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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:07,000 Let's finish up with the scene by switching to the render settings and switching this from Eevee to Cycles. 2 00:00:07,000 --> 00:00:13,000 And now, depending on your settings in the preferences, you might switch this to GPU. 3 00:00:13,000 --> 00:00:20,000 And since Blender 2.83, there's an option to enable viewport denoising, so I will do this right here. 4 00:00:20,000 --> 00:00:31,000 But this is for the RTX cards, but if you're running Blender version 2.9, you might have an option for viewport denoising there. 5 00:00:31,000 --> 00:00:38,000 At the time when I started recording, the most stable version was and is still 2.83 LTS, 6 00:00:38,000 --> 00:00:46,000 so some of the features might be different for you when you work on this in the future, but all in all, this should work fine. 7 00:00:46,000 --> 00:00:52,000 So with the viewport denoising active, we can now create the boundary for the camera view. 8 00:00:52,000 --> 00:01:02,000 So CTRL B and drag a selection around this, so that if we now enable preview by holding Z and going for the render preview, 9 00:01:02,000 --> 00:01:04,000 we are not rendering anything around. 10 00:01:04,000 --> 00:01:09,000 And this is our first preview of this artwork in Cycles. 11 00:01:09,000 --> 00:01:12,000 I really like it right away. 12 00:01:12,000 --> 00:01:16,000 You can see how nicely the light turned out. 13 00:01:16,000 --> 00:01:18,000 These branches are nicely visible. 14 00:01:18,000 --> 00:01:21,000 They have nice rim light around those. 15 00:01:21,000 --> 00:01:23,000 The model is separated from the background. 16 00:01:23,000 --> 00:01:31,000 It has that blue-greenish darker tone there with a little bit of a stronger light in the front here. 17 00:01:31,000 --> 00:01:34,000 So all in all, I think this is a great result. 18 00:01:34,000 --> 00:01:36,000 I won't be changing anything here. 19 00:01:36,000 --> 00:01:38,000 Of course, you can play around. 20 00:01:38,000 --> 00:01:42,000 There's just one thing I would like to add, and that's to go to the color management. 21 00:01:42,000 --> 00:01:48,000 So let's find some contrast look that would look nice, and we can start with medium-high contrast. 22 00:01:48,000 --> 00:01:50,000 And I think that looks fine for this. 23 00:01:50,000 --> 00:01:53,000 We don't need much more contrast here. 24 00:01:53,000 --> 00:01:57,000 And while we are in the render settings, we can go to the performance settings. 25 00:01:57,000 --> 00:02:03,000 And if you're rendering on GPU, I recommend to setting the tile size to something higher. 26 00:02:03,000 --> 00:02:07,000 You will save some seconds on your render times. 27 00:02:08,000 --> 00:02:11,000 Yeah, so that's it for the render settings. 28 00:02:11,000 --> 00:02:14,000 But before we render this, let's set up the denoising. 29 00:02:14,000 --> 00:02:21,000 Because right now we just enabled the viewport denoising that serves as our real-time ray tracing preview. 30 00:02:21,000 --> 00:02:26,000 But we need to set up some denoising for the render mode as well. 31 00:02:26,000 --> 00:02:28,000 There are multiple ways how to do this. 32 00:02:28,000 --> 00:02:33,000 There is some denoising in the view layer settings and stuff like that. 33 00:02:33,000 --> 00:02:36,000 But I like to use the Intel denoiser in the compositor. 34 00:02:36,000 --> 00:02:41,000 I think it gave the best results in all kinds of conditions I've tried. 35 00:02:41,000 --> 00:02:45,000 And most of all, it's available for GPU as well as CPU. 36 00:02:45,000 --> 00:02:49,000 So I will show you how to set it up right now. 37 00:02:49,000 --> 00:02:54,000 And first of all, we'll need to go to the view layer properties and enable denoise data. 38 00:02:54,000 --> 00:02:59,000 And now you can go to the compositing workspace, enable nodes. 39 00:02:59,000 --> 00:03:01,000 Here we can move this to the side a little bit. 40 00:03:01,000 --> 00:03:06,000 So let's shift-A, filter, and let's find the denoise filter. 41 00:03:06,000 --> 00:03:12,000 And just plug it here and we'll connect the normal and the albedo channels. 42 00:03:12,000 --> 00:03:17,000 These are the channels that we just now enabled in the view layer with the denoising data. 43 00:03:17,000 --> 00:03:19,000 So now the denoising is set up. 44 00:03:19,000 --> 00:03:21,000 And I will plug in one more filter here. 45 00:03:21,000 --> 00:03:24,000 So let's press shift-A and add a glare filter. 46 00:03:24,000 --> 00:03:31,000 Because I want to keep a little bit of that glow, that bloom that we set up in Eevee. 47 00:03:31,000 --> 00:03:33,000 I really like that on Wisp. 48 00:03:33,000 --> 00:03:37,000 So let's go back to the compositing and we'll set up the glare. 49 00:03:37,000 --> 00:03:42,000 So we can change this from streaks to fog glow with the high quality. 50 00:03:42,000 --> 00:03:47,000 And set threshold to something higher like 5. 51 00:03:47,000 --> 00:03:53,000 We want only the really bright places to be glowing. 52 00:03:53,000 --> 00:03:55,000 And we are ready now to render. 53 00:03:55,000 --> 00:04:01,000 If you go to the rendering workspace, let me hit the X button here. 54 00:04:01,000 --> 00:04:04,000 So we have the empty image editor here. 55 00:04:04,000 --> 00:04:06,000 And let's save the scene. 56 00:04:06,000 --> 00:04:13,000 And we can press F12 to render. 57 00:04:13,000 --> 00:04:19,000 Okay, so you could see how the render went and then how the compositor kicked in. 58 00:04:19,000 --> 00:04:27,000 It got denoised and the glare filter got applied to these really shiny areas here. 59 00:04:27,000 --> 00:04:29,000 So I really like this so far. 60 00:04:29,000 --> 00:04:33,000 But I think we'll need some more samples. 61 00:04:33,000 --> 00:04:37,000 And the geometry looks a little bit choppy here and there. 62 00:04:37,000 --> 00:04:44,000 So first of all, let's set this to 512 samples for the render settings. 63 00:04:44,000 --> 00:04:47,000 And we can choose to use adaptive sampling. 64 00:04:47,000 --> 00:04:51,000 That's something that was too introduced in 2.83. 65 00:04:51,000 --> 00:04:57,000 And basically, it does less number of samples on the areas where it's not needed, 66 00:04:57,000 --> 00:05:01,000 where there's only just a little bit of noise or no noise. 67 00:05:01,000 --> 00:05:04,000 It will not do all those samples. 68 00:05:04,000 --> 00:05:09,000 So this is again something to save some of these precious seconds on the render time. 69 00:05:09,000 --> 00:05:15,000 And about the geometry, we can go to the layout and select the shaman character. 70 00:05:15,000 --> 00:05:23,000 Go to the modifier settings and add a subdivision modifier. 71 00:05:23,000 --> 00:05:29,000 Okay, and let's set this to 1 because we already subdivided the character before. 72 00:05:29,000 --> 00:05:31,000 We just want to refine this a little bit. 73 00:05:31,000 --> 00:05:34,000 And we can disable this for the viewport. 74 00:05:34,000 --> 00:05:36,000 So this will happen only in the render. 75 00:05:36,000 --> 00:05:38,000 So let's go back to the rendering. 76 00:05:38,000 --> 00:05:44,000 And based on your settings that I've described in the introductory chapter, 77 00:05:44,000 --> 00:05:49,000 you might render this in a new window or in the image editor. 78 00:05:49,000 --> 00:05:52,000 So let's hit that F12 to render. 79 00:05:58,000 --> 00:06:02,000 So this is it. Congratulations on your first character. 80 00:06:02,000 --> 00:06:08,000 If this is your first character, congratulations for finishing to getting all over here. 81 00:06:08,000 --> 00:06:11,000 I know this was a handful at times a little bit. 82 00:06:11,000 --> 00:06:16,000 But you know, we are getting into a little bit more complex areas in these episodes. 83 00:06:16,000 --> 00:06:20,000 So again, congratulations. Good job for getting here. 84 00:06:20,000 --> 00:06:24,000 I really hope you like your result, that you like your render. 85 00:06:24,000 --> 00:06:26,000 I would be happy to check it out. 86 00:06:26,000 --> 00:06:33,000 So whether you hit me on Instagram or Facebook or whatever social media channel you can find me on 87 00:06:33,000 --> 00:06:37,000 or send me an email, I would like to see your creations. 88 00:06:37,000 --> 00:06:43,000 If you post on your social media, please tag me, mention me in the description or something 89 00:06:43,000 --> 00:06:47,000 so I can see your creations and check it out for myself. 90 00:06:47,000 --> 00:06:50,000 So again, congratulations on your character artwork. 91 00:06:50,000 --> 00:06:53,000 And I hope to see you in the next episode. 8739

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