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These are the user uploaded subtitles that are being translated: 1 00:00:00,768 --> 00:00:02,560 Hello there and welcome back 2 00:00:03,072 --> 00:00:09,216 In this video wearing a tackle or 7 composite in fundamental and go over the theory of lightning and how it 3 00:00:09,472 --> 00:00:10,240 Composite 4 00:00:10,752 --> 00:00:13,568 By far the biggest impact that lighting will have 5 00:00:13,824 --> 00:00:14,592 Is 1 6 00:00:15,104 --> 00:00:15,616 2 elements 7 00:00:16,896 --> 00:00:19,200 This can be a CG render could be a 8 00:00:19,456 --> 00:00:20,224 Give me a video 9 00:00:20,480 --> 00:00:23,552 Any element that were composite into a shower 10 00:00:23,808 --> 00:00:27,392 Needs to have the exact same lightning characteristics as your foot 11 00:00:27,904 --> 00:00:29,440 If these do not match 12 00:00:29,696 --> 00:00:31,744 Your shot is not going to feel 13 00:00:32,512 --> 00:00:37,120 What's look at the characteristics of light that we need to match your selection 14 00:00:37,888 --> 00:00:39,424 We have the light Direction 15 00:00:40,192 --> 00:00:41,216 Equality 16 00:00:41,728 --> 00:00:42,752 Turn the light in 10 17 00:00:43,520 --> 00:00:45,056 And this West 18 00:00:45,312 --> 00:00:47,360 Is applied to every single light 19 00:00:47,616 --> 00:00:48,640 You can see 20 00:00:48,896 --> 00:00:49,920 In Forfar 21 00:00:50,688 --> 00:00:52,736 What's diving in start looking at these more closely 22 00:00:53,504 --> 00:00:54,528 We'll start with 23 00:00:55,552 --> 00:01:00,909 Now white Direction is exactly what it sounds like you need to make sure that your lights are facing the right way and arpas 24 00:01:00,911 --> 00:01:03,259 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 25 00:01:03,260 --> 00:01:04,000 Correct relative to the object 26 00:01:05,280 --> 00:01:09,120 A lot of times you'll be able to tell this by the direction of the shed 27 00:01:09,632 --> 00:01:11,680 In this instance I watch up the RA 28 00:01:12,192 --> 00:01:16,544 In the foreground in the bottom left of frame and I saw that shadow was going 29 00:01:16,800 --> 00:01:19,872 Mostly horizontally it was going up a little bit 30 00:01:20,128 --> 00:01:25,248 And so I roughly match that in 3D to make sure that my light was going in the car 31 00:01:25,504 --> 00:01:26,016 Direction 32 00:01:26,528 --> 00:01:27,552 But you noticed that 33 00:01:28,064 --> 00:01:31,136 The Shadows shift a little as we go from there 34 00:01:31,392 --> 00:01:32,160 Right in The Fray 35 00:01:32,416 --> 00:01:33,952 All of those rocks on a right 36 00:01:34,208 --> 00:01:35,232 Are being very fat 37 00:01:36,000 --> 00:01:37,792 And we know there's only one sun 38 00:01:38,048 --> 00:01:40,352 What is this mean is all lighting incorrect 39 00:01:41,120 --> 00:01:43,680 What's take a look at this Spear under eyes 40 00:01:45,216 --> 00:01:50,336 You'll see that on the left side or seem much more of the shadow side of her up 41 00:01:51,104 --> 00:01:53,664 We're on the right side it's entirely front 42 00:01:54,176 --> 00:02:00,320 The directionality of your lighting not only depends on the overall scene lighting but also 43 00:02:02,112 --> 00:02:02,624 Placed 44 00:02:03,136 --> 00:02:05,952 Because objects in this instance mood for the 45 00:02:06,208 --> 00:02:08,512 Some more of the side that the sun was here 46 00:02:08,768 --> 00:02:10,560 Making it feel more from 47 00:02:11,072 --> 00:02:17,216 For the sake of example I made a duplicate of the Statue in 3D space and moved it back 48 00:02:17,472 --> 00:02:19,008 Which appear to be more Frank 49 00:02:19,520 --> 00:02:21,824 And you can see our render appears to be more 50 00:02:22,336 --> 00:02:22,848 As well 51 00:02:23,360 --> 00:02:29,504 It's not because we've moved the light or made an additional one it's just a matter of 18 more of the side that 52 00:02:29,760 --> 00:02:30,528 Head by the sun 53 00:02:31,552 --> 00:02:34,624 I want to take a look at how the steps you feel done when it's lit 54 00:02:34,880 --> 00:02:35,648 Incorrect 55 00:02:35,904 --> 00:02:38,208 Direction is very wrong 56 00:02:38,976 --> 00:02:44,096 Clearly this doesn't feel realistic this looks like a top-down spotlight sort of a 57 00:02:44,608 --> 00:02:47,168 It doesn't match the letter right nature 58 00:02:47,680 --> 00:02:48,704 Of our plate 59 00:02:48,960 --> 00:02:49,472 And 60 00:02:49,728 --> 00:02:51,264 The only thing I changed in this 61 00:02:51,520 --> 00:02:52,544 Was the lighting 62 00:02:52,800 --> 00:02:54,080 Everything else was 63 00:02:54,336 --> 00:02:58,176 Exactly the same so we can see just how big the sliding direction in 64 00:02:59,200 --> 00:03:00,480 Take a look at another x 65 00:03:00,992 --> 00:03:03,040 Now this is starting to look old 66 00:03:03,296 --> 00:03:03,808 Butter 67 00:03:04,064 --> 00:03:06,368 We still have a major problem with this friend 68 00:03:07,392 --> 00:03:08,672 The light is facing the 69 00:03:08,928 --> 00:03:09,440 Direction 70 00:03:09,952 --> 00:03:11,232 It's still going 71 00:03:11,488 --> 00:03:14,304 But instead of a shadow being cast from left to right 72 00:03:14,560 --> 00:03:15,840 It's being cast from 73 00:03:16,864 --> 00:03:20,192 I see a lot of Newark compositors making this mistake 74 00:03:20,704 --> 00:03:24,800 And it's an easier one to make because if you're just looking at a glance at it 75 00:03:25,312 --> 00:03:26,336 It doesn't feel 76 00:03:26,592 --> 00:03:27,104 Horrible 77 00:03:27,360 --> 00:03:28,384 There's something weird 78 00:03:28,640 --> 00:03:30,176 And you may have a hard time 79 00:03:30,432 --> 00:03:30,944 Your finger on 80 00:03:31,456 --> 00:03:33,504 What was weird in this instance is certainly 81 00:03:33,760 --> 00:03:34,272 The light 82 00:03:35,552 --> 00:03:38,368 And in this instance we have a reminder that is way too 83 00:03:39,136 --> 00:03:40,160 It looks like it 84 00:03:40,416 --> 00:03:42,976 Potentially be more appropriate if I was on the back 85 00:03:43,232 --> 00:03:44,512 Right section of a screen 86 00:03:44,768 --> 00:03:49,120 I'm looking at a foreground rock and comparing the direction of a shadow on her arm 87 00:03:49,376 --> 00:03:50,400 This is certainly 88 00:03:51,680 --> 00:03:55,776 I'll try pushing it back a little bit now and see what are said she looks like with a 89 00:03:56,032 --> 00:03:56,544 Behind it 90 00:03:56,800 --> 00:03:59,872 You look at the shadow that's been cast It's in the same 91 00:04:00,128 --> 00:04:03,712 Relative Direction as R4 ground rock guide there 92 00:04:03,968 --> 00:04:05,504 What does stud does it 93 00:04:05,760 --> 00:04:06,528 You're right 94 00:04:07,296 --> 00:04:08,576 And why is there 95 00:04:09,088 --> 00:04:10,112 Because eyeshadows 96 00:04:10,368 --> 00:04:11,136 Daily clips 97 00:04:11,904 --> 00:04:17,280 What if you look at the rocks that are in our foreground just beyond that practical shadow 98 00:04:17,791 --> 00:04:19,583 You can see that they're still a good and 99 00:04:19,839 --> 00:04:20,863 Front light happy 100 00:04:21,887 --> 00:04:27,007 We're getting way more shadow on the right side of our statue in Racine in the 101 00:04:28,031 --> 00:04:30,847 So we're going to need to make this not quite so bad 102 00:04:31,615 --> 00:04:35,711 And now here we have the final version of our shot 103 00:04:36,223 --> 00:04:39,551 We have that nice front lighting back the shadow Direction 104 00:04:39,807 --> 00:04:40,831 Still match 105 00:04:41,087 --> 00:04:42,111 Is pretty accurate 106 00:04:42,623 --> 00:04:44,159 And I think this looks really good 107 00:04:44,671 --> 00:04:46,463 And so once you have this 108 00:04:46,719 --> 00:04:48,511 Orange corrector lighting 109 00:04:48,767 --> 00:04:53,119 Some people will play with it in CG to make it a little more 110 00:04:53,375 --> 00:04:55,679 Please it's OK to cheat at a look 111 00:04:56,447 --> 00:04:58,751 If you start doing too much cheating is going to 112 00:04:59,007 --> 00:05:00,031 If you're can't 113 00:05:00,287 --> 00:05:01,311 And unrealistic 114 00:05:01,567 --> 00:05:02,847 So it's just something to be aware 115 00:05:03,615 --> 00:05:04,895 And that wraps up lighting 116 00:05:05,663 --> 00:05:07,455 Go ahead and start talking about 117 00:05:08,479 --> 00:05:08,991 Koala 118 00:05:09,759 --> 00:05:11,295 When were talking about like holiday 119 00:05:11,551 --> 00:05:14,623 A really talking about the quality of the Shadows 120 00:05:14,879 --> 00:05:16,415 That a given light 121 00:05:16,671 --> 00:05:17,183 Cast 122 00:05:17,695 --> 00:05:18,463 How sure 123 00:05:18,719 --> 00:05:20,767 Or hard wildas Shadows 124 00:05:21,279 --> 00:05:24,607 And that shortness of your shadow is determined by these two 125 00:05:25,631 --> 00:05:26,655 The size of your life 126 00:05:27,167 --> 00:05:28,447 Distance of your 127 00:05:28,959 --> 00:05:29,471 Cubis 128 00:05:30,495 --> 00:05:33,567 And why are these the two factors that affect our like quality 129 00:05:33,823 --> 00:05:35,103 What's take a look at this 130 00:05:35,359 --> 00:05:38,175 Graph here we have a very small light 131 00:05:38,431 --> 00:05:39,455 And a large 132 00:05:39,967 --> 00:05:42,783 The sharpness of a Shadows has everything to do 133 00:05:43,039 --> 00:05:45,599 With how parallel rays of light are 134 00:05:45,855 --> 00:05:46,879 Letter heading 135 00:05:47,647 --> 00:05:48,927 For our pipeline 136 00:05:49,183 --> 00:05:54,047 There is not any other place that are rays of light can be coming from it's one single 137 00:05:54,303 --> 00:05:55,071 In space 138 00:05:55,327 --> 00:05:58,143 And so we don't have any overlap in rays of light 139 00:05:58,399 --> 00:06:03,263 Inside the shadow is very harsh because it's either been obstructed from all the rays 140 00:06:03,519 --> 00:06:04,799 Or being hit by older 141 00:06:05,055 --> 00:06:07,359 In the case of our area light 142 00:06:07,615 --> 00:06:11,711 We have a much larger surface area that are raised can be a made from 143 00:06:12,223 --> 00:06:14,015 Again will assume more casting 144 00:06:14,271 --> 00:06:16,063 In all directions from a source 145 00:06:16,319 --> 00:06:20,159 And I'll see that there's a larger size introduces more variation 146 00:06:20,415 --> 00:06:21,951 In the direction of the light rays 147 00:06:22,207 --> 00:06:22,975 That reach RR 148 00:06:23,743 --> 00:06:27,071 There are areas that light rays from a can illuminate 149 00:06:27,327 --> 00:06:28,607 That point Beacon 150 00:06:29,119 --> 00:06:31,679 And also areas that might be CD 151 00:06:32,191 --> 00:06:32,959 Appoint 152 00:06:33,727 --> 00:06:37,055 List asperity in what the individual raise 153 00:06:37,311 --> 00:06:38,079 In illuminate 154 00:06:38,335 --> 00:06:39,871 Creates that gradient 155 00:06:40,127 --> 00:06:41,151 In our softshell 156 00:06:41,919 --> 00:06:44,735 Let's take a look at this in 3D just so it's a little more 157 00:06:46,271 --> 00:06:50,111 So we have an aerial like here in 3D and this is going to be a good way division 158 00:06:50,367 --> 00:06:50,879 Is this 159 00:06:51,391 --> 00:06:53,695 And so you'll notice that has we grow 160 00:06:54,719 --> 00:06:55,231 Car lights 161 00:06:56,255 --> 00:06:58,559 Are shadow continues to get softer 162 00:07:00,095 --> 00:07:00,863 And as we shrink 163 00:07:01,119 --> 00:07:01,631 Turn lights 164 00:07:02,399 --> 00:07:04,447 You can see that's after noon start to go away 165 00:07:06,495 --> 00:07:07,775 Very smart very sure 166 00:07:08,543 --> 00:07:09,823 There's a couple of things you can 167 00:07:10,591 --> 00:07:12,895 Notice how much harsher the line 168 00:07:13,151 --> 00:07:13,663 Here 169 00:07:14,431 --> 00:07:16,223 Then it is back here you can see the 170 00:07:16,479 --> 00:07:17,503 Gradual 171 00:07:18,015 --> 00:07:20,831 Because as the distance between your Archer 172 00:07:21,087 --> 00:07:22,111 And the object 173 00:07:22,367 --> 00:07:24,415 Casting a shadow on increases 174 00:07:25,183 --> 00:07:26,207 He's after the shadow 175 00:07:26,975 --> 00:07:27,999 The closer they are 176 00:07:28,255 --> 00:07:29,023 Shortbread 177 00:07:30,559 --> 00:07:31,583 And like we said 178 00:07:32,095 --> 00:07:34,143 The size of our light is not 179 00:07:34,399 --> 00:07:35,167 The only fair 180 00:07:35,935 --> 00:07:36,959 Let's go ahead and Zoo 181 00:07:37,471 --> 00:07:38,239 Way 182 00:07:39,007 --> 00:07:40,287 And we can compare 183 00:07:40,543 --> 00:07:41,567 Distance 184 00:07:41,823 --> 00:07:42,335 Lights off 185 00:07:42,847 --> 00:07:43,871 The quality of their care 186 00:07:44,639 --> 00:07:48,735 This example I have to light that are the exact same size 187 00:07:48,991 --> 00:07:51,551 But there are two very different distances 188 00:07:51,807 --> 00:07:52,575 To our son 189 00:07:53,343 --> 00:07:54,623 The Shadows 190 00:07:54,879 --> 00:07:55,647 Buried 191 00:07:56,415 --> 00:07:57,695 Despite these being 192 00:07:57,951 --> 00:07:58,719 Exact 193 00:08:01,279 --> 00:08:02,559 Just like that is near 194 00:08:02,815 --> 00:08:03,839 Is very sore 195 00:08:04,607 --> 00:08:06,399 When the light of the exact same size 196 00:08:07,679 --> 00:08:08,447 Is suddenly 197 00:08:08,959 --> 00:08:09,727 Very harsh 198 00:08:10,495 --> 00:08:14,335 And again this has everything to do with help parallel or like crazy 199 00:08:14,847 --> 00:08:17,919 Because were centrally changing the amount of overlap 200 00:08:18,175 --> 00:08:18,687 Happened 201 00:08:18,943 --> 00:08:21,503 Between I like crazy as we move our light source 202 00:08:21,759 --> 00:08:22,527 Brother away 203 00:08:22,783 --> 00:08:26,367 This is why the sun's shadow is so sharp when it's not been 204 00:08:26,879 --> 00:08:27,391 By clouds 205 00:08:27,647 --> 00:08:29,183 Because obviously the sun is 206 00:08:29,439 --> 00:08:30,207 You 207 00:08:30,719 --> 00:08:33,023 Huge source of light but it's so far away 208 00:08:33,535 --> 00:08:34,815 Baby Shadows 209 00:08:35,071 --> 00:08:35,583 Very 210 00:08:36,351 --> 00:08:39,167 If the sun was closer not only would we all be in scenery 211 00:08:39,679 --> 00:08:40,703 Overshadow 212 00:08:40,959 --> 00:08:41,471 But also 213 00:08:42,495 --> 00:08:44,287 Let's take a look at our example 214 00:08:44,543 --> 00:08:45,055 Here again 215 00:08:45,311 --> 00:08:49,919 We've matched the quality of the light in the shadow hardness is 216 00:08:50,175 --> 00:08:50,943 Consistent 217 00:08:52,223 --> 00:08:57,599 I'll take a look at what they said look like if we had an overly soft light in the exact same position 218 00:08:58,623 --> 00:09:03,487 So you can see this doesn't really make sense within our seen or lighting Direction is correct 219 00:09:03,999 --> 00:09:06,815 But this feels like it was in a more overcast 220 00:09:07,071 --> 00:09:07,839 Environ 221 00:09:08,351 --> 00:09:10,399 And it just doesn't read Israel 222 00:09:10,655 --> 00:09:12,191 Because I like quality is 223 00:09:13,215 --> 00:09:18,591 What is the setting up eternity to talk about diffusion a little bit because we just talk about how hard 224 00:09:18,847 --> 00:09:20,127 Sun's Shadows 225 00:09:20,639 --> 00:09:23,967 Or when it goes through clouds I want a movie like goes to any store 226 00:09:24,223 --> 00:09:24,735 Diffusion 227 00:09:24,991 --> 00:09:25,503 Shelter 228 00:09:25,759 --> 00:09:27,551 What is travelling through 229 00:09:27,807 --> 00:09:31,391 Essentially becomes a new light source and Scatter 230 00:09:31,647 --> 00:09:32,671 All of the rise of 231 00:09:32,927 --> 00:09:34,719 So they are no longer moving in a pair 232 00:09:34,975 --> 00:09:35,487 Direction 233 00:09:35,999 --> 00:09:38,303 And therefore it softens for sure 234 00:09:39,583 --> 00:09:43,423 Something else to note when you're dealing with the CG in particular 235 00:09:43,679 --> 00:09:45,471 Is that your dog 236 00:09:45,727 --> 00:09:50,591 White can have 11 quality of very harsh Shadows very soft shell 237 00:09:51,359 --> 00:09:54,943 The indirect light that is bouncing off different sources 238 00:09:55,455 --> 00:09:56,991 Is always sore 239 00:09:57,247 --> 00:09:58,015 Like in the 60 240 00:09:58,783 --> 00:10:00,460 You'll never see a horse 241 00:10:00,461 --> 00:10:02,632 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 242 00:10:02,634 --> 00:10:01,343 Indirect 243 00:10:01,599 --> 00:10:02,111 Source 244 00:10:02,367 --> 00:10:04,927 And again this is because when the light 245 00:10:05,183 --> 00:10:05,951 Hit the ground 246 00:10:06,207 --> 00:10:07,487 The rays are scared 247 00:10:07,743 --> 00:10:08,511 Annapurna 248 00:10:09,535 --> 00:10:10,559 Creating that 249 00:10:12,095 --> 00:10:13,631 And finally removing 250 00:10:13,887 --> 00:10:14,655 Lightning 251 00:10:15,423 --> 00:10:21,567 Light intensity is very straightforward if that are lights need to match the appropriate 252 00:10:21,823 --> 00:10:22,847 Levels of brightness 253 00:10:23,615 --> 00:10:25,663 In the sentence we only have one life 254 00:10:26,175 --> 00:10:28,735 And obviously this looks very wrong 255 00:10:29,247 --> 00:10:30,783 And this is typically 256 00:10:31,039 --> 00:10:32,575 The light 257 00:10:32,831 --> 00:10:34,111 Bet for CG render 258 00:10:34,367 --> 00:10:36,415 Composite doors have the most control 259 00:10:36,927 --> 00:10:41,535 CG renderers can be split out into different light groups and you can very easily 260 00:10:41,791 --> 00:10:43,327 Fine-tune the intensity 261 00:10:43,583 --> 00:10:44,351 Each of your end 262 00:10:45,631 --> 00:10:47,679 Where is the light Direction 263 00:10:47,935 --> 00:10:48,959 Cheryl Cole 264 00:10:49,471 --> 00:10:52,543 Is very difficult if not impossible to me 265 00:10:53,567 --> 00:10:54,079 1 CC 266 00:10:54,335 --> 00:10:54,847 Anders 267 00:10:55,359 --> 00:10:56,383 In this example 268 00:10:56,895 --> 00:10:58,431 Our main killer 269 00:10:59,199 --> 00:11:02,527 Has an appropriate level of brightness but there was a secondary like 270 00:11:02,783 --> 00:11:03,295 Added 271 00:11:03,551 --> 00:11:04,831 It's a bit of a back light 272 00:11:06,111 --> 00:11:06,623 And 273 00:11:06,879 --> 00:11:11,999 Play really there is no secondary source of light in the spillage and so we need to turn it off 274 00:11:12,255 --> 00:11:13,023 In order for 275 00:11:13,279 --> 00:11:13,791 Correct 276 00:11:14,303 --> 00:11:16,863 And modify the intensity of that 0 277 00:11:17,119 --> 00:11:18,655 Make the sit very nice 278 00:11:19,679 --> 00:11:22,751 I've been mostly looking at lydian in regards to 3 279 00:11:23,519 --> 00:11:29,663 And we done that just because it's a little easier to show the nuances of the lighting characteristics when we have a 280 00:11:29,919 --> 00:11:30,943 Distance shot to be compared 281 00:11:31,967 --> 00:11:35,295 But I cannot stress enough how important lighting is 282 00:11:35,551 --> 00:11:37,855 When it comes to matching your various elements 283 00:11:38,111 --> 00:11:38,879 In 2D 284 00:11:39,903 --> 00:11:41,951 You've already actually done this a little bit 285 00:11:42,207 --> 00:11:44,255 Free when we were selecting a back 286 00:11:44,511 --> 00:11:45,791 Green screen 287 00:11:46,303 --> 00:11:49,375 Are we made sure you're a matching all the lighting characters 288 00:11:49,631 --> 00:11:50,143 6 289 00:11:50,399 --> 00:11:55,519 How to take a look at some examples that are maybe not so great and we can talk about 290 00:11:55,775 --> 00:11:57,311 Why they feel wrong 291 00:11:58,079 --> 00:12:01,407 And before we get into these not so great examples I just want 292 00:12:01,663 --> 00:12:02,431 Disclaim 293 00:12:02,687 --> 00:12:04,223 I'm not rushing these artists were 294 00:12:04,735 --> 00:12:07,039 What are the times when this happened 295 00:12:07,295 --> 00:12:09,087 There are outside factors 296 00:12:09,343 --> 00:12:13,439 Contribute to Shotts getting rushed and just trying to get something out there to hit it 297 00:12:14,207 --> 00:12:16,767 So not ripping on his artist I'm just trying to show some 298 00:12:17,023 --> 00:12:19,327 Real examples of shops that made 299 00:12:19,583 --> 00:12:20,095 Television 300 00:12:20,351 --> 00:12:21,887 I think could be improved 301 00:12:22,143 --> 00:12:23,167 Through better lighting 302 00:12:23,935 --> 00:12:27,519 And so in this instance we have a shot from The Walking Dead 303 00:12:27,775 --> 00:12:29,567 And the number one thing 304 00:12:29,823 --> 00:12:31,103 Jumps out to me is that 305 00:12:31,359 --> 00:12:33,407 Equality of lighting is very 306 00:12:34,175 --> 00:12:34,687 Between 307 00:12:34,943 --> 00:12:35,711 54 grand 308 00:12:36,479 --> 00:12:37,247 This is very clear 309 00:12:37,503 --> 00:12:39,039 Play a green screenshot 310 00:12:39,295 --> 00:12:41,855 You can see the horse Shadows on that map 311 00:12:42,111 --> 00:12:43,391 Painting in the background 312 00:12:43,647 --> 00:12:44,671 Dean Castle 313 00:12:45,183 --> 00:12:46,463 And the types 314 00:12:46,719 --> 00:12:49,535 Clouds that are up there seems to imply that 315 00:12:50,047 --> 00:12:55,167 Is Alan is a bright sunny day but if you look at our main character here he is no 316 00:12:55,423 --> 00:12:55,935 Shadow 317 00:12:56,447 --> 00:13:02,591 And he doesn't really have any Shadows but if you look at her back on please you can see the right side is clearly 318 00:13:02,847 --> 00:13:03,359 Buy white 319 00:13:03,615 --> 00:13:05,663 And the left side isn't sure 320 00:13:05,919 --> 00:13:07,199 But he's just a uniform 321 00:13:07,455 --> 00:13:07,967 My front 322 00:13:08,479 --> 00:13:09,759 What is a speculum 323 00:13:10,015 --> 00:13:10,527 Play top 1 324 00:13:10,783 --> 00:13:12,063 Of his forehead 325 00:13:12,319 --> 00:13:13,343 And I see 326 00:13:13,599 --> 00:13:16,927 Amongst other things that's the biggest reason that the shop 327 00:13:17,183 --> 00:13:17,695 Doesn't work 328 00:13:18,207 --> 00:13:22,303 And here we can see a still from one of my favourite movies the room 329 00:13:22,559 --> 00:13:26,143 And you can see that the lighting from before going to the background 330 00:13:26,399 --> 00:13:26,911 Is 331 00:13:27,167 --> 00:13:27,679 Wet 332 00:13:28,191 --> 00:13:29,471 The light is coming 333 00:13:29,727 --> 00:13:32,799 From right to left in our background but it's coming from 334 00:13:34,847 --> 00:13:37,407 And the quality of light also doesn't seem 335 00:13:37,663 --> 00:13:40,479 Quite a line it feels like it could be a little bit harsh 336 00:13:40,735 --> 00:13:41,503 In the background 337 00:13:42,783 --> 00:13:45,343 You could get away with it if you're saying that it sounds like 338 00:13:45,599 --> 00:13:49,439 There's nothing in the scene that's brightly illuminated that we bouncing this 339 00:13:50,207 --> 00:13:54,047 So again and when were selecting elements for accounts we need to make sure it 340 00:13:54,303 --> 00:13:54,815 These 341 00:13:55,839 --> 00:13:58,399 Factors are in place inconsistent 342 00:13:58,655 --> 00:14:00,959 From a background to a 4 Grand Tour m 343 00:14:01,215 --> 00:14:02,751 Everything are pulling together 344 00:14:03,007 --> 00:14:04,543 Needs to have cancer 345 00:14:05,567 --> 00:14:09,919 And if you have an element that has maybe two of the three of these characteristics 346 00:14:10,175 --> 00:14:12,735 You need to ask yourself if you're going to be able 347 00:14:13,759 --> 00:14:14,527 That laugh 348 00:14:15,295 --> 00:14:17,855 In terms of light Direction and like quality 349 00:14:18,111 --> 00:14:21,951 Honestly it's pretty difficult to do depending on exactly 350 00:14:22,463 --> 00:14:22,975 What the 351 00:14:23,231 --> 00:14:24,511 So that's just 352 00:14:25,791 --> 00:14:26,815 Light intensity 353 00:14:27,071 --> 00:14:32,191 Is probably the easiest but it's still can be tricky if you're trying to make a very Overexposed 354 00:14:32,703 --> 00:14:33,215 Image 355 00:14:33,471 --> 00:14:33,983 Very dark 356 00:14:34,495 --> 00:14:37,823 And that wraps up or compositing fundamentals of lighting 357 00:14:38,591 --> 00:14:39,871 Thank you very much for listening 358 00:14:40,127 --> 00:14:41,151 And I'll catch you in the 24771

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