20:03,810 --> 00:20:06,000 It's going to make the character more appealing. 261 00:20:07,050 --> 00:20:13,560 But you need to again, the size of some of these lights matters way too much. 262 00:20:13,860 --> 00:20:17,850 With the rim lights, I tend to make it big like this. 263 00:20:20,130 --> 00:20:28,410 And let's change it to a rectangle that's rotated like this. 264 00:20:29,790 --> 00:20:33,090 And I'm making a very something like this. 265 00:20:33,510 --> 00:20:33,810 All right. 266 00:20:35,790 --> 00:20:37,920 Shift to the back of the head. 267 00:20:41,550 --> 00:20:46,500 And then the rim light is going to make your character so interesting. 268 00:20:46,950 --> 00:20:53,340 So the lights e the color of the light is very important. 269 00:20:53,340 --> 00:20:55,760 Let's change it to red. 270 00:20:55,770 --> 00:21:02,910 And as you can see, all of a sudden, this part of the earth makes becomes so much interesting, so 271 00:21:02,910 --> 00:21:09,540 much more interesting if you turn it to any other color like, well, maybe you can see the difference 272 00:21:09,660 --> 00:21:13,050 or yellow, maybe you can see the difference. 273 00:21:13,500 --> 00:21:21,300 And then if I turn on the other lines, feel much cooler to see how these lights come together when 274 00:21:21,300 --> 00:21:28,530 it comes to I'm seeing like with just three lights, we made a lot of difference for the lighting and 275 00:21:28,530 --> 00:21:30,720 made it a lot more appealing. 276 00:21:31,200 --> 00:21:38,610 And now we can go to the other part of the lines, which is the coloring, the colors of the lights. 277 00:21:39,390 --> 00:21:45,900 And I think I'm going to leave it a little bit yellow for this character and for the film light. 278 00:21:46,140 --> 00:21:48,390 It can be a little bit blue. 279 00:21:48,480 --> 00:21:58,020 So some warm light and some some cold light I think is going to do the trick over here for an appealing 280 00:21:58,020 --> 00:21:58,350 look. 281 00:21:59,070 --> 00:22:01,290 We can make it even more saturated. 282 00:22:02,980 --> 00:22:04,030 Something like this. 283 00:22:05,710 --> 00:22:09,850 If we go to camera view, we can see the differences over here. 284 00:22:10,510 --> 00:22:10,780 Right. 285 00:22:12,190 --> 00:22:18,730 But now our background isn't the isn't being shown right here because we don't have a lot of light. 286 00:22:18,730 --> 00:22:26,000 We only made some lights for the character to be shown over here for the environment. 287 00:22:26,410 --> 00:22:33,460 What you can do, you can just go around and make lights, make a sun or something like that, but you 288 00:22:33,460 --> 00:22:39,190 can easily get a lot more complicated and you will have a lot of these lights or you'll like, Look, 289 00:22:39,520 --> 00:22:48,870 I have only three lights over here and it is already becoming more and almost more complicated. 290 00:22:48,870 --> 00:22:51,670 That is making my scene a lot more complicated. 291 00:22:52,390 --> 00:23:01,930 And what you need to know about lighting is that you need to keep your lights as low in number as possible. 292 00:23:02,350 --> 00:23:09,400 Like if you are duplicating like your lights like this, if you are doing this, this and just duplicating 293 00:23:09,400 --> 00:23:15,760 the light all over your scene like this, that's where you're going, the wrong direction. 294 00:23:16,120 --> 00:23:16,450 All right. 295 00:23:16,450 --> 00:23:22,000 You need to keep them as low as possible when it comes to numbers. 296 00:23:22,720 --> 00:23:28,540 And yeah, but to light the scene, we use something called eye. 297 00:23:29,110 --> 00:23:37,330 So if you're not familiar with this, you're I share some photos that have some light details stored 298 00:23:37,330 --> 00:23:47,380 in so and there are free you can search the Internet a haven so these are some issues you go there and 299 00:23:47,500 --> 00:23:55,750 you download them in any you can download it in any resolution you want. 300 00:23:56,170 --> 00:23:57,020 Don't go above. 301 00:23:57,070 --> 00:23:57,430 Okay. 302 00:23:57,430 --> 00:24:04,930 I think ah the other thing that might make make that much of a difference, but they make your scene 303 00:24:04,930 --> 00:24:06,010 so slow. 304 00:24:06,010 --> 00:24:09,100 So 4k is enough for us. 305 00:24:10,300 --> 00:24:16,200 So what we can do here, we go through shading and then we go over here usually is on object, but you 306 00:24:16,310 --> 00:24:21,340 go over here and click on wards and now we have our war setting over here. 307 00:24:21,640 --> 00:24:24,670 Let's go to render sitting to see this changes. 308 00:24:25,090 --> 00:24:33,820 And then as I told you in the fundamentals, if you press control ti, it will make you make a texture 309 00:24:33,820 --> 00:24:35,970 for you with mapping and texture quadrant. 310 00:24:36,010 --> 00:24:39,700 And now we don't have a texture and it becomes like this. 311 00:24:39,910 --> 00:24:51,430 So to add an AC right click on open and then find your issue profile in your in your hard drive and 312 00:24:51,430 --> 00:24:53,680 then click on it. 313 00:24:53,710 --> 00:25:00,460 And so let's pick the 4K one and let's see the changes. 314 00:25:00,460 --> 00:25:07,930 As you can see now this is making a lot of changes to the lighting of the scene and then we can change 315 00:25:07,930 --> 00:25:12,580 the strange over here and make it subtle like this. 316 00:25:13,240 --> 00:25:13,600 All right. 317 00:25:14,020 --> 00:25:16,570 And then we can change the location like this. 318 00:25:16,900 --> 00:25:24,370 So with X, with this location of the our mapping can change the location of the issue or I. 319 00:25:28,440 --> 00:25:28,890 Like this. 320 00:25:29,460 --> 00:25:31,920 I think I don't like this store. 321 00:25:31,920 --> 00:25:35,190 I seduce six. 322 00:25:35,190 --> 00:25:37,590 I think I like this one better. 323 00:25:39,680 --> 00:25:43,880 This is much better lighting thing and. 324 00:25:46,250 --> 00:25:46,550 Yeah. 325 00:25:46,550 --> 00:25:48,570 Something like this works for our scene. 326 00:25:49,410 --> 00:25:50,330 We need to know that. 327 00:25:50,630 --> 00:25:55,670 Cycles does a lot of the job when it comes to your eyes and the lighting. 328 00:25:55,670 --> 00:25:58,970 So, yeah, it makes it much more realistic. 329 00:26:01,610 --> 00:26:07,880 All right, let's let's test out other stories or we have. 330 00:26:08,660 --> 00:26:11,300 So I think a fireplace maybe. 331 00:26:15,510 --> 00:26:20,320 As you can see, these issues makes a lot of difference to U.S.. 332 00:26:33,620 --> 00:26:33,980 Yeah. 333 00:26:34,280 --> 00:26:35,420 I think this one works 334 00:26:38,180 --> 00:26:39,590 some my fine. 335 00:26:41,920 --> 00:26:43,840 What I usually do. 336 00:26:44,380 --> 00:26:51,890 I duplicate this section over here a couple of times and then I select my issue or I like another issue. 337 00:26:51,910 --> 00:26:53,770 And right here, my. 338 00:26:55,950 --> 00:26:56,730 Maybe this one. 339 00:26:57,780 --> 00:26:59,130 Then I have some couple of this. 340 00:26:59,130 --> 00:26:59,820 Your eyes. 341 00:26:59,820 --> 00:27:01,200 And then I. 342 00:27:05,290 --> 00:27:11,440 I control shift tap on these extra eyes to see how the look will be different. 343 00:27:22,930 --> 00:27:23,470 Okay. 344 00:27:24,700 --> 00:27:26,740 We can also duplicate these ones. 345 00:27:27,480 --> 00:27:30,160 Use this to change the location. 346 00:27:36,440 --> 00:27:37,730 This is too bright. 347 00:27:37,730 --> 00:27:38,990 But we can always. 348 00:27:42,550 --> 00:27:45,280 Change is strange with this option over here. 349 00:27:47,770 --> 00:27:50,390 So strange. 350 00:27:50,800 --> 00:27:51,940 Strange here. 351 00:28:08,200 --> 00:28:08,510 She? 352 00:28:24,110 --> 00:28:24,380 Yeah. 353 00:28:24,380 --> 00:28:29,540 I think something like this works for me to just keep this strange low. 354 00:28:30,320 --> 00:28:36,830 You just going to lights out, seeing a little bit of lighting, some realistic lighting, and especially 355 00:28:36,830 --> 00:28:41,450 you can see how this lighting I've seen in the circus. 356 00:28:41,450 --> 00:28:45,770 Now, as you can see, our background is much more lit, so I'm fine with this. 357 00:28:46,010 --> 00:28:46,730 It's good too. 358 00:28:47,870 --> 00:28:52,060 And layouts and the send it back to me. 359 00:28:52,580 --> 00:29:01,940 If you want to make the TV more realistic, you can make it medians volume over here and skills of the 360 00:29:01,940 --> 00:29:04,910 regions while doing this indirect lighting, 361 00:29:08,240 --> 00:29:09,230 something like this. 362 00:29:10,550 --> 00:29:15,710 I need to be careful that these dots over here to not be inside of your mesh. 363 00:29:15,710 --> 00:29:25,670 All right, so these orange, light orange dots should not be inside of your meshes, and you should 364 00:29:25,670 --> 00:29:30,140 cover all of your seeing something like this. 365 00:29:33,130 --> 00:29:39,460 And then we go to Eve and then go down to indirect lighting and indirect lighting, and it's going to 366 00:29:40,600 --> 00:29:46,030 do some calculation and it's going to do some changes through lighting, especially when you have some 367 00:29:46,030 --> 00:29:47,880 complex scene. 368 00:29:47,920 --> 00:29:49,350 We don't have a complex scene over here. 369 00:29:49,350 --> 00:29:52,630 We just have one character with a simple background. 370 00:29:52,990 --> 00:29:55,000 So that's okay for now. 371 00:29:57,010 --> 00:30:05,080 One other thing is that if you want your background to be just pure a color, but you want the lights, 372 00:30:05,080 --> 00:30:08,020 you can use a technique that I'm going to show you. 373 00:30:08,650 --> 00:30:09,340 So. 374 00:30:12,650 --> 00:30:13,040 Yet. 375 00:30:15,860 --> 00:30:16,210 All right. 376 00:30:16,370 --> 00:30:24,020 So if you go over here, if you go to film over here and change the transparency, the background is 377 00:30:24,020 --> 00:30:25,160 going to be transparency. 378 00:30:25,190 --> 00:30:25,580 All right. 379 00:30:26,060 --> 00:30:28,200 You can do that in even cycles, boss. 380 00:30:28,280 --> 00:30:34,180 So you go to film and select Transparent and then the background will be transparent. 381 00:30:34,190 --> 00:30:42,520 But if you just imagine, like a camera isn't catching the background right now because we have a measure 382 00:30:42,530 --> 00:30:42,770 here. 383 00:30:43,490 --> 00:30:47,570 But if you don't have a mesh over here and then if you render, the background is going to be in the 384 00:30:47,570 --> 00:30:48,260 render too. 385 00:30:48,290 --> 00:30:52,590 So you can just use transparency here, but then the background will be transparent. 386 00:30:52,590 --> 00:30:54,180 Then you have to do some composition. 387 00:30:54,530 --> 00:30:56,120 So are the backgrounds and all that. 388 00:30:56,120 --> 00:31:03,280 But you can what you can do here in the ward setting of the shaders, we can make something called the 389 00:31:03,320 --> 00:31:03,530 thing. 390 00:31:03,530 --> 00:31:09,920 It was camera, no lights. 391 00:31:11,240 --> 00:31:11,540 Yeah. 392 00:31:12,050 --> 00:31:20,060 So you can make a light path over here and then make another background shadow over here with Shifty 393 00:31:20,840 --> 00:31:29,380 and then mix these shaders with shifts a in session mix or control shift right click drag these to to 394 00:31:29,390 --> 00:31:30,440 mix them together. 395 00:31:31,220 --> 00:31:33,110 And then these two are mixed now. 396 00:31:33,140 --> 00:31:33,590 All right. 397 00:31:33,830 --> 00:31:43,220 And now let's connect the camera array to this slot over here. 398 00:31:44,180 --> 00:31:48,140 And now the background is the color that we choose over here. 399 00:31:48,140 --> 00:31:52,010 So if you choose something like green now the background is green. 400 00:31:52,010 --> 00:31:57,530 If is choose something like red is going to be red. 401 00:31:57,590 --> 00:32:03,470 So in this way you can set the background to background color to anything you want. 402 00:32:03,470 --> 00:32:06,200 But as you can see, the lighting hasn't changed. 403 00:32:06,200 --> 00:32:08,240 So if I go here through this 404 00:32:10,730 --> 00:32:11,400 something. 405 00:32:12,620 --> 00:32:13,790 Oh, all right. 406 00:32:14,810 --> 00:32:15,410 Yeah. 407 00:32:15,410 --> 00:32:17,660 I need to increase the scheduler here, maybe. 408 00:32:20,490 --> 00:32:20,740 Okay. 409 00:32:20,910 --> 00:32:26,010 Maybe we need to just detach this or here and then. 410 00:32:26,430 --> 00:32:29,070 Yeah, well, detach windows factor. 411 00:32:29,670 --> 00:32:34,350 And then we can change the lighting, the location over here. 412 00:32:34,350 --> 00:32:40,350 And then by again attaching the camera or light power to the --. 413 00:32:40,530 --> 00:32:46,290 Now, if I see two, now we can change the light and the background light as well. 414 00:32:53,520 --> 00:32:55,350 All right, skip it at this. 415 00:32:55,470 --> 00:32:56,130 This is fine. 416 00:32:57,710 --> 00:32:59,520 Now, let's go to Layout. 417 00:32:59,730 --> 00:33:01,670 And now. 418 00:33:02,920 --> 00:33:06,390 Now we want to make some changes to our main lights. 419 00:33:06,930 --> 00:33:11,830 So we have a rim light, a key light and a fuel light. 420 00:33:11,850 --> 00:33:14,910 Let's move them to a lights collection over here. 421 00:33:15,810 --> 00:33:18,630 And now let's change. 422 00:33:19,080 --> 00:33:21,120 Change some settings of these lights. 423 00:33:21,660 --> 00:33:27,180 First of all, you don't need this option that I'm going to show you in cycles. 424 00:33:27,180 --> 00:33:31,860 But if you want to render in TV, you need to make sure to check this. 425 00:33:31,860 --> 00:33:38,220 Also, there is an option in the object properties of the light called contact shadows. 426 00:33:38,670 --> 00:33:45,330 And this will make some shadows that are between objects a lot more realistic. 427 00:33:45,450 --> 00:33:49,380 All right, so turn them on for each light over here. 428 00:33:50,440 --> 00:33:51,880 And now we've got to go, I think. 429 00:33:52,880 --> 00:33:57,370 Then let's go to key lines and let's change. 430 00:33:57,760 --> 00:34:01,570 Let's hide it to see how it affects the scene. 431 00:34:02,470 --> 00:34:06,220 Then let's see what's increasing the strange. 432 00:34:08,090 --> 00:34:09,850 And also change the color. 433 00:34:09,860 --> 00:34:11,210 I think something like. 434 00:34:12,290 --> 00:34:17,360 Something like maybe bread makes more sense here. 435 00:34:18,469 --> 00:34:19,670 It's more life. 436 00:34:21,540 --> 00:34:22,260 Or Pink. 437 00:34:24,190 --> 00:34:30,400 Let's increase it and let's see how it changes the scene right here. 438 00:34:32,110 --> 00:34:33,520 Then let's go to REM lights. 439 00:34:33,880 --> 00:34:44,230 As I said, I usually used to remind, so let's duplicate this with shift T and then shift T to change 440 00:34:44,230 --> 00:34:46,060 the direction. 441 00:34:47,469 --> 00:34:51,850 And I want to make situation to this site over here 442 00:34:56,020 --> 00:35:06,660 and on the rim was needs to be two difference colors so my two I'm going to change it to red and green 443 00:35:06,760 --> 00:35:10,990 light one I'm going to change it to blue maybe. 444 00:35:12,930 --> 00:35:15,360 And I see disabled. 445 00:35:17,050 --> 00:35:20,520 The other lines, which is to see the effects and now we can see it. 446 00:35:20,530 --> 00:35:24,580 So it seems that the power is not that much. 447 00:35:24,580 --> 00:35:27,100 So let's increase the power over here. 448 00:35:31,190 --> 00:35:35,270 And maybe bring it a little bit closer to the character. 449 00:35:37,690 --> 00:35:41,410 And as you can see, we see some interesting lighting over here. 450 00:35:42,100 --> 00:35:43,600 So if I move it. 451 00:35:44,610 --> 00:35:44,850 Four. 452 00:35:45,000 --> 00:35:46,980 Move it further from the character. 453 00:35:47,460 --> 00:35:48,870 We can see the effect of a move. 454 00:35:48,870 --> 00:35:49,920 It was a bit. 455 00:35:50,970 --> 00:35:52,100 Closes the character. 456 00:35:53,010 --> 00:35:56,430 There is some interesting lighting coming from this side. 457 00:35:57,780 --> 00:35:58,050 All right. 458 00:35:58,500 --> 00:36:00,060 Let's do the same thing with this one. 459 00:36:00,060 --> 00:36:07,370 So they symbolize I want some blue light for this side of the curtain, the back side of this way, 460 00:36:07,380 --> 00:36:12,180 so that we're moving in that direction. 461 00:36:15,240 --> 00:36:16,140 Q Why? 462 00:36:16,170 --> 00:36:18,540 And it's because shifty 463 00:36:21,210 --> 00:36:23,250 slumlords in this area maybe 464 00:36:26,190 --> 00:36:29,280 increase it to 1500, maybe. 465 00:36:35,030 --> 00:36:37,040 Something like this, I think it looks. 466 00:36:45,480 --> 00:36:52,300 It's not making a lot of changes, so we need to make some adjustments. 467 00:36:53,950 --> 00:37:00,010 So I think to this one's also needs 2000, however, maybe 215. 468 00:37:07,140 --> 00:37:10,260 Because the size is big right now. 469 00:37:10,260 --> 00:37:12,000 We need to make it more closer. 470 00:37:12,510 --> 00:37:17,040 The character is making some soft lights over here. 471 00:37:18,330 --> 00:37:18,750 All right. 472 00:37:19,080 --> 00:37:21,180 Nothing is close enough in this press shift. 473 00:37:21,540 --> 00:37:24,690 And let's light these areas over here. 474 00:37:31,880 --> 00:37:35,120 This move within the x axis indifference. 475 00:37:40,110 --> 00:37:40,410 Yeah. 476 00:37:44,970 --> 00:37:45,360 All right. 477 00:37:45,360 --> 00:37:48,750 Let's turn on the other room right now. 478 00:37:48,800 --> 00:37:54,840 As you can see, we have some contrasts over here, some red lines from from this night and some blue 479 00:37:54,840 --> 00:37:55,980 light from this side. 480 00:37:55,980 --> 00:38:04,260 And now all of a sudden, the character mix seems so much more interesting, so much contrasts and interesting 481 00:38:04,260 --> 00:38:04,660 lines. 482 00:38:05,400 --> 00:38:08,970 So let's turn on the other line, the key line and the film lines. 483 00:38:09,120 --> 00:38:12,990 And now I think the lighting of my character is kind of complete. 484 00:38:13,530 --> 00:38:21,580 So if you go to here, you can see how much difference we made with these just cheap on lighting, with 485 00:38:21,580 --> 00:38:22,410 cheering lights. 486 00:38:22,680 --> 00:38:32,190 One color and one feel like, what other thing I do is that maybe you want maybe you want some parts 487 00:38:32,190 --> 00:38:34,200 of your character to be more clear. 488 00:38:35,790 --> 00:38:42,840 And to do that, you make a point like, so, for example, I want the right shoe to be more clear is 489 00:38:43,080 --> 00:38:52,050 just for some compositions like you want to direct the viewer from like the shoe, then go up and all 490 00:38:52,050 --> 00:38:52,230 that. 491 00:38:52,650 --> 00:38:56,520 So you need to press shift a light and the point light over here. 492 00:38:56,520 --> 00:38:56,880 All right. 493 00:38:57,390 --> 00:39:00,480 And then we have the points lights over here. 494 00:39:00,480 --> 00:39:03,420 That is lighting on the shoe here. 495 00:39:03,900 --> 00:39:11,790 But you don't need to go so like extreme because it seems fake. 496 00:39:11,820 --> 00:39:17,310 But now you can increase the radius to make the shadows more soft. 497 00:39:17,310 --> 00:39:20,670 Right now, the shadows are always a bit sharp. 498 00:39:21,210 --> 00:39:24,390 Let's make them softer like this. 499 00:39:26,460 --> 00:39:26,940 All right. 500 00:39:26,970 --> 00:39:30,480 And then let's change the color to something like. 501 00:39:32,280 --> 00:39:34,560 Maybe make some contrasts. 502 00:39:36,480 --> 00:39:37,500 Cingular is fine. 503 00:39:38,460 --> 00:39:39,480 They've increased it. 504 00:39:39,510 --> 00:39:40,950 You see the effect right here. 505 00:39:40,950 --> 00:39:47,990 And then famous zoom out the view and we're going to see if I can see or hear them because it's more 506 00:39:48,000 --> 00:39:51,750 lethal here and the eye catches these differences. 507 00:39:52,740 --> 00:40:01,980 Obviously, we don't want that in this case, but we can keep it at the white color and with low power, 508 00:40:01,980 --> 00:40:07,770 we can just move it between the shoes. 509 00:40:10,080 --> 00:40:19,320 And this way we can add more clarity in these areas of the other parts. 510 00:40:21,400 --> 00:40:22,510 Some nice shadows. 511 00:40:24,190 --> 00:40:27,570 So as you can see here, you can see the difference. 512 00:40:27,730 --> 00:40:28,510 Here we have some. 513 00:40:30,040 --> 00:40:30,690 Bleeding. 514 00:40:30,700 --> 00:40:32,330 Some shadows are sharp. 515 00:40:32,480 --> 00:40:40,570 If you if you turn off the contact shadows by turning on the count of shadows, the shadows between 516 00:40:40,570 --> 00:40:42,940 objects becomes more realistic. 517 00:40:44,290 --> 00:40:44,560 Right. 518 00:40:45,010 --> 00:40:51,880 Which is to say that if you change the subdivision, how much difference it will make, it doesn't make 519 00:40:51,880 --> 00:40:52,440 any difference. 520 00:40:52,440 --> 00:40:53,730 So just leave it at two. 521 00:40:56,050 --> 00:40:58,360 I think that's it for the lighting. 522 00:40:58,600 --> 00:41:02,230 Now we need to make some changes to the background. 523 00:41:02,710 --> 00:41:05,260 So this background we have over here, we made it. 524 00:41:05,260 --> 00:41:09,460 We made the most simple material with 100% roughness. 525 00:41:10,240 --> 00:41:15,490 Now, because it is 100% enough, as it is not making a lot of changes to the lighting of the scene. 526 00:41:15,490 --> 00:41:17,710 But if I make it like this. 527 00:41:18,010 --> 00:41:22,200 All right, it is making a lot of difference to our scene right now. 528 00:41:22,210 --> 00:41:26,290 It is catching some reflection from the issue over here. 529 00:41:26,860 --> 00:41:29,380 So this is some reflections from the exterior light. 530 00:41:30,010 --> 00:41:32,290 And all of that is making all the difference. 531 00:41:32,290 --> 00:41:37,030 And if I change the color on here, it's something like green, as you can see. 532 00:41:37,030 --> 00:41:37,840 It is. 533 00:41:39,790 --> 00:41:42,730 He's making a lot of difference for the lighting of our attack. 534 00:41:44,710 --> 00:41:48,430 So let's send it back to black. 535 00:41:48,700 --> 00:41:56,950 I want it to something like maybe dark blue, so blue and dark blue and then change the roughness. 536 00:41:57,970 --> 00:41:59,320 To something like. 537 00:42:04,320 --> 00:42:08,440 Something like this right now. 538 00:42:08,450 --> 00:42:12,860 What we can do, what other thing we can do is that maybe. 539 00:42:14,930 --> 00:42:17,150 Maybe at some exotic. 540 00:42:19,130 --> 00:42:21,860 To have some nice reflection over here. 541 00:42:23,650 --> 00:42:23,990 Right? 542 00:42:24,740 --> 00:42:32,320 Not too much, but always a bit over here, like 4.3 right here. 543 00:42:32,750 --> 00:42:35,870 And we can use emission as a whole. 544 00:42:40,870 --> 00:42:47,050 If you want to make some interesting shapes here, maybe we use it. 545 00:42:47,350 --> 00:42:48,850 Something like this. 546 00:42:49,990 --> 00:42:50,500 But it's. 547 00:42:55,740 --> 00:42:58,680 Well, yellow seems to work very good here. 548 00:43:00,910 --> 00:43:03,130 So let's use a yellow here. 549 00:43:04,310 --> 00:43:04,790 We? 550 00:43:09,590 --> 00:43:11,180 This saturated color. 551 00:43:12,620 --> 00:43:15,650 Let's change back to cycles to see how. 552 00:43:18,070 --> 00:43:24,790 We see it in the cycle and as you can see, we have much more nice background and seen right over here. 553 00:43:24,850 --> 00:43:26,800 It's much more interesting all of a sudden. 554 00:43:35,110 --> 00:43:39,730 I see some edges over here, but we don't see that in TV. 555 00:43:40,110 --> 00:43:40,420 Right. 556 00:43:41,620 --> 00:43:42,820 So maybe. 557 00:43:45,180 --> 00:43:45,410 Hmm. 558 00:43:47,280 --> 00:43:48,810 We were in the way to say it. 559 00:43:48,810 --> 00:43:51,570 But as of right now. 560 00:43:52,950 --> 00:43:57,550 Now I want to show you the trick for lighting. 561 00:43:57,570 --> 00:44:04,080 So something that makes the scene a lot more realistic is volume. 562 00:44:04,920 --> 00:44:09,780 And to add volume, volume adds a lot of depth to your scene. 563 00:44:10,500 --> 00:44:12,720 To make volume for your scene, just make a. 564 00:44:12,720 --> 00:44:14,910 Q Shift a mesh. 565 00:44:15,170 --> 00:44:18,960 Q And the skill is all like this. 566 00:44:19,160 --> 00:44:25,800 And now, as you can see, a skill that ought to make the whole 567 00:44:28,530 --> 00:44:29,610 to fill up the whole thing. 568 00:44:29,850 --> 00:44:31,770 As you can see, this is a. 569 00:44:32,130 --> 00:44:37,800 It is a mess right now, as is filling this scene that we can see anything we need to add material for 570 00:44:37,800 --> 00:44:38,730 this cube now. 571 00:44:38,730 --> 00:44:42,690 So those are the material and let's call it the volume. 572 00:44:44,850 --> 00:44:48,990 And we don't need a shader for volume. 573 00:44:48,990 --> 00:44:53,520 So let's go over here and then let's remove this shader. 574 00:44:53,520 --> 00:45:00,510 We need to go only to this setting over here is called volume at a volume shader. 575 00:45:00,900 --> 00:45:02,520 We have some volume shelves over here. 576 00:45:02,520 --> 00:45:07,620 So principal volume is volume absorption and volume is gathered. 577 00:45:08,040 --> 00:45:11,130 So first of all, volume is a very good shader. 578 00:45:11,130 --> 00:45:12,930 Here you have all two options. 579 00:45:12,930 --> 00:45:17,450 While I usually use a simpler volume called volumes cancer. 580 00:45:18,310 --> 00:45:21,660 Now all of a sudden, the scene is. 581 00:45:23,850 --> 00:45:25,650 Just so foggy, all right? 582 00:45:25,650 --> 00:45:29,250 It's because the density is not well what we want. 583 00:45:29,580 --> 00:45:33,210 So decrease the density to something like point one. 584 00:45:33,720 --> 00:45:38,880 And you can see that our character is in some kind of a various multi area. 585 00:45:39,330 --> 00:45:48,150 So we need to decrease it further if you want to see or seen in the in the shading viewport if I change 586 00:45:48,150 --> 00:45:49,470 it to the. 587 00:45:50,920 --> 00:45:52,330 But tended to render more. 588 00:45:52,360 --> 00:45:56,590 As you can see, we have we can see the the scene. 589 00:45:57,820 --> 00:45:58,180 All right. 590 00:45:58,330 --> 00:45:58,690 All right. 591 00:45:58,960 --> 00:46:07,690 But if you want to see a scene in the shading, you just have to go to the object properties over here 592 00:46:07,690 --> 00:46:14,050 and go down to the viewport this way and then make that display as to something like voyeur. 593 00:46:14,260 --> 00:46:14,710 All right. 594 00:46:14,840 --> 00:46:19,960 Now, your cube is just the water over here is acting as a volume. 595 00:46:19,960 --> 00:46:25,360 So ever closer, you can even change the location of this volume, something like this if you want. 596 00:46:25,780 --> 00:46:29,620 So it is acting as the volumes add some depth to your scene. 597 00:46:30,640 --> 00:46:34,290 So I want this to be even much lower. 598 00:46:34,300 --> 00:46:44,800 So let's bring it to something like 001 or 009005. 599 00:46:45,880 --> 00:46:49,330 I think the are five maybe be the option. 600 00:46:50,260 --> 00:46:52,960 And the good thing is that we can't change the culture. 601 00:46:52,960 --> 00:46:58,660 So if you change it to red, as you can see, the lighting, the color of the list, the color of the 602 00:46:58,660 --> 00:47:05,370 character, the color of the background, it's all or mixing together with the color of the volume. 603 00:47:05,770 --> 00:47:07,030 What is too much? 604 00:47:07,660 --> 00:47:08,620 We don't want that. 605 00:47:09,070 --> 00:47:18,490 So we want something less saturated for volume so we can use something like maybe blue. 606 00:47:19,730 --> 00:47:25,250 Or actually orange is maybe orange is what we want over here. 607 00:47:27,260 --> 00:47:27,620 All right. 608 00:47:28,250 --> 00:47:29,750 So these are lights. 609 00:47:30,500 --> 00:47:31,580 They have color. 610 00:47:32,000 --> 00:47:38,210 And that's what is mixing with the color of the wall we have is giving us peace. 611 00:47:39,920 --> 00:47:42,260 This whole coloring look. 612 00:47:48,870 --> 00:47:49,230 All right. 613 00:47:50,700 --> 00:47:54,750 And then if we go to our center around the scene, this is our scene right now. 614 00:47:54,760 --> 00:47:57,810 And as you can see, this is much more interesting. 615 00:47:58,530 --> 00:48:05,370 Right now, we can also, again, bake in the lighting. 616 00:48:05,370 --> 00:48:12,270 So let's go to TV and then make indirect lighting for even is going to calculate over here. 617 00:48:12,900 --> 00:48:20,080 I'm going to render in circles, but I just want to show you how to reach a much more appealing, more 618 00:48:20,480 --> 00:48:24,480 appealing picture of your cakes and Evansville. 619 00:48:25,500 --> 00:48:27,290 And this is real time. 620 00:48:27,300 --> 00:48:30,930 So this is much better when it comes to real time. 621 00:48:31,800 --> 00:48:37,290 Panning around and seeing a subsidy for change cycles is going to be slow. 622 00:48:37,690 --> 00:48:42,480 But it is doing a lot of calculation is going to be so slow. 623 00:48:42,480 --> 00:48:51,360 And we have to change the density of the of the whole thing as well because in cycles is different. 624 00:48:51,360 --> 00:48:54,510 So we have to change the density of our volume. 625 00:48:55,400 --> 00:48:57,030 We're going to do that later on. 626 00:48:57,210 --> 00:49:01,740 Now I'm thinking if you re if you're going to add something else over here, maybe. 627 00:49:03,710 --> 00:49:05,240 Well, this is really simple. 628 00:49:05,450 --> 00:49:06,730 I works for this guy. 629 00:49:06,740 --> 00:49:12,710 So what you can do always something like make something that makes the scene much more interesting, 630 00:49:12,710 --> 00:49:19,070 like paste the rock, maybe you press a chair or maybe add a story to the background. 631 00:49:19,640 --> 00:49:23,780 This is something simple, and it works for this one. 632 00:49:24,380 --> 00:49:30,620 I just wanted to show you some techniques, and this is the best way to do it. 633 00:49:31,730 --> 00:49:33,620 But yeah, you can do that also. 634 00:49:34,460 --> 00:49:39,500 So I think I have mentioned everything I wanted to mention. 635 00:49:39,950 --> 00:49:44,180 To recap, we made the three points lighting a feel light. 636 00:49:45,440 --> 00:49:48,380 A key lights is our main light over here. 637 00:49:50,840 --> 00:49:52,580 So this is our key light. 638 00:49:54,350 --> 00:50:00,470 And they will be made to feel light to make the other parts of the character more clear and make some 639 00:50:00,470 --> 00:50:05,120 contrast between the between the shadows. 640 00:50:05,120 --> 00:50:05,720 We can do that. 641 00:50:05,720 --> 00:50:13,190 Even furthermore, in decreasing the film light, we are making some more contrast and shadows 642 00:50:16,190 --> 00:50:18,770 increase and it will make it more interesting. 643 00:50:18,980 --> 00:50:23,320 As it can see, some shadows over here are spreading to the left side. 644 00:50:25,280 --> 00:50:29,450 We are the sets and the size over here matters a lot. 645 00:50:29,450 --> 00:50:32,090 So change it as well. 646 00:50:32,510 --> 00:50:34,370 The shape matters as well. 647 00:50:34,730 --> 00:50:39,050 So use it in your own. 648 00:50:40,810 --> 00:50:45,080 Used to play around with these values and see how these all change it. 649 00:50:45,500 --> 00:50:52,730 If you want to use or in the ring, always turn the contact schedule on and in the render setting always 650 00:50:53,180 --> 00:50:58,670 been the inclusion of room on a space as a screen as this reflection as well. 651 00:50:59,330 --> 00:50:59,750 Okay. 652 00:50:59,780 --> 00:51:04,610 I think that set for the color management to fill make high contrast or really hard contrast. 653 00:51:04,610 --> 00:51:11,690 As you can see, this makes all of much more difference or we can always change the contrast in the 654 00:51:11,690 --> 00:51:12,320 composition. 655 00:51:13,640 --> 00:51:16,520 So I'm going to render this one with a cycle. 656 00:51:17,840 --> 00:51:23,750 If I go to cycles over here and now, probably the volume is too much. 657 00:51:23,750 --> 00:51:34,310 So I need to decrease it something more like maybe or point one and a half to make sense of way to maybe. 658 00:51:35,060 --> 00:51:38,450 And now it is a much more interesting. 659 00:51:39,770 --> 00:51:40,790 Much more interesting. 660 00:51:41,760 --> 00:51:47,300 Well, look, as you can see, the lighting has changed, too, because of changing this trend. 661 00:51:47,310 --> 00:51:53,060 So we need to maybe change change the color as well. 662 00:51:53,060 --> 00:51:59,300 You can always leave it as white if you don't want to change the color of the scene too much. 663 00:52:04,590 --> 00:52:04,880 All right. 664 00:52:04,890 --> 00:52:11,800 I'm going to play around with these colors and all, and then I'm going to render it in in the next 665 00:52:11,800 --> 00:52:16,620 with the through the composition tab over here and then composes our picture. 666 00:52:17,010 --> 00:52:18,180 So simple composition. 667 00:52:18,180 --> 00:52:23,100 So yeah, that's it for this video and goodbye.