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These are the user uploaded subtitles that are being translated: 1 00:00:05,420 --> 00:00:09,260 All right, so in this lesson we're going to talk 2 00:00:09,255 --> 00:00:13,125 about how to use a camera and lighting techniques. 3 00:00:13,125 --> 00:00:16,025 So these often go hand-in-hand. 4 00:00:16,020 --> 00:00:18,830 So a definite wanted to kinda mentioning them together. 5 00:00:18,825 --> 00:00:25,565 But we're going to start off with this scene here that is just a plain and then a sphere. 6 00:00:25,560 --> 00:00:28,440 We're going to be using the render button a lot. 7 00:00:28,440 --> 00:00:30,530 So we're gonna have a separate lesson for render, 8 00:00:30,525 --> 00:00:32,775 but to show you where that is real quick, 9 00:00:32,775 --> 00:00:36,345 up top here, you'll see a render to picture viewer button. 10 00:00:36,340 --> 00:00:37,700 Whenever I press that, 11 00:00:37,700 --> 00:00:41,150 you see that's my scene right there that I have rendered. 12 00:00:41,150 --> 00:00:44,090 So basically what we're gonna do is we're gonna take this scene and kinda 13 00:00:44,090 --> 00:00:47,570 take it one step at a time to kind of make it look good with lighting. 14 00:00:47,570 --> 00:00:49,720 So our first step, 15 00:00:49,715 --> 00:00:53,155 let's go ahead and navigate around 16 00:00:53,150 --> 00:00:56,710 this scene here and trying to find a good camera angle that we want to use. 17 00:00:56,705 --> 00:01:00,425 So I'll left-click to rotate around here. 18 00:01:00,425 --> 00:01:03,845 I'll right-click. We'll zoom in a little bit. 19 00:01:04,090 --> 00:01:08,930 Like a tough angle ligament that works right there. 20 00:01:08,930 --> 00:01:12,640 Alright, so now whenever I have my position that I want the camera to be set, 21 00:01:12,635 --> 00:01:15,205 I could simply click on this camera button right here, 22 00:01:15,200 --> 00:01:18,130 and it makes a camera right where my viewport has. 23 00:01:18,125 --> 00:01:20,845 So I can do a couple of things here. 24 00:01:20,840 --> 00:01:24,560 One, whenever I start moving around the the viewport again, 25 00:01:24,560 --> 00:01:26,840 you'll see that the camera doesn't actually move with it. 26 00:01:26,840 --> 00:01:31,600 What you can do is you can select the camera with as little crosshairs are here. 27 00:01:31,595 --> 00:01:34,825 It moves you back to the camera and now you are selected in that camera. 28 00:01:34,820 --> 00:01:36,620 So now when you start moving this around, 29 00:01:36,620 --> 00:01:38,560 you're actually moving the camera too. 30 00:01:38,555 --> 00:01:40,085 So you don't have to be careful though, 31 00:01:40,085 --> 00:01:44,825 because sometimes you start moving the camera and you're not really ready to do that. 32 00:01:44,860 --> 00:01:48,320 So what we can do here now with this camera. 33 00:01:48,320 --> 00:01:55,510 So the cameras in 3D work very similarly to the cameras inside of the real world, right? 34 00:01:55,505 --> 00:01:58,885 Where each one has a different millimeter lens. 35 00:01:58,880 --> 00:02:01,150 Now if you don't know anything about cameras, 36 00:02:01,145 --> 00:02:05,155 to basically kind of tell you this quickly. 37 00:02:05,150 --> 00:02:07,220 Essentially, the lower this number is, 38 00:02:07,220 --> 00:02:09,070 the wider the view is, 39 00:02:09,065 --> 00:02:11,315 the higher the number is, 40 00:02:11,315 --> 00:02:12,655 the less view you have. 41 00:02:12,650 --> 00:02:17,120 So essentially to get the same image with a higher lens, 42 00:02:17,120 --> 00:02:18,320 you'd have to be close. 43 00:02:18,319 --> 00:02:19,899 And with a, with a, 44 00:02:19,895 --> 00:02:22,495 with a, let me say. 45 00:02:22,490 --> 00:02:24,800 Alright, so if we had a 50 millimeter lens, 46 00:02:24,800 --> 00:02:28,130 you see what happens there is we get a wider field of view. 47 00:02:28,130 --> 00:02:30,530 Whenever I change this to 200 millimeters, 48 00:02:30,530 --> 00:02:35,030 you see a kinda zooms in really closely in the field of view is a lot smaller. 49 00:02:35,030 --> 00:02:39,940 So let's go ahead and change this to something like 5050 is good. 50 00:02:39,935 --> 00:02:42,175 It's pretty, pretty standard here, 51 00:02:42,170 --> 00:02:44,840 but you can change it to anything that you want really. 52 00:02:44,840 --> 00:02:48,860 That's really all we're going to talk about as far as the settings go in the camera, 53 00:02:48,860 --> 00:02:51,200 there are a lot of different options here. 54 00:02:51,200 --> 00:02:55,100 Actually, we're gonna talk about the stereoscopic here and a little bit, 55 00:02:55,100 --> 00:02:57,590 but for the most part, 56 00:02:57,590 --> 00:02:58,900 changing the settings on the camera. 57 00:02:58,895 --> 00:02:59,965 There are a lot of things, 58 00:02:59,960 --> 00:03:04,380 but the main thing that you'll be adjusting is that focal length, there. 59 00:03:04,380 --> 00:03:11,620 So now we have that whenever hit render now C, Okay. 60 00:03:11,620 --> 00:03:17,160 So on the right side here we can see a history of all of the renders that we made. 61 00:03:17,155 --> 00:03:19,275 And again, we're going to kind of see this as 62 00:03:19,270 --> 00:03:21,840 a progress kinda thing and we'll kind of see how, 63 00:03:21,835 --> 00:03:24,415 how we go from place to place. 64 00:03:24,415 --> 00:03:27,195 All right, so let's take a look at some of 65 00:03:27,190 --> 00:03:29,560 the other cameras that you can actually use. It. 66 00:03:29,560 --> 00:03:31,030 We click and hold here. 67 00:03:31,030 --> 00:03:33,240 We have a target camera. 68 00:03:33,235 --> 00:03:35,215 Whenever I use this target camera, 69 00:03:35,215 --> 00:03:40,075 i'm going to de-select off of this so I can kind of give you an idea here. 70 00:03:41,190 --> 00:03:47,190 Alright, so now that that is de-selected or deleted, 71 00:03:47,190 --> 00:03:49,700 we can see that whenever I made that target camera, 72 00:03:49,700 --> 00:03:51,070 it actually gave me a target, 73 00:03:51,065 --> 00:03:54,035 this little camera, this little target here, 74 00:03:54,035 --> 00:03:55,705 and then a null. 75 00:03:55,700 --> 00:03:59,060 Now, if I start moving that care Bre, 76 00:03:59,060 --> 00:04:03,130 you'll see it stays facing. 77 00:04:03,125 --> 00:04:05,425 Let's go ahead and I'm gonna change these views a 78 00:04:05,420 --> 00:04:08,280 little bit so you can get a good idea here. 79 00:04:08,950 --> 00:04:11,590 Let's change. 80 00:04:11,585 --> 00:04:15,205 In this view, I'm going to select the cameras so we can see what it looks like. 81 00:04:15,200 --> 00:04:18,820 And then over here I'm going to change a little bit so we can kinda, 82 00:04:18,815 --> 00:04:20,995 so we can rotate around this viewport and 83 00:04:20,990 --> 00:04:23,780 then the left viewport here will be that rendered frame. 84 00:04:23,780 --> 00:04:25,860 So I can move stuff around in here. 85 00:04:25,860 --> 00:04:29,270 I'm gonna remove that can't read, can see exactly what it's doing in that rendered, 86 00:04:29,270 --> 00:04:31,210 in the frame that we will render here. 87 00:04:31,205 --> 00:04:33,955 So if I change it over here, hit render. 88 00:04:33,950 --> 00:04:36,800 It renders that view from the top left. 89 00:04:36,800 --> 00:04:41,330 Alright, so with a target camera then we can see that we're changing the camera, 90 00:04:41,330 --> 00:04:44,560 but it's still pointed at, at the target, 91 00:04:44,555 --> 00:04:50,245 which is just so happens to be a null that's placed directly under that sphere. 92 00:04:50,240 --> 00:04:51,880 So when we grab that target, 93 00:04:51,875 --> 00:04:53,935 we can start moving that around. 94 00:04:53,930 --> 00:04:57,050 And you'll see that it actually moves where 95 00:04:57,050 --> 00:05:00,530 the cameras looking but doesn't actually change the position of the camera. 96 00:05:00,530 --> 00:05:03,380 And that could be good for like scenes that you want to like kind of rotate 97 00:05:03,380 --> 00:05:06,320 something or not necessarily rotate, 98 00:05:06,320 --> 00:05:07,700 but like maybe there's something moving 99 00:05:07,700 --> 00:05:09,580 across the frame and you want to kind of follow it, 100 00:05:09,575 --> 00:05:11,185 you can use a target for that. 101 00:05:11,180 --> 00:05:14,590 For the most part, I personally just use normal cameras, 102 00:05:14,585 --> 00:05:17,015 but because that's how real cameras work. 103 00:05:17,015 --> 00:05:19,195 Real cameras don't have targets. 104 00:05:19,190 --> 00:05:21,970 That's just kind of a helpful tool in 3D. 105 00:05:21,965 --> 00:05:27,455 So the last camera that we're talking about and we click and hold is the stereo camera. 106 00:05:27,455 --> 00:05:31,825 So this is a pretty new thing here that is pretty 107 00:05:31,820 --> 00:05:36,160 cool whenever it comes to making virtual reality scenes. 108 00:05:36,155 --> 00:05:39,895 Now if I go ahead and click on this, 109 00:05:39,890 --> 00:05:44,320 I'm going to get my scene in here and a little bit. 110 00:05:44,315 --> 00:05:46,715 All right, so that's where I want the camera to be. 111 00:05:46,715 --> 00:05:50,365 Now what I can do with this 3D camera here, 112 00:05:50,360 --> 00:05:54,230 without selected, I can go over to spherical, 113 00:05:54,230 --> 00:05:55,910 I can go to enable. 114 00:05:55,910 --> 00:05:57,960 And whenever I hit render, 115 00:05:57,964 --> 00:06:01,374 you see it actually gives me a spherical image of the scene. 116 00:06:01,370 --> 00:06:02,890 So just like that, 117 00:06:02,885 --> 00:06:08,245 you can take this and you can put this inside of any sort of VR app. 118 00:06:08,240 --> 00:06:10,000 Now most of these apps, they kind of 119 00:06:09,995 --> 00:06:12,325 Use different kind of setups. 120 00:06:12,320 --> 00:06:14,300 Some of them use a left eye and right eye. 121 00:06:14,300 --> 00:06:17,930 Some of them use the spherical here and then automatically convert it. 122 00:06:17,930 --> 00:06:19,970 But all of your options, and again, 123 00:06:19,970 --> 00:06:21,080 I'm not gonna get too far into it, 124 00:06:21,080 --> 00:06:23,830 but all of your options are in here. 125 00:06:23,825 --> 00:06:27,325 Were the stereoscopic mood. 126 00:06:27,320 --> 00:06:29,740 And again, the spherical camera. 127 00:06:29,735 --> 00:06:34,255 So again, that easy to just get some virtual reality looking stuff in here. 128 00:06:34,250 --> 00:06:36,250 So I'm not gonna talk about that too much. 129 00:06:36,245 --> 00:06:40,385 I'm gonna go ahead and delete that camera here. 130 00:06:40,385 --> 00:06:46,585 And let's go ahead and I'm just gonna make a normal camera again and select it. 131 00:06:46,580 --> 00:06:49,480 And I'm going to try to set up this angle here. 132 00:06:49,475 --> 00:06:55,035 We're gonna go back to that 50 millimeter length and set it up. 133 00:06:55,030 --> 00:06:57,340 We'll say right there, 134 00:06:57,340 --> 00:06:59,140 some sort of interesting composition. 135 00:06:59,140 --> 00:07:01,690 So I'm not gonna get too much into composition, 136 00:07:01,690 --> 00:07:02,760 but one of the, 137 00:07:02,755 --> 00:07:04,875 one of the big rules is rule of thirds, 138 00:07:04,870 --> 00:07:09,820 where you needed essentially think of your screen divided into three parts in, 139 00:07:09,820 --> 00:07:12,340 in, horizontally and vertically. 140 00:07:12,340 --> 00:07:14,610 And what you wanna do is you want to try to place 141 00:07:14,605 --> 00:07:18,445 your focal point on one of those four intersections. 142 00:07:18,445 --> 00:07:23,065 I realize that may be a little confusing, but its composition. 143 00:07:23,065 --> 00:07:25,635 So whenever I render that now, 144 00:07:25,630 --> 00:07:28,230 you see we are currently here. Alright, perfect. 145 00:07:28,225 --> 00:07:31,155 So we want this to look a little bit more realistic. 146 00:07:31,150 --> 00:07:32,470 So in order to do that, 147 00:07:32,470 --> 00:07:34,970 we need realistic lighting, right? 148 00:07:34,965 --> 00:07:37,505 So I'm gonna go ahead and close that. 149 00:07:37,505 --> 00:07:39,985 And I'm going to, I'm going to work mainly in this view. 150 00:07:39,980 --> 00:07:43,940 And we're gonna leave this one over here as the camera view or the render view. 151 00:07:43,940 --> 00:07:48,890 So if we go next to the camera, we can click and hold that. 152 00:07:48,890 --> 00:07:51,760 You'll see that there are a bunch of different lighting options. 153 00:07:51,755 --> 00:07:54,805 I'm willing to talk about a few of these. 154 00:07:54,800 --> 00:07:58,400 But let's start by going into light. 155 00:07:58,400 --> 00:08:00,440 When we do that, everything goes black immediately 156 00:08:00,440 --> 00:08:03,940 because our light is actually under everything. 157 00:08:03,935 --> 00:08:05,495 So if I bring that up, 158 00:08:05,495 --> 00:08:10,145 you'll see I can actually start to see what the lighting does on that sphere there. 159 00:08:10,145 --> 00:08:14,665 Let's say I want to put those right around there. 160 00:08:14,660 --> 00:08:18,220 You can get a good idea of where the highlights hitting on it right there. 161 00:08:18,215 --> 00:08:22,895 And if I hit render is the right now I'm starting to get lighting. 162 00:08:22,895 --> 00:08:24,275 So we had this. 163 00:08:24,275 --> 00:08:29,165 Now we have that, but there's one big thing that's missing and that is shadows. 164 00:08:29,165 --> 00:08:31,945 So whenever we make a light, 165 00:08:31,940 --> 00:08:34,660 it automatically defaults to not making shadows. 166 00:08:34,655 --> 00:08:38,165 If we go down to our options here in this little panel, 167 00:08:38,165 --> 00:08:41,155 we can see type of light that we have 168 00:08:41,150 --> 00:08:44,170 all of our different options that we had up top here. 169 00:08:44,165 --> 00:08:47,345 We can actually change it once we already haven't made. 170 00:08:47,345 --> 00:08:49,385 We can go into shadow. 171 00:08:49,385 --> 00:08:52,225 And I'm gonna change this to, 172 00:08:52,220 --> 00:08:55,040 I'm gonna change this shadow maps. 173 00:08:55,040 --> 00:08:56,930 And then I'm going to hit renders. 174 00:08:56,930 --> 00:08:58,430 We can see what that those. 175 00:08:58,430 --> 00:09:04,360 And just like that now we have a shadow that reacts with the light that we created. 176 00:09:04,355 --> 00:09:09,175 Now, shadow maps work a little bit, not so realistically. 177 00:09:09,170 --> 00:09:12,620 Where if we go into the shadow panel here, 178 00:09:12,620 --> 00:09:17,000 the shadow map is currently 20 or 250 by 250. 179 00:09:17,000 --> 00:09:23,170 Sampling, basically, essentially, the higher this number is, 180 00:09:23,165 --> 00:09:26,285 the sharper that shadow is going to be. 181 00:09:26,285 --> 00:09:29,215 So if I change that to 2 thousand by 2 thousand, 182 00:09:29,210 --> 00:09:32,350 you see all suddenly becomes a really sharp shadow. 183 00:09:32,345 --> 00:09:36,095 If I change it to see if I can go lower here, 184 00:09:36,095 --> 00:09:38,735 I can actually go lower if I change it to like five, 185 00:09:38,735 --> 00:09:40,685 I guess forties loads, you can go. 186 00:09:40,685 --> 00:09:42,565 Now if I render that view, 187 00:09:42,560 --> 00:09:44,540 you see it's super blurry. 188 00:09:44,540 --> 00:09:47,510 So again, so to see these different options, 189 00:09:47,510 --> 00:09:49,160 this was 250 by 250, 190 00:09:49,160 --> 00:09:51,130 this was 2 thousand by 2 thousand, 191 00:09:51,125 --> 00:09:52,915 and this was 40 by 40. 192 00:09:52,910 --> 00:09:58,630 Now what you could do theoretically is just make this kinda however you need it. 193 00:09:58,625 --> 00:10:02,135 You, depending on the light source, 194 00:10:02,135 --> 00:10:04,825 you can kinda change with the shadow does. 195 00:10:04,820 --> 00:10:08,630 That's basically a little not so realistic like I mentioned, 196 00:10:08,630 --> 00:10:10,400 because that's not how lights work. 197 00:10:10,400 --> 00:10:14,300 Essentially how lights work are the bigger the light source is, 198 00:10:14,300 --> 00:10:17,170 the blurrier the shadows. 199 00:10:17,165 --> 00:10:19,585 And the smaller, the smaller the light source, 200 00:10:19,580 --> 00:10:21,080 the harder the shadows. 201 00:10:21,080 --> 00:10:27,970 So one of the things that you can do is you can actually go into, 202 00:10:27,965 --> 00:10:29,705 back into this general tab here. 203 00:10:29,705 --> 00:10:34,505 Go to shadow, change the shadow maps to area. 204 00:10:34,505 --> 00:10:36,245 Now, I want to mention real quick, 205 00:10:36,245 --> 00:10:40,075 ray traced here is going to be all hard shadows no matter what you do. 206 00:10:40,070 --> 00:10:42,590 So it's just perfectly line shadows. 207 00:10:42,590 --> 00:10:44,920 Sometimes you want that for more stylistic stuff. 208 00:10:44,915 --> 00:10:49,145 But let's go into area and see what happens there. 209 00:10:49,145 --> 00:10:51,925 Now. Actually, you know, I'm gonna do, 210 00:10:51,920 --> 00:10:55,430 how am I going to change my Omni light to an area lighten as well. 211 00:10:55,430 --> 00:10:57,620 There we go. So now you see that whenever, 212 00:10:57,620 --> 00:10:58,850 I mean this area light, 213 00:10:58,850 --> 00:11:01,260 it actually made it like a plane. 214 00:11:01,264 --> 00:11:04,434 And essentially what's happening here is light is 215 00:11:04,430 --> 00:11:07,460 going to emit from this side pointing, right? 216 00:11:07,460 --> 00:11:13,740 So let's go ahead and rotate it a little bit just so I can get a good angle at here. 217 00:11:15,340 --> 00:11:17,290 That works. 218 00:11:17,285 --> 00:11:19,385 Now if I hit Render, 219 00:11:19,390 --> 00:11:21,800 you'll see that, hey, look, 220 00:11:21,800 --> 00:11:25,190 starting to get a little bit more realistic shadows here, 221 00:11:25,190 --> 00:11:29,140 because the shadow is based on the size of the light. 222 00:11:29,135 --> 00:11:31,855 So what I can do now, 223 00:11:31,850 --> 00:11:34,960 lets say i, this would be more like 224 00:11:34,955 --> 00:11:38,915 a one of those fluorescent panels letter in-links and sort of Interior. 225 00:11:38,915 --> 00:11:43,555 What I can do it, I can change the size by going into details. 226 00:11:43,550 --> 00:11:48,580 And I can change the outer radius to something like five and you'll see it got, 227 00:11:48,575 --> 00:11:50,825 the light got a lot smaller. 228 00:11:50,825 --> 00:11:52,935 But whenever I render that, 229 00:11:52,935 --> 00:11:55,605 those shadows get harder. 230 00:11:55,600 --> 00:11:58,380 So you can see the two examples there and you can see 231 00:11:58,375 --> 00:12:01,185 what that lighting does on that ball as well. 232 00:12:01,180 --> 00:12:04,350 Where, you know, there's this hard edge. 233 00:12:04,345 --> 00:12:11,035 And then right here we have just more of a softer kinda feel. 234 00:12:11,035 --> 00:12:15,015 So it seems like for this specific seen, 235 00:12:15,010 --> 00:12:16,810 maybe we want to kind of split the difference a little. 236 00:12:16,810 --> 00:12:22,550 Let's go to, let's go to 15 and kind of see how that looks. 237 00:12:24,600 --> 00:12:27,760 Maybe actually a little bit more or 238 00:12:27,760 --> 00:12:29,950 a little bit less because I won't get the shadows a little bit 239 00:12:29,950 --> 00:12:35,430 blurrier and do something like eight or wrong way. 240 00:12:35,430 --> 00:12:37,060 Sorry. 241 00:12:37,055 --> 00:12:45,685 I'm gonna do 25 area, area. 242 00:12:45,680 --> 00:12:47,870 So that's looking pretty cool right there. 243 00:12:47,870 --> 00:12:49,700 We have our highlight. Now. 244 00:12:49,700 --> 00:12:52,720 The other thing, the other thing that's pretty important here as materials, 245 00:12:52,715 --> 00:12:57,035 and the next lesson is going to be on texturing and materials. 246 00:12:57,035 --> 00:12:58,705 So I'm going to talk about that too much here. 247 00:12:58,700 --> 00:13:00,670 But it's, it's, you know, 248 00:13:00,665 --> 00:13:03,955 sometimes it's a good idea to kinda get your lighting figured out first 249 00:13:03,950 --> 00:13:08,210 because all materials kind of react differently depending on how lights are set up. 250 00:13:08,210 --> 00:13:10,280 So if you get your lighting figured out first, 251 00:13:10,280 --> 00:13:13,400 then you can adjust your materials or the other way around. 252 00:13:13,400 --> 00:13:16,520 Honestly, there's no set way that you're supposed to do it, 253 00:13:16,520 --> 00:13:19,760 but just keep in mind that your materials and your lighting kind of 254 00:13:19,760 --> 00:13:24,200 work hand in hand with how the render comes out in the end. 255 00:13:24,200 --> 00:13:30,350 Alright, so also what I wanted to say is we can also change, 256 00:13:30,350 --> 00:13:34,490 if it go into general here and we can change the color of the light. 257 00:13:34,490 --> 00:13:39,920 So let's go ahead and change this to me, 258 00:13:39,920 --> 00:13:42,150 some sort of a red light. 259 00:13:42,150 --> 00:13:45,690 So like that, you know, you can see again it changes that seem immediately. 260 00:13:45,685 --> 00:13:49,725 If I hit render, the light is red. 261 00:13:49,720 --> 00:13:51,550 Perfect. 262 00:13:51,550 --> 00:13:57,220 Alright, I'm gonna kinda go little pink on there. 263 00:13:57,220 --> 00:14:00,580 Ok. So just like this, 264 00:14:00,580 --> 00:14:04,510 you can see that all of the materials and thus are just plain grey. 265 00:14:04,510 --> 00:14:06,480 But by changing the color of the light, 266 00:14:06,475 --> 00:14:10,035 all of a sudden everything changes to that kind of color. 267 00:14:10,030 --> 00:14:12,970 Now in general, each price stay away from that kind of stuff 268 00:14:12,970 --> 00:14:16,870 unless you have a real reason to change the color of the light. 269 00:14:16,870 --> 00:14:22,170 So I'm going to go ahead and close that out. 270 00:14:22,165 --> 00:14:24,945 Let's make this color white, back to what we had. 271 00:14:24,945 --> 00:14:26,555 Perfect. Okay. 272 00:14:26,555 --> 00:14:31,645 So the other type of lights which yeah, 273 00:14:31,640 --> 00:14:33,050 let's go ahead and delete that real quick. 274 00:14:33,050 --> 00:14:35,570 And then I'm going to click and hold and you can see that. 275 00:14:35,570 --> 00:14:37,160 So light is what we had an area, 276 00:14:37,160 --> 00:14:39,590 light is what we ended up creating. 277 00:14:39,590 --> 00:14:42,370 There is a sunlight here that kind of 278 00:14:42,365 --> 00:14:45,325 changes the color of the light depending on the angle, 279 00:14:45,320 --> 00:14:47,800 sort of like how the sun works. 280 00:14:47,795 --> 00:14:52,825 You can essentially make all those same effects using just the light or area light. 281 00:14:52,820 --> 00:14:55,670 But you also have a spotlight here. 282 00:14:55,670 --> 00:15:02,350 Now Spotlight is going to work just like kind of a spotlight on a theatre. 283 00:15:02,345 --> 00:15:04,835 So if we go ahead and position that, 284 00:15:04,835 --> 00:15:07,415 and then we're gonna rotate that down. 285 00:15:07,415 --> 00:15:10,475 There you go to get that ball a little bit there. 286 00:15:10,475 --> 00:15:17,885 Now in that light, I'm also going to go to shadow a and let's change it to shadow maps. 287 00:15:17,885 --> 00:15:20,575 And then in that shadow here, 288 00:15:20,570 --> 00:15:24,340 I'm gonna change the sampling to 1000 by 1000. 289 00:15:24,335 --> 00:15:26,435 Now whenever we hit render on this, 290 00:15:26,435 --> 00:15:29,785 you see I actually get this really cool dramatic lighting now. 291 00:15:29,780 --> 00:15:37,900 And it just makes everything else kinda disappear outside of the cone of the light here. 292 00:15:37,895 --> 00:15:43,255 And we can change that cone by going into details outer angle. 293 00:15:43,250 --> 00:15:49,990 And we can change that code and you see that that's reflected in our viewport here. 294 00:15:49,985 --> 00:15:52,265 So I close that off a little bit. 295 00:15:52,265 --> 00:15:56,845 I'll go ahead and let's go ahead and 296 00:15:56,840 --> 00:16:02,890 try changing the shadow to area and see what that does for us. 297 00:16:02,885 --> 00:16:04,555 So that's pretty cool right there. 298 00:16:04,550 --> 00:16:06,250 That's pretty cool again, scene. 299 00:16:06,245 --> 00:16:10,445 And you know, we're really starting to kinda tell a story with the lighting. 300 00:16:10,445 --> 00:16:13,345 And that's really the most important thing whenever it comes to lighting, 301 00:16:13,340 --> 00:16:17,720 is choosing your lighting angles for a reason. 302 00:16:17,720 --> 00:16:21,320 And I'm not gonna get into cameras set up in proper three-point lighting, 303 00:16:21,320 --> 00:16:23,990 but that's definitely something that you should look into if you're 304 00:16:23,990 --> 00:16:27,470 more interested in kind of studio environments and how they work. 305 00:16:27,470 --> 00:16:32,260 Alright, so that is the lights. 306 00:16:32,255 --> 00:16:35,605 One last light, if I click on here and then there's also a target light, 307 00:16:35,600 --> 00:16:37,780 which is essentially a spotlight with a target, 308 00:16:37,775 --> 00:16:39,325 just like the target camera, 309 00:16:39,320 --> 00:16:41,840 they work exactly the same r. 310 00:16:41,840 --> 00:16:45,940 So let's see what else we got here. 311 00:16:45,935 --> 00:16:50,335 Note one thing that and that allowed people wanna do is 312 00:16:50,330 --> 00:16:54,370 they want to make a scene that just looks really good and they want to get there quickly. 313 00:16:54,365 --> 00:16:56,245 And I'm assuming you do too. 314 00:16:56,240 --> 00:16:59,570 So what I'm gonna do is create a little bit more of 315 00:16:59,570 --> 00:17:03,200 a complex scene and show you some tricks on getting it to look really, 316 00:17:03,200 --> 00:17:05,350 really good, really, really quick. 317 00:17:05,345 --> 00:17:07,405 Now, if I go into light, 318 00:17:07,400 --> 00:17:09,640 I'm going to go to area lights. 319 00:17:09,635 --> 00:17:13,475 And I'm gonna see how that looks real quick. 320 00:17:13,990 --> 00:17:17,210 Alright, that's looking pretty good right there. 321 00:17:17,210 --> 00:17:20,660 Now, let's see. 322 00:17:20,660 --> 00:17:24,950 If I go into actually, 323 00:17:24,950 --> 00:17:26,360 you know, first thing we wanna do is actually 324 00:17:26,360 --> 00:17:27,800 make the scene a little bit more interesting. 325 00:17:27,800 --> 00:17:33,590 So just by selecting one of these fears and holding control, 326 00:17:33,590 --> 00:17:36,340 you see this little icon shows up on your mouse. 327 00:17:36,335 --> 00:17:40,915 You can just drag off another kind of sphere like that. 328 00:17:40,910 --> 00:17:44,300 And like I said, I'm just gonna make the scene a little bit more interesting. 329 00:17:44,300 --> 00:17:49,220 And just kinda giving a little bit of the foreground, 330 00:17:49,220 --> 00:17:51,760 middle ground and background. 331 00:17:51,755 --> 00:17:55,415 Alright, so now, now I rendered that. 332 00:17:55,780 --> 00:17:58,520 We can see that again, 333 00:17:58,520 --> 00:17:59,810 it's looking pretty good. 334 00:17:59,810 --> 00:18:01,390 If we if we start taking steps back, 335 00:18:01,385 --> 00:18:04,175 we can see, you know, where we kinda came from. 336 00:18:04,175 --> 00:18:10,315 And our first render right here compared to right here. 337 00:18:10,310 --> 00:18:13,450 So if looking pretty good, now, 338 00:18:13,445 --> 00:18:20,825 the thing that you can do is essentially you can go into this Render Settings menu, 339 00:18:20,825 --> 00:18:23,035 which is next to the picture viewer. 340 00:18:23,030 --> 00:18:25,510 And then there's a whole bunch of different options here. 341 00:18:25,505 --> 00:18:28,895 But what we're gonna do is we're going to add a thing called global illumination. 342 00:18:28,895 --> 00:18:31,285 What this does is it, 343 00:18:31,280 --> 00:18:34,700 it helps lighting bounce off of objects. 344 00:18:34,700 --> 00:18:37,240 You create more of a realistic lighting situation. 345 00:18:37,235 --> 00:18:40,655 For instance, if sunlight's coming through your room, 346 00:18:40,655 --> 00:18:47,755 global illumination is the reason that the ceiling is appears to be lit up in your house? 347 00:18:47,750 --> 00:18:50,260 If light didn't bounce, 348 00:18:50,255 --> 00:18:53,905 then it would just hit the ground and you wouldn't nothing else would be lit. 349 00:18:53,900 --> 00:18:56,830 It would just be the spot on the ground sort of like a spotlight. 350 00:18:56,825 --> 00:19:02,875 So what we're gonna do is go into effect and then we can go into global illumination. 351 00:19:02,870 --> 00:19:05,000 Now for presets here, 352 00:19:05,000 --> 00:19:07,070 there's a whole bunch of different presets, 353 00:19:07,070 --> 00:19:09,850 but I'm just going to go into interior Hi, 354 00:19:09,845 --> 00:19:12,875 just to kinda give you a quick idea of how this works. 355 00:19:12,875 --> 00:19:15,265 And then I'm not going to touch anything else. 356 00:19:15,260 --> 00:19:16,930 I'm just gonna hit render again. 357 00:19:16,925 --> 00:19:19,735 And we're going to see a couple things happening here. 358 00:19:19,730 --> 00:19:26,650 One is that our render is taking much longer to actually render here. 359 00:19:26,645 --> 00:19:29,425 Now, if we click back to the last one, 360 00:19:29,420 --> 00:19:31,790 we can actually see it's a little bit of a difference, 361 00:19:31,790 --> 00:19:37,730 but it, it feels much more realistic because we're getting that bounced light in here. 362 00:19:37,730 --> 00:19:39,970 So this one right here is the new, 363 00:19:39,965 --> 00:19:42,035 new render with global illumination. 364 00:19:42,035 --> 00:19:43,625 And then we have the old one. 365 00:19:43,625 --> 00:19:47,195 Now, real quick, I'm going to just make a couple of materials 366 00:19:47,195 --> 00:19:50,885 just so you can get a better idea of how global illumination kinda helps you're seeing. 367 00:19:50,885 --> 00:19:54,355 To do that, I'm just gonna double-click in the Material Editor here. 368 00:19:54,350 --> 00:20:00,380 And then I'm going to double click again and change the color to something red. 369 00:20:00,380 --> 00:20:01,250 Perfect. 370 00:20:01,250 --> 00:20:07,870 I'm going to drag that to a couple of the spheres here just to give you an idea. 371 00:20:07,865 --> 00:20:11,005 And then I'm going to double-click, make another one. 372 00:20:11,000 --> 00:20:13,970 We'll make this one yellow. 373 00:20:13,970 --> 00:20:19,560 Perfect. I'm again going to just drag it on here. 374 00:20:20,560 --> 00:20:23,300 Thought was born, wouldn't drink there. 375 00:20:23,300 --> 00:20:24,370 Yeah. 376 00:20:24,365 --> 00:20:26,005 And double-click again. 377 00:20:26,000 --> 00:20:27,290 Let's make one more. 378 00:20:27,290 --> 00:20:31,670 That is great. 379 00:20:31,670 --> 00:20:34,120 And I'm just gonna drag that on the other ones. 380 00:20:34,115 --> 00:20:37,435 I can copy material from one object 381 00:20:37,430 --> 00:20:41,530 and paste onto another by again holding control and dragging. 382 00:20:41,525 --> 00:20:44,395 Just like that. There we go. 383 00:20:44,390 --> 00:20:46,780 So now whenever I render that, 384 00:20:46,775 --> 00:20:50,275 basically what I'm doing is whenever you start adding this color, 385 00:20:50,270 --> 00:20:55,810 it's gonna start bouncing color more so than just a grey that we had before. 386 00:20:55,805 --> 00:20:59,875 So again, we start to get this realistic lighting. 387 00:20:59,870 --> 00:21:02,590 We get our colors are bouncing a little bit. 388 00:21:02,585 --> 00:21:05,245 Not too noticeable there actually, 389 00:21:05,240 --> 00:21:11,750 but that's just kinda gives you an idea of how to kind of quickly set something up. 390 00:21:11,750 --> 00:21:17,650 And yeah, so the other thing we can do to kind of make 391 00:21:17,645 --> 00:21:20,545 these look a little close here we see that we 392 00:21:20,540 --> 00:21:23,800 get these like little grainy blurriness here. 393 00:21:23,795 --> 00:21:26,825 Well, what we can do is we can go into lighting. 394 00:21:26,825 --> 00:21:29,785 We can go into oh, 395 00:21:29,780 --> 00:21:33,760 we're Is it into details? 396 00:21:33,755 --> 00:21:37,265 And so that light that we made, it has samples. 397 00:21:37,265 --> 00:21:39,575 Anytime you see samples, the lower it is, 398 00:21:39,575 --> 00:21:41,095 the less quality it's going to be, 399 00:21:41,090 --> 00:21:43,090 but the faster the render is going to be. 400 00:21:43,085 --> 00:21:47,795 Now if I change this to something like 500, 401 00:21:47,795 --> 00:21:49,715 and then I'll render that. 402 00:21:49,715 --> 00:21:53,035 You're gonna see that our render times are gonna take a little bit more. 403 00:21:53,030 --> 00:21:55,870 And we can actually see that render times over here. 404 00:21:55,865 --> 00:21:57,145 If we, you know, 405 00:21:57,140 --> 00:21:58,840 the last render we made was eight seconds, 406 00:21:58,835 --> 00:22:00,485 the first one was 0 seconds. 407 00:22:00,485 --> 00:22:03,145 And this new one here. 408 00:22:03,140 --> 00:22:05,290 Well, I'll tell you when we get there, 409 00:22:05,285 --> 00:22:07,675 but It's going to be longer than eight seconds. 410 00:22:07,670 --> 00:22:11,600 That's for sure. And there we go, 21 seconds. 411 00:22:11,600 --> 00:22:13,790 So changing something like that, 412 00:22:13,790 --> 00:22:15,860 we get less grain, 413 00:22:15,860 --> 00:22:19,560 but it takes longer to render. 414 00:22:20,020 --> 00:22:22,330 So you get the idea and you know, 415 00:22:22,325 --> 00:22:24,565 a lot of times there's this trade-off where it's, 416 00:22:24,560 --> 00:22:26,380 is it really helping that much? 417 00:22:26,375 --> 00:22:29,645 You kinda have to balance your sampling of things to 418 00:22:29,645 --> 00:22:33,515 make an efficient render time as well as good quality. 419 00:22:33,515 --> 00:22:35,615 And for the specifically, 420 00:22:35,615 --> 00:22:37,285 the samples aren't really doing that much. 421 00:22:37,280 --> 00:22:39,350 So I would just turn that down to 40 again, 422 00:22:39,350 --> 00:22:43,420 just because eight seconds is better than 2100 for the results that we're getting. 423 00:22:43,415 --> 00:22:47,755 So that is essentially how you can kind of use lighting. 424 00:22:47,750 --> 00:22:52,220 You know, basically the, the basics of lighting to get something 425 00:22:52,220 --> 00:22:56,870 that goes from this to this. 426 00:22:56,870 --> 00:22:58,730 Now, real quick, before we go, 427 00:22:58,730 --> 00:23:03,920 I just want to kinda zoom out and give you guys a better angle at this, hit render. 428 00:23:03,919 --> 00:23:08,139 Something a little bit closer to that. 429 00:23:08,135 --> 00:23:12,065 That initial render, just so you can get a good idea here. 430 00:23:12,065 --> 00:23:15,025 So great look and shadows greatly and 431 00:23:15,020 --> 00:23:21,140 highlights compared to this thing right here that has no lighting whatsoever. 432 00:23:21,140 --> 00:23:22,940 And it's just really flattened. 433 00:23:22,940 --> 00:23:24,700 All cool. 434 00:23:24,695 --> 00:23:25,555 Great. 435 00:23:25,550 --> 00:23:30,180 So that was camera lighting and up next we'll be texturing. 35793

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