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Stylized lighting can mean many different things,
many different looks, let's make sense of it.
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join me and we will explore some of these looks
and techniques in Blender we will explore various
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realistic stylized lighting techniques and we will
use just like in the other tutorials from this
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series the amazing Hjalti's chart to relate some of
these concepts to. but first feel free to download
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this .blend file from the resources to follow along.
so here we have the Hjalti's chart that goes from
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reality to stylized to abstract, it's a
kind of gamut or the area where we can map
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the various... uh... decisions related to lighting and
how we're gonna style it. we can make things more
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or less real, more or less abstract, that's a
matter of gradation between those extremes.
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so when we think about it the Workbench render
engine, which is the same as using the solid
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shading mode in Blender generally already gives us
a stylized representation of some lighting ideal
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which is let's say the physically correct
lighting. Matcaps for example... matcaps are
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meant to provide a very quick and very... preview-ish
representation of lighting and materials. Matcaps
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are nothing more than a sphere that is projecting
the lighting and material properties onto all the
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meshes in our scene. technically the concept, even
though it can look slightly believable in practice...
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the concept itself is very stylized in nature,
very simplified. we can even go with a matcap
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that shows a cartoonish gradation before we even
started playing with lighting. so even a default
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Blender viewport can be a decent starting point
in our search for a particular lighting style.
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so i think we have successfully landed somewhere
over there or maybe there... okay so if we keep
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moving to the right into this direction that makes
us lose the elements of reality then we can go
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flat :) that probably puts us into the right corner
of this chart and makes the stylized person
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really happy about our journey :) but that's also a
completely viable alternative to going realistic
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or semi-realistic, it doesn't make things look
less beautiful or less cool. on the country,
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it often makes it much more expressive, because
you can play with pure colors and yes, it's a
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completely different game comparing to what we
are expected to deliver in the realistic setting,
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but anyway we can maybe add a little bit of shadow
to push it to the left, so you can see the game.
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the name of the game is that we can freely
navigate this landscape, it totally depends
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on our conscious choices that we make. we
can subtract and add the elements of reality
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to push it to the left or to the right conversely.
as soon as we go Eevee and add any light source, we
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have already, like, moved ourselves way to the left.
the basis of realism is the interaction between
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lights and materials and once we rely on the light
sources to sculpt the shape or rather sculpt the
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3d form of our object, we're already moving there.
you know, closer to to the real Ton. still we're
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somewhere in the middle in terms of going full
fat realistic, we can sprinkle it up with ambient
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occlusion and other things that could possibly
make it slightly more physically plausible,
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we can enable soft shadows... you name it. and once
again, it won't make it more or less beautiful
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or cool, this isn't the point, it's a matter of
style. all right, if we want to go full left, we
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can choose Cycles as our render engine. Cycles is a
physically correct rendering engine that uses path
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tracing for lighting calculations, all the stuff
that is closely associated with realism like light
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bounces, global illumination, believable shadows and
just the light transport algorithms. all of these
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things that we get out of a sudden straight out
of the box as soon as we enable Cycles allow us
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to move further to the left towards reality of
representation, especially if we use the bigger
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light sources and high dynamic range environments
and all that stuff that works best with Cycles,
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that allows us to make a huge progress
over to the left side of the chart.
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okay we cannot move all the way to the end to
the left side because lighting isn't everything,
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you know, we have models, we have other things
that contribute to this perception of reality
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and yeah, i recommend you to watch the exaggeration
tutorial that is included in this course, because
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it's important how we treat the geometry, how we
treat the proportions. lighting and shading is
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just a part of the equation, there is for example
perspective, it can also be more realistic or
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more twisted, expressive... you name it. it's important
to take these things into account as well.
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right. but what should we do if we want to move
to the top, towards the non-figurative side
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of the chart where the Abstract Land lies? in
other words how to make things abstracted in 3d?
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that's a tricky question, really tricky. but just
to give you an example, we can use the denoising.
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neural networks based denoising when coupled
with the low amount of samples produce
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a smudgy quirky rendering effect which looks to
me a little bit abstract... for my taste at least.
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just to show a general direction in which we
can keep thinking about lighting and how we can
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stylize it in terms of making it more abstract,
it's a little bit tricky to do in 3d because
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the perspective is a little bit rigid, you
know, you cannot do much with it without
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mangling the application itself and all the lenses.
cameras and so on follows certain algorithms. it's
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not the same as smudging it with a smudge brush
and Krita, you know. but we can try something like
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that. for example we can add the volume shader, make
it less dense so we can see through, then we can
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hope that the denoising algorithms will mangle it
enough to make it look slightly abstract in terms
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of lighting. that's not a particular technique
that i would use in production, again, this is just
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to demonstrate a certain way of thinking, where
we can try to move things up on the chart. if we
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would really like to climb up higher, we would need
to bring things into the image editing software...
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hello, Krita! :) to demonstrate the concept let's
save this render and open it up in Krita.
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what does it even mean when we say abstract
lighting in 3d? what do we mean? it could mean many
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things but basically the way that the lens system
works within the virtual camera, the way that the
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lighting is spread in the scene, the light bounces
all that stuff, it needs to be altered somehow
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using our artistic vision of how the space works
in... in our imaginary world that we're setting up,
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maybe to make it a bit more abstract we can
imagine to put it into words that the air in our
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scene has strange density that makes the light
follow swirly patterns... i don't know... something
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along these lines. maybe maybe it's an artistic
lensing effect if we think about it in terms of
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the light transport. such things as the
light bounces, the... the scattering of light
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or dispersion can behave just like we want, we can
add the colors from different parts of the color
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wheel as if the light is scattered in some crazy
crazy way and talking about the depth of field,
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it can also be abstracted, so the edges will
go haywire, so that's probably what i mean
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when i say abstracted in terms of how lighting
works. if you want to practice this abstraction,
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feel free to do it in 2d because it's much
easier this way to understand the concept.
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alright, so we have mapped the lighting somewhere
to this region of the chart by doing quick paint
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over. we have made it much more abstract. perhaps
not to the point of total disintegration of
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lighting and form, because it's pretty hard to go
beyond a certain limit towards non-figurative art,
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we are still constrained by the
underlying geometry in this case.
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actually if you want to learn more about
infusing your color and your lighting with
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some abstract quality, watch the Marco Bucci's
videos on his Youtube channel by all means.
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you can start with the one called Using Color in
Your Paintings. essentially Marco explains in this
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video how he treats the color in his paintings..
starting by setting up the value structure, the
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drawing itself, he goes into the abstract qualities
of brush strokes and colors imposed over the... this
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structure of values. the key point that Marco makes
is that there is always an abstract dimension to
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pretty much every piece of art, there is always a
place for the abstract expression of your artistic
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thought. but let's dial down the abstract
qualities for for the time being and concentrate
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on the stylistic qualities, which is... uh... the
simplified properties of the shaders for example.
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we can use shader to rgb node to start off
by setting up lighting and then moving on to
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the territory of the cartoonish representation
of this kind of lighting. imagine a comic book
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posterization technique, something like that... we
will be talking about that extensively throughout
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the course. but to give you a taste of how this
approach to shading works basically we're using
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the shader to rgb node plugged into the color
ramp and then we colorize the ramp however we like.
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here i'm using the Constant interpolation mode
to create the non-graduated transitions, the
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sharp transitions between the various stops on
the color ramp. so by following this technique
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we are positioning ourselves roughly in the
middle of the chart in terms of real versus
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simplified ending points. we are neither fully
expressively flat nor fully physically plausible
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we're somewhere in between. we still use the
information provided by Eevee, the position
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of lights, how the light hit the object, but then
we apply the artistic transformation on top of it.
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that's one of those hybrid approaches to
lighting that are super useful to know and
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to practice. all right, awesome! to sum it up,
there are no right or wrong choices when it
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comes to styling the lighting in Blender
or other applications for that matter.
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the choices that we make affect... um... how far to the
left or to the right or to the top we are on this
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triangular chart. this is a territory, but we still
need to over impose our artistic map on top of it.
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from my experience you can map this territory
only by practicing these things, only by trial
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and error like any other things related to 3d art
and especially to expressive stylized three art,
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it's super subjective and super intuitive. what
you will choose it's totally up to you, you're
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free to explore this land this, Triangular
Land of All Possible Stylistic Combinations™
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and if you want to further practice these concepts
to really nail it down and to find something that
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you would love and that you would want to share
with us of course on social media, feel free to
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download the project files, they go alongside the
tutorial and then just give yourself some time,
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have fun with exploring different combinations
of realistic and not so realistic elements
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of lighting in particular, because
that's the lighting exercise after all,
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but also don't hesitate to tinker around with
the colors, because that's something that we have
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already discussed in the previous tutorial, that's
also something that you can totally play with.
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