All language subtitles for A_06_stylized_lighting

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,120 --> 00:00:08,800 Stylized lighting can mean many different things,  many different looks, let's make sense of it.   2 00:00:09,360 --> 00:00:16,880 join me and we will explore some of these looks  and techniques in Blender we will explore various   3 00:00:16,880 --> 00:00:23,600 realistic stylized lighting techniques and we will  use just like in the other tutorials from this   4 00:00:23,600 --> 00:00:29,600 series the amazing Hjalti's chart to relate some of  these concepts to. but first feel free to download   5 00:00:29,600 --> 00:00:36,080 this .blend file from the resources to follow along.  so here we have the Hjalti's chart that goes from   6 00:00:36,720 --> 00:00:44,000 reality to stylized to abstract, it's a  kind of gamut or the area where we can map   7 00:00:44,000 --> 00:00:51,440 the various... uh... decisions related to lighting and  how we're gonna style it. we can make things more   8 00:00:51,440 --> 00:00:59,600 or less real, more or less abstract, that's a  matter of gradation between those extremes.   9 00:00:59,600 --> 00:01:05,040 so when we think about it the Workbench render  engine, which is the same as using the solid   10 00:01:05,040 --> 00:01:10,960 shading mode in Blender generally already gives us  a stylized representation of some lighting ideal   11 00:01:11,520 --> 00:01:18,320 which is let's say the physically correct  lighting. Matcaps for example... matcaps are   12 00:01:18,320 --> 00:01:27,440 meant to provide a very quick and very... preview-ish  representation of lighting and materials. Matcaps 13 00:01:27,440 --> 00:01:34,960 are nothing more than a sphere that is projecting  the lighting and material properties onto all the   14 00:01:34,960 --> 00:01:41,760 meshes in our scene. technically the concept, even  though it can look slightly believable in practice...   15 00:01:41,760 --> 00:01:48,640 the concept itself is very stylized in nature,  very simplified. we can even go with a matcap 16 00:01:48,640 --> 00:01:55,120 that shows a cartoonish gradation before we even  started playing with lighting. so even a default   17 00:01:55,120 --> 00:02:01,280 Blender viewport can be a decent starting point  in our search for a particular lighting style.   18 00:02:02,480 --> 00:02:08,880 so i think we have successfully landed somewhere  over there or maybe there... okay so if we keep   19 00:02:08,880 --> 00:02:14,320 moving to the right into this direction that makes  us lose the elements of reality then we can go   20 00:02:14,320 --> 00:02:20,480 flat :) that probably puts us into the right corner  of this chart and makes the stylized person   21 00:02:20,480 --> 00:02:27,280 really happy about our journey :) but that's also a  completely viable alternative to going realistic   22 00:02:27,280 --> 00:02:36,720 or semi-realistic, it doesn't make things look  less beautiful or less cool. on the country,   23 00:02:36,720 --> 00:02:43,520 it often makes it much more expressive, because  you can play with pure colors and yes, it's a   24 00:02:43,520 --> 00:02:51,120 completely different game comparing to what we  are expected to deliver in the realistic setting,   25 00:02:51,120 --> 00:02:56,800 but anyway we can maybe add a little bit of shadow  to push it to the left, so you can see the game.   26 00:02:57,360 --> 00:03:02,480 the name of the game is that we can freely  navigate this landscape, it totally depends   27 00:03:02,480 --> 00:03:08,080 on our conscious choices that we make. we  can subtract and add the elements of reality   28 00:03:08,080 --> 00:03:15,920 to push it to the left or to the right conversely.  as soon as we go Eevee and add any light source, we   29 00:03:15,920 --> 00:03:23,920 have already, like, moved ourselves way to the left.  the basis of realism is the interaction between   30 00:03:23,920 --> 00:03:32,480 lights and materials and once we rely on the light  sources to sculpt the shape or rather sculpt the   31 00:03:32,480 --> 00:03:41,280 3d form of our object, we're already moving there.  you know, closer to to the real Ton. still we're   32 00:03:41,280 --> 00:03:47,600 somewhere in the middle in terms of going full  fat realistic, we can sprinkle it up with ambient   33 00:03:47,600 --> 00:03:54,960 occlusion and other things that could possibly  make it slightly more physically plausible,   34 00:03:54,960 --> 00:04:01,840 we can enable soft shadows... you name it. and once  again, it won't make it more or less beautiful   35 00:04:01,840 --> 00:04:08,960 or cool, this isn't the point, it's a matter of  style. all right, if we want to go full left, we   36 00:04:08,960 --> 00:04:17,520 can choose Cycles as our render engine. Cycles is a  physically correct rendering engine that uses path   37 00:04:17,520 --> 00:04:24,160 tracing for lighting calculations, all the stuff  that is closely associated with realism like light   38 00:04:24,160 --> 00:04:31,280 bounces, global illumination, believable shadows and  just the light transport algorithms. all of these   39 00:04:31,280 --> 00:04:37,200 things that we get out of a sudden straight out  of the box as soon as we enable Cycles allow us   40 00:04:37,200 --> 00:04:43,840 to move further to the left towards reality of  representation, especially if we use the bigger   41 00:04:43,840 --> 00:04:50,080 light sources and high dynamic range environments  and all that stuff that works best with Cycles,   42 00:04:51,440 --> 00:04:57,280 that allows us to make a huge progress  over to the left side of the chart.   43 00:04:59,280 --> 00:05:06,400 okay we cannot move all the way to the end to  the left side because lighting isn't everything,   44 00:05:06,400 --> 00:05:11,920 you know, we have models, we have other things  that contribute to this perception of reality   45 00:05:11,920 --> 00:05:19,440 and yeah, i recommend you to watch the exaggeration  tutorial that is included in this course, because   46 00:05:19,440 --> 00:05:27,280 it's important how we treat the geometry, how we  treat the proportions. lighting and shading is   47 00:05:27,280 --> 00:05:34,080 just a part of the equation, there is for example  perspective, it can also be more realistic or   48 00:05:34,080 --> 00:05:40,640 more twisted, expressive... you name it. it's important  to take these things into account as well. 49 00:05:42,720 --> 00:05:48,800 right. but what should we do if we want to move  to the top, towards the non-figurative side   50 00:05:48,800 --> 00:05:55,840 of the chart where the Abstract Land lies? in  other words how to make things abstracted in 3d?   51 00:05:56,800 --> 00:06:03,840 that's a tricky question, really tricky. but just  to give you an example, we can use the denoising.   52 00:06:04,400 --> 00:06:10,080 neural networks based denoising when coupled  with the low amount of samples produce   53 00:06:10,800 --> 00:06:20,320 a smudgy quirky rendering effect which looks to  me a little bit abstract... for my taste at least.   54 00:06:20,320 --> 00:06:26,080 just to show a general direction in which we  can keep thinking about lighting and how we can   55 00:06:26,080 --> 00:06:31,040 stylize it in terms of making it more abstract,  it's a little bit tricky to do in 3d because   56 00:06:31,040 --> 00:06:35,760 the perspective is a little bit rigid, you  know, you cannot do much with it without   57 00:06:35,760 --> 00:06:43,600 mangling the application itself and all the lenses.  cameras and so on follows certain algorithms. it's   58 00:06:43,600 --> 00:06:49,760 not the same as smudging it with a smudge brush  and Krita, you know. but we can try something like   59 00:06:49,760 --> 00:06:56,640 that. for example we can add the volume shader, make  it less dense so we can see through, then we can   60 00:06:56,640 --> 00:07:02,400 hope that the denoising algorithms will mangle it  enough to make it look slightly abstract in terms   61 00:07:02,400 --> 00:07:08,560 of lighting. that's not a particular technique  that i would use in production, again, this is just   62 00:07:08,560 --> 00:07:16,240 to demonstrate a certain way of thinking, where  we can try to move things up on the chart. if we   63 00:07:16,240 --> 00:07:22,800 would really like to climb up higher, we would need  to bring things into the image editing software...   64 00:07:23,600 --> 00:07:30,240 hello, Krita! :) to demonstrate the concept let's  save this render and open it up in Krita.   65 00:07:31,680 --> 00:07:38,880 what does it even mean when we say abstract  lighting in 3d? what do we mean? it could mean many   66 00:07:38,880 --> 00:07:46,160 things but basically the way that the lens system  works within the virtual camera, the way that the   67 00:07:46,160 --> 00:07:53,520 lighting is spread in the scene, the light bounces  all that stuff, it needs to be altered somehow   68 00:07:54,160 --> 00:08:01,840 using our artistic vision of how the space works  in... in our imaginary world that we're setting up,   69 00:08:03,360 --> 00:08:09,120 maybe to make it a bit more abstract we can  imagine to put it into words that the air in our   70 00:08:09,120 --> 00:08:15,760 scene has strange density that makes the light  follow swirly patterns... i don't know... something   71 00:08:15,760 --> 00:08:22,240 along these lines. maybe maybe it's an artistic  lensing effect if we think about it in terms of   72 00:08:22,240 --> 00:08:27,520 the light transport. such things as the  light bounces, the... the scattering of light   73 00:08:27,520 --> 00:08:34,480 or dispersion can behave just like we want, we can  add the colors from different parts of the color   74 00:08:34,480 --> 00:08:41,520 wheel as if the light is scattered in some crazy  crazy way and talking about the depth of field,   75 00:08:41,520 --> 00:08:48,720 it can also be abstracted, so the edges will  go haywire, so that's probably what i mean   76 00:08:48,720 --> 00:08:56,480 when i say abstracted in terms of how lighting  works. if you want to practice this abstraction,   77 00:08:56,480 --> 00:09:01,600 feel free to do it in 2d because it's much  easier this way to understand the concept.   78 00:09:02,960 --> 00:09:09,680 alright, so we have mapped the lighting somewhere  to this region of the chart by doing quick paint   79 00:09:09,680 --> 00:09:16,960 over. we have made it much more abstract. perhaps  not to the point of total disintegration of   80 00:09:16,960 --> 00:09:25,040 lighting and form, because it's pretty hard to go  beyond a certain limit towards non-figurative art,   81 00:09:25,040 --> 00:09:28,320 we are still constrained by the  underlying geometry in this case. 82 00:09:30,480 --> 00:09:36,400 actually if you want to learn more about  infusing your color and your lighting with   83 00:09:36,400 --> 00:09:43,840 some abstract quality, watch the Marco Bucci's  videos on his Youtube channel by all means.   84 00:09:43,840 --> 00:09:50,640 you can start with the one called Using Color in  Your Paintings. essentially Marco explains in this   85 00:09:50,640 --> 00:09:57,600 video how he treats the color in his paintings..  starting by setting up the value structure, the   86 00:09:57,600 --> 00:10:07,760 drawing itself, he goes into the abstract qualities  of brush strokes and colors imposed over the... this   87 00:10:07,760 --> 00:10:15,520 structure of values. the key point that Marco makes  is that there is always an abstract dimension to   88 00:10:16,160 --> 00:10:23,040 pretty much every piece of art, there is always a  place for the abstract expression of your artistic   89 00:10:23,040 --> 00:10:29,600 thought. but let's dial down the abstract  qualities for for the time being and concentrate   90 00:10:29,600 --> 00:10:35,440 on the stylistic qualities, which is... uh... the  simplified properties of the shaders for example.   91 00:10:36,000 --> 00:10:43,840 we can use shader to rgb node to start off  by setting up lighting and then moving on to   92 00:10:43,840 --> 00:10:51,040 the territory of the cartoonish representation  of this kind of lighting. imagine a comic book   93 00:10:51,040 --> 00:10:56,400 posterization technique, something like that... we  will be talking about that extensively throughout   94 00:10:56,400 --> 00:11:01,920 the course. but to give you a taste of how this  approach to shading works basically we're using   95 00:11:01,920 --> 00:11:09,120 the shader to rgb node plugged into the color  ramp and then we colorize the ramp however we like.   96 00:11:10,240 --> 00:11:17,920 here i'm using the Constant interpolation mode  to create the non-graduated transitions, the   97 00:11:17,920 --> 00:11:23,760 sharp transitions between the various stops on  the color ramp. so by following this technique   98 00:11:23,760 --> 00:11:29,680 we are positioning ourselves roughly in the  middle of the chart in terms of real versus   99 00:11:29,680 --> 00:11:39,440 simplified ending points. we are neither fully  expressively flat nor fully physically plausible   100 00:11:39,440 --> 00:11:44,320 we're somewhere in between. we still use the  information provided by Eevee, the position   101 00:11:44,320 --> 00:11:50,560 of lights, how the light hit the object, but then  we apply the artistic transformation on top of it.   102 00:11:50,560 --> 00:11:55,200 that's one of those hybrid approaches to  lighting that are super useful to know and   103 00:11:55,760 --> 00:12:02,560 to practice. all right, awesome! to sum it up,  there are no right or wrong choices when it   104 00:12:02,560 --> 00:12:07,840 comes to styling the lighting in Blender  or other applications for that matter.   105 00:12:08,960 --> 00:12:16,480 the choices that we make affect... um... how far to the  left or to the right or to the top we are on this   106 00:12:16,480 --> 00:12:24,240 triangular chart. this is a territory, but we still  need to over impose our artistic map on top of it.   107 00:12:24,880 --> 00:12:31,200 from my experience you can map this territory  only by practicing these things, only by trial   108 00:12:31,200 --> 00:12:40,240 and error like any other things related to 3d art  and especially to expressive stylized three art,  109 00:12:40,240 --> 00:12:46,720 it's super subjective and super intuitive. what  you will choose it's totally up to you, you're   110 00:12:46,720 --> 00:12:53,600 free to explore this land this, Triangular  Land of All Possible Stylistic Combinations™   111 00:12:55,600 --> 00:13:01,280 and if you want to further practice these concepts  to really nail it down and to find something that   112 00:13:01,280 --> 00:13:07,200 you would love and that you would want to share  with us of course on social media, feel free to   113 00:13:07,200 --> 00:13:14,320 download the project files, they go alongside the  tutorial and then just give yourself some time,   114 00:13:14,320 --> 00:13:21,520 have fun with exploring different combinations  of realistic and not so realistic elements   115 00:13:21,520 --> 00:13:26,480 of lighting in particular, because  that's the lighting exercise after all,   116 00:13:26,480 --> 00:13:32,480 but also don't hesitate to tinker around with  the colors, because that's something that we have   117 00:13:32,480 --> 00:13:37,720 already discussed in the previous tutorial, that's  also something that you can totally play with. 16423

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.