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Hey hey! Gleb Alexandrov here! and in this tutorial we're gonna come up with a formula for beautiful
cinematic lighting for the object shots of any kind. we're gonna start from scratch and
then gradually explore all the steps of this formula so it can be applied to variety of
different locations and shots. this formula is extremely versatile, after setting it all up
its components can be mixed to your taste and adapted to the needs of the project no matter
if it's a dramatic moody composition or an upbeat and evocative still life. to not reinvent the wheel
and keep it simple you can reuse the components of this scheme or this formula in your own work.
so our subject or rather object for demoing this lighting scheme is going to be this bunch
of minerals. it is a nice little object that has variety of textural details and has a little bit
of everything in terms of materials. it is fairly reflective but not super reflective at the same
time it shows a fair bit of variable roughness so it's neither super glossy nor super diffuse
it even allows a bit of light to pass through it with the help of the subsurface scattering which
we will discuss a bit later on. so as I've said it's a little bit of everything, it's a perfect
demo object for this kind of lighting setup. now an important note, even though the subsurface
scattering looks beautiful, for the purpose of the tutorial to keep things simple I guess we
will turn it off. so once you open that demo scene in Blender, you will find out that the subsurface
is turned off, is switched off, it will make our minerals look like they are made of clay which is
perfect for our training purposes. so let's keep moving! :) okay before actually getting our hands
dirty we should probably set our Bblender up, our Cycles up and have a look at the scene. why do we use
Cycles Render engine for this lighting tutorial? first of all it is a pure path tracing render
engine which means it's the closest we can get in Blender to the way light actually behaves in the
real world. with Cycles the light just behaves realistically right out of the bat so we don't
have to even think for the most part about global illumination and other realistic lighting effects,
so we can focus on what truly matters, which is creating cinematic and yet believable lighting.
thanks to the recent advancements in Blender such as general speed up and
denoising, raytraced rendering became much faster than it used to be. in the old days
one frame of path traced animation could easily take a few days to render, but fortunately these
days are over and with the rise of gpus and the advancements in technology the viewport
rendering in Blender as well became a thing. in other words, we'll leave the burden of technical
lighting calculations to Cycles and focus on the creative side of it.
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