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These are the user uploaded subtitles that are being translated: 1 00:00:00,133 --> 00:00:02,366 guys welcome to this uh tutorial 2 00:00:02,366 --> 00:00:04,366 uh this is just a quick tutorial about 3 00:00:04,400 --> 00:00:05,966 um some of my techniques 4 00:00:05,966 --> 00:00:07,900 um and mental process about uh 5 00:00:08,133 --> 00:00:10,266 a technique I call highlight stacking 6 00:00:10,300 --> 00:00:12,566 or kind of uh four layers of ping 7 00:00:12,766 --> 00:00:14,700 uh would be kind of another name for it 8 00:00:14,933 --> 00:00:17,066 um but this is just a free preview 9 00:00:17,100 --> 00:00:20,200 of a class will be releasing about a week or two here 10 00:00:20,566 --> 00:00:22,933 nuke44 which is advanced grading 11 00:00:23,166 --> 00:00:25,333 and relighting so we take a picture like this 12 00:00:25,500 --> 00:00:27,666 and we transform it into a picture like this 13 00:00:27,666 --> 00:00:29,166 so we use a variety of advanced 14 00:00:29,166 --> 00:00:31,900 composing techniques to achieve this result 15 00:00:32,533 --> 00:00:33,866 so that would be about 12 to 15 16 00:00:33,866 --> 00:00:34,900 dollars when it comes out 17 00:00:34,900 --> 00:00:36,400 and if you want to be notified 18 00:00:36,700 --> 00:00:38,366 you can sign up in the description below 19 00:00:38,500 --> 00:00:40,333 and I'll send out an email pretty soon 20 00:00:40,866 --> 00:00:42,600 but you can enjoy this free preview 21 00:00:43,100 --> 00:00:45,366 of just a mental process of mine 22 00:00:45,933 --> 00:00:48,466 in terms of how to stack and 23 00:00:49,266 --> 00:00:50,333 think about lighting 24 00:00:51,700 --> 00:00:53,966 the concept of and I called it 25 00:00:54,100 --> 00:00:56,000 the four layers of ping 26 00:00:56,000 --> 00:00:58,600 which is talking about specular highlights 27 00:00:59,400 --> 00:01:02,133 and what I mean by this is 28 00:01:02,400 --> 00:01:04,700 if we're going to start building up the interactive 29 00:01:05,133 --> 00:01:06,500 light bounces around 30 00:01:09,000 --> 00:01:10,100 our light here 31 00:01:10,300 --> 00:01:13,000 we need to understand how to do it and it's not just 32 00:01:13,600 --> 00:01:16,466 like as simple as taking a grade 33 00:01:16,766 --> 00:01:20,266 in a radio and you know this might be your intuition 34 00:01:20,266 --> 00:01:21,700 you go here and okay well 35 00:01:21,733 --> 00:01:23,900 there's a light bouncing off of these lights 36 00:01:23,900 --> 00:01:25,766 it will just go here and we'll just place a grade 37 00:01:25,766 --> 00:01:26,966 and we'll just grade it up 38 00:01:27,533 --> 00:01:29,466 and we'll start to you know 39 00:01:29,466 --> 00:01:31,066 put some some green around it 40 00:01:31,066 --> 00:01:32,600 let's actually do this on our comp real quick 41 00:01:32,600 --> 00:01:33,533 just to show you 42 00:01:34,366 --> 00:01:35,600 that we're working out up here 43 00:01:35,600 --> 00:01:37,966 so if I put this here we'll say okay 44 00:01:38,866 --> 00:01:39,866 let's actually do it 45 00:01:40,566 --> 00:01:41,400 do it before 46 00:01:42,166 --> 00:01:43,900 so we would put it underneath our light 47 00:01:45,000 --> 00:01:46,500 we do our grade or whatever 48 00:01:47,666 --> 00:01:49,200 and we would look at that 49 00:01:49,500 --> 00:01:50,300 and 50 00:01:51,300 --> 00:01:52,466 let's just go here 51 00:01:53,766 --> 00:01:55,333 and you know something like that 52 00:01:55,333 --> 00:01:57,500 that's actually not the way to do this 53 00:01:57,500 --> 00:01:59,166 that would be kind of the base layer 54 00:01:59,700 --> 00:02:01,266 but it's not that simple 55 00:02:01,400 --> 00:02:02,366 and I'll show you why 56 00:02:02,366 --> 00:02:04,200 so if I just stack a couple radios here 57 00:02:04,200 --> 00:02:05,866 like I said this is probably the intuition 58 00:02:05,866 --> 00:02:07,933 and honestly this is how a lot of 59 00:02:08,266 --> 00:02:11,133 Photoshop artists are doing it and Lightroom and stuff 60 00:02:12,133 --> 00:02:14,100 but I would say that's not advanced 61 00:02:14,200 --> 00:02:16,400 and it's not necessarily 62 00:02:18,533 --> 00:02:21,600 you're not considering material properties 63 00:02:21,600 --> 00:02:23,866 so it's kind of like what my first lesson was about 64 00:02:24,566 --> 00:02:27,866 about specular and glossiness and 65 00:02:29,266 --> 00:02:31,900 those things that we need to consider about reflections 66 00:02:31,900 --> 00:02:34,133 so this is not exactly 67 00:02:34,166 --> 00:02:35,666 sort of a realistic result 68 00:02:35,666 --> 00:02:36,766 and maybe this the wrong color 69 00:02:36,766 --> 00:02:37,766 but I can tweak it 70 00:02:38,300 --> 00:02:39,966 I just want to show you guys the wrong way 71 00:02:40,100 --> 00:02:41,166 before I show you 72 00:02:41,466 --> 00:02:43,100 the way that I'm thinking about it 73 00:02:43,333 --> 00:02:44,133 and 74 00:02:45,200 --> 00:02:47,066 not to say that my way is the only right way 75 00:02:47,066 --> 00:02:47,533 and there's 76 00:02:47,533 --> 00:02:49,133 probably other ways that people think about it 77 00:02:49,133 --> 00:02:50,400 but I have a mental way of 78 00:02:50,400 --> 00:02:52,766 breaking it down that I think will be useful to you 79 00:02:53,200 --> 00:02:54,266 if you're learning this 80 00:02:54,333 --> 00:02:56,266 so that's kind of okay 81 00:02:56,300 --> 00:02:57,700 you know there's some kind of balance light 82 00:02:57,700 --> 00:02:59,533 but it doesn't really feel like it's coming from that 83 00:02:59,533 --> 00:03:02,366 light so let's compare that to my comp 84 00:03:02,566 --> 00:03:04,333 and we'll see exactly the difference 85 00:03:04,333 --> 00:03:05,800 so here's that 86 00:03:06,933 --> 00:03:07,866 versus 87 00:03:08,566 --> 00:03:10,933 what I just showed let's just take a look back 88 00:03:11,966 --> 00:03:13,733 versus this you see the difference 89 00:03:14,133 --> 00:03:17,100 so there's a lot of reflections happening here 90 00:03:17,166 --> 00:03:19,300 there's different material properties 91 00:03:19,700 --> 00:03:22,333 you see like the metal pipes and the metal pieces are 92 00:03:22,333 --> 00:03:25,266 pinging out differently than the surface materials 93 00:03:25,266 --> 00:03:27,700 and you see some reflections are catching it 94 00:03:27,866 --> 00:03:29,133 glancing angles 95 00:03:29,566 --> 00:03:32,400 we also have versus just like a broad color 96 00:03:32,400 --> 00:03:33,266 we actually have 97 00:03:33,366 --> 00:03:35,166 light hitting surfaces like this 98 00:03:35,166 --> 00:03:37,266 on this side of this lantern that's off 99 00:03:38,700 --> 00:03:40,933 some of the wires are catching highlights differently 100 00:03:40,933 --> 00:03:42,066 because they're closer 101 00:03:42,933 --> 00:03:43,733 we have 102 00:03:44,200 --> 00:03:46,600 you know like catching over in these like clothing 103 00:03:46,866 --> 00:03:48,200 whatever is hanging over here 104 00:03:49,366 --> 00:03:52,533 you know some details catching on the side of 105 00:03:52,533 --> 00:03:54,100 signs and all these 106 00:03:54,333 --> 00:03:55,400 tiny details 107 00:03:56,000 --> 00:03:58,533 so the way I'm mentally breaking it down is 108 00:04:00,600 --> 00:04:03,100 and this is why I called the class the lecture 109 00:04:03,200 --> 00:04:06,333 for paints so essentially 110 00:04:06,333 --> 00:04:09,166 what this means is I'll just draw it out for you 111 00:04:11,800 --> 00:04:13,733 how I mentally think about it which is 112 00:04:14,133 --> 00:04:17,966 a useful way to break it down so let's do this 113 00:04:18,800 --> 00:04:20,133 set this to all 114 00:04:21,000 --> 00:04:23,200 and I'm gonna draw it after our 115 00:04:24,266 --> 00:04:25,566 the lights that we did here 116 00:04:26,766 --> 00:04:28,533 okay so if I'm thinking about this 117 00:04:28,533 --> 00:04:29,933 again it's the pool is a light idea 118 00:04:29,933 --> 00:04:31,800 so like explaining the other elections okay 119 00:04:31,800 --> 00:04:33,000 okay so our first 120 00:04:33,200 --> 00:04:34,266 areas of balance light 121 00:04:35,600 --> 00:04:36,966 well let's just say well it 122 00:04:37,066 --> 00:04:38,600 started near the wall so like 123 00:04:38,700 --> 00:04:40,900 what's closest to everything nearby so 124 00:04:40,933 --> 00:04:41,333 we're gonna 125 00:04:41,333 --> 00:04:43,500 see that this whole area is gonna be lit up 126 00:04:44,166 --> 00:04:47,133 this area is gonna be lit up and then obviously like 127 00:04:48,700 --> 00:04:52,000 the area furthest away down here is gonna be lit up 128 00:04:52,466 --> 00:04:53,566 but this is gonna be 129 00:04:53,566 --> 00:04:54,533 decayed a little bit 130 00:04:54,533 --> 00:04:55,933 so this is not gonna be as bright 131 00:04:55,933 --> 00:04:57,400 as the ones that are closer 132 00:04:57,600 --> 00:04:59,900 so you're thinking about that quadratic decay 133 00:04:59,900 --> 00:05:00,700 so it's really 134 00:05:00,866 --> 00:05:02,400 so let me switch with a different color 135 00:05:05,166 --> 00:05:06,666 thinking about that quadratic decay 136 00:05:06,666 --> 00:05:08,500 so here it's gonna be really bright 137 00:05:08,800 --> 00:05:09,800 and then 138 00:05:10,500 --> 00:05:11,300 let's see 139 00:05:11,466 --> 00:05:12,000 go to 140 00:05:12,000 --> 00:05:13,000 like a warm color 141 00:05:13,000 --> 00:05:15,366 and then here it's gonna start to fall off 142 00:05:16,166 --> 00:05:17,666 and of course 143 00:05:18,100 --> 00:05:20,400 the final one which is like our broad 144 00:05:22,133 --> 00:05:25,000 fall off is kind of like this super broad one like this 145 00:05:25,000 --> 00:05:26,266 so like obviously 146 00:05:26,400 --> 00:05:28,766 we want these lanterns to still light up this alleyway 147 00:05:28,766 --> 00:05:30,733 so we created our lights to be bright enough 148 00:05:32,000 --> 00:05:34,533 but obviously it's going to be dimmer further away 149 00:05:34,933 --> 00:05:37,166 so this is like the pools of light idea 150 00:05:37,266 --> 00:05:39,133 but within each pool 151 00:05:40,533 --> 00:05:43,333 this is where the concept of the four pings comes in 152 00:05:44,600 --> 00:05:45,500 so if I'm doing 153 00:05:45,500 --> 00:05:47,566 like let's say I'm doing this area down here 154 00:05:47,566 --> 00:05:48,733 so let's just say 155 00:05:48,733 --> 00:05:50,300 we're going to focus on this 156 00:05:50,300 --> 00:05:51,333 pool of light 157 00:05:51,333 --> 00:05:53,533 and we'll say it's like the ground pool or something 158 00:05:54,700 --> 00:05:56,866 we're gonna have this broad diffuse 159 00:05:56,933 --> 00:05:59,600 that's happening so like I talked about in the earlier 160 00:05:59,900 --> 00:06:00,800 physics of light 161 00:06:00,800 --> 00:06:03,066 lecture we have like the color diffuse 162 00:06:04,066 --> 00:06:06,133 but then we also have like the specular 163 00:06:06,133 --> 00:06:07,166 pings that are gonna happen 164 00:06:07,166 --> 00:06:11,400 so and then that happens in in sort of almost rings 165 00:06:11,500 --> 00:06:13,866 so like towards the hotter areas 166 00:06:16,000 --> 00:06:17,200 we're gonna have different types of paint 167 00:06:17,200 --> 00:06:19,066 so like if there's a reflection 168 00:06:19,466 --> 00:06:22,333 so the color diffuse is actually absorbing the material 169 00:06:22,333 --> 00:06:23,400 it's like the broad 170 00:06:23,800 --> 00:06:25,366 radio like I just showed you 171 00:06:25,966 --> 00:06:27,200 it's kind of the broad just 172 00:06:27,200 --> 00:06:29,066 color that's absorbing the material but 173 00:06:30,166 --> 00:06:31,966 if we imagine that this is a reflection 174 00:06:32,000 --> 00:06:34,600 and these are gonna reflect down into the ground 175 00:06:36,200 --> 00:06:37,566 but they're not gonna reflect like a mirror 176 00:06:37,566 --> 00:06:39,000 they're gonna reflect sort of 177 00:06:39,866 --> 00:06:41,000 trying to draw a line here 178 00:06:41,000 --> 00:06:42,500 they're gonna reflect sort of like 179 00:06:42,566 --> 00:06:44,200 distorted and everything like that 180 00:06:44,466 --> 00:06:46,766 we're gonna get a bunch of pinging highlights so 181 00:06:46,966 --> 00:06:47,566 essentially what's gonna 182 00:06:47,566 --> 00:06:49,733 happen is we're gonna have really bright ones 183 00:06:50,533 --> 00:06:52,366 let me do let me do the colors again 184 00:06:53,400 --> 00:06:55,133 so we're gonna have like the really bright 185 00:06:56,066 --> 00:06:58,566 reflections like where the 186 00:06:58,933 --> 00:07:00,933 mirror is so we have like the mirror 187 00:07:01,900 --> 00:07:03,466 so these are gonna be like the hottest 188 00:07:03,466 --> 00:07:04,700 pings of highlights 189 00:07:05,533 --> 00:07:07,866 but what's also happening is like the broader 190 00:07:07,866 --> 00:07:09,266 specular highlights so 191 00:07:09,366 --> 00:07:11,333 some of that scattering across the surface as a 192 00:07:11,333 --> 00:07:12,200 glossy reflection 193 00:07:12,200 --> 00:07:13,400 and that's why I talk to you guys about 194 00:07:13,400 --> 00:07:14,466 glossiness first 195 00:07:14,666 --> 00:07:15,900 so what's happening is like 196 00:07:16,166 --> 00:07:16,966 those are the 197 00:07:16,966 --> 00:07:18,200 like almost like the mirror 198 00:07:18,200 --> 00:07:19,466 like it's almost mirror 199 00:07:19,466 --> 00:07:21,266 like these reflections that they're really bright 200 00:07:21,266 --> 00:07:23,133 they're going to catch they're really the contrast 201 00:07:23,266 --> 00:07:24,800 but then the secondary ones are 202 00:07:24,800 --> 00:07:25,533 where the lights kind of 203 00:07:25,533 --> 00:07:28,100 scattering along the surface depending on the 204 00:07:28,100 --> 00:07:29,933 depending on the material of the surface but 205 00:07:30,200 --> 00:07:31,100 you'll see you'll have 206 00:07:31,200 --> 00:07:34,066 less strong pings but you still have some kind of pings 207 00:07:34,300 --> 00:07:36,500 falling off in 208 00:07:36,700 --> 00:07:38,700 a kind of a radio around this area 209 00:07:38,700 --> 00:07:39,100 and you know 210 00:07:39,100 --> 00:07:41,000 you might catch some pinks in different areas 211 00:07:41,766 --> 00:07:43,333 around up here and stuff like that 212 00:07:43,333 --> 00:07:44,066 but they're not going to be 213 00:07:44,066 --> 00:07:45,933 as intense as the ones at the very 214 00:07:45,933 --> 00:07:47,000 center because that's like 215 00:07:47,200 --> 00:07:48,300 almost a reflection 216 00:07:49,600 --> 00:07:50,566 and then we're gonna have 217 00:07:50,733 --> 00:07:53,933 maybe even some subtle pinks that kind of fall off in 218 00:07:55,000 --> 00:07:56,200 areas outside 219 00:07:57,000 --> 00:07:58,500 which is like the third 220 00:07:58,500 --> 00:08:01,000 pink so I'm doing green to show that color so you see 221 00:08:01,266 --> 00:08:02,133 all of these different 222 00:08:02,133 --> 00:08:04,200 types of highlights that are appearing everywhere 223 00:08:04,733 --> 00:08:06,900 but finally we have like 224 00:08:08,000 --> 00:08:08,866 something that 225 00:08:09,600 --> 00:08:12,933 is not within this pool of light that's still 226 00:08:12,933 --> 00:08:14,566 reflecting these lights 227 00:08:14,600 --> 00:08:16,300 and that is kind of these 228 00:08:16,400 --> 00:08:19,566 angle of incidence reflections just materials 229 00:08:19,966 --> 00:08:22,333 and surfaces that are at the 230 00:08:22,333 --> 00:08:24,066 right angle to catch reflections 231 00:08:24,066 --> 00:08:25,933 even when they're really far away 232 00:08:26,100 --> 00:08:27,900 so like that's where all the main 233 00:08:28,000 --> 00:08:30,533 glints kind of specular highlights are not glints 234 00:08:30,533 --> 00:08:30,766 but 235 00:08:30,766 --> 00:08:32,900 specular highlights are happening is in this circle 236 00:08:33,266 --> 00:08:34,566 but occasionally you'll get one that's like 237 00:08:34,566 --> 00:08:37,600 way out here so like this light is actually reflecting 238 00:08:37,866 --> 00:08:39,366 it's giving a mirror reflection 239 00:08:39,366 --> 00:08:40,166 to something that's like 240 00:08:40,166 --> 00:08:41,466 way out here and 241 00:08:42,300 --> 00:08:43,400 this surface 242 00:08:44,266 --> 00:08:45,766 here is like reflecting 243 00:08:45,800 --> 00:08:47,800 if this was like reflecting back to us 244 00:08:48,000 --> 00:08:51,000 so like that's kind of I guess if your eye is here 245 00:08:51,100 --> 00:08:52,700 so like this is your eyeball 246 00:08:53,866 --> 00:08:57,300 you know this is an eye this is coming back to us and 247 00:08:59,200 --> 00:09:00,100 that's how I'm thinking of it 248 00:09:00,100 --> 00:09:01,766 so I'm breaking it down and like okay 249 00:09:02,533 --> 00:09:04,366 most of its isolated we're going to get 250 00:09:04,533 --> 00:09:06,566 and this is one pool of light so again 251 00:09:06,933 --> 00:09:09,266 if we're thinking about this concept just for this one 252 00:09:09,266 --> 00:09:10,966 light let me desaturate this 253 00:09:10,966 --> 00:09:12,700 okay let's say pool of light too 254 00:09:12,733 --> 00:09:13,966 the second pool is here 255 00:09:14,400 --> 00:09:15,666 the third pools here 256 00:09:15,700 --> 00:09:17,200 like these are the regions that are gonna get 257 00:09:17,200 --> 00:09:18,100 pools of light 258 00:09:18,466 --> 00:09:20,066 this same pinging concept 259 00:09:20,066 --> 00:09:22,800 I'm gonna do it throughout the whole area 260 00:09:22,966 --> 00:09:23,766 so I'm gonna 261 00:09:24,100 --> 00:09:26,000 also think about the materials I'm looking at 262 00:09:26,000 --> 00:09:28,133 I'm not just gonna randomly put dots everywhere 263 00:09:28,133 --> 00:09:29,466 like I just explained 264 00:09:29,533 --> 00:09:31,733 I'm gonna look at this and say okay well 265 00:09:32,200 --> 00:09:34,166 a metal pipe is probably 266 00:09:35,066 --> 00:09:37,066 less glossy than 267 00:09:37,700 --> 00:09:39,733 like an asphalt surface meaning 268 00:09:39,800 --> 00:09:41,933 less glossy meaning a sharper reflection 269 00:09:42,100 --> 00:09:44,200 so I'm gonna go here I'm gonna paint like 270 00:09:44,200 --> 00:09:46,366 specific sharp highlights 271 00:09:46,366 --> 00:09:50,000 on this pole and this is gonna catch our main 272 00:09:51,133 --> 00:09:52,600 contrasty highlights 273 00:09:52,700 --> 00:09:53,900 and then we're gonna have these like 274 00:09:54,800 --> 00:09:57,266 sort of glossy pinging highlights 275 00:09:57,533 --> 00:09:59,533 let me just put this as a let's opaque 276 00:09:59,700 --> 00:10:00,933 on this wall here 277 00:10:01,000 --> 00:10:02,933 and the wall it's not gonna be completely just 278 00:10:02,933 --> 00:10:04,466 lighting up the area equally 279 00:10:04,566 --> 00:10:06,133 because the wall is made of like let's say 280 00:10:06,133 --> 00:10:07,533 plaster or something like that 281 00:10:07,533 --> 00:10:08,933 so it's gonna be pinging 282 00:10:08,933 --> 00:10:10,666 in a little bit of a broader highlight 283 00:10:10,666 --> 00:10:11,700 something like this 284 00:10:12,266 --> 00:10:13,900 it's still broken up a little bit 285 00:10:14,566 --> 00:10:16,100 but it's still pinging 286 00:10:16,100 --> 00:10:17,700 highlights in a different type of way 287 00:10:17,700 --> 00:10:18,866 but it's still the same concept 288 00:10:18,866 --> 00:10:22,600 4 and I'm just saying before its arbitrary number but 289 00:10:23,066 --> 00:10:23,800 that's usually 290 00:10:23,800 --> 00:10:25,400 the amount of layers you need 291 00:10:25,400 --> 00:10:26,366 you need at least four 292 00:10:26,366 --> 00:10:27,933 layers of highlights to start to get 293 00:10:27,933 --> 00:10:28,800 something convincing 294 00:10:28,800 --> 00:10:30,000 if you just do one layer 295 00:10:30,133 --> 00:10:31,200 usually it's not going to work 296 00:10:31,933 --> 00:10:32,733 so 297 00:10:33,333 --> 00:10:35,733 again and then you maybe have some like 298 00:10:35,933 --> 00:10:36,533 some 299 00:10:36,533 --> 00:10:39,266 little pings in here that are a little bit less bright 300 00:10:39,800 --> 00:10:41,266 still catching a little bit but 301 00:10:41,866 --> 00:10:42,866 not as much 302 00:10:43,666 --> 00:10:45,533 so same concept for all of these pools 303 00:10:45,533 --> 00:10:47,566 so that's that's how you break it down and then 304 00:10:48,200 --> 00:10:48,700 our final 305 00:10:48,700 --> 00:10:51,300 our fourth ping which is like outside of the pool 306 00:10:51,866 --> 00:10:54,000 so we have like three pings inside 307 00:10:55,300 --> 00:10:55,866 so 308 00:10:55,866 --> 00:10:57,133 essentially what you're doing is kind of a 309 00:10:57,133 --> 00:10:58,500 quadratic fall off of 310 00:10:58,500 --> 00:10:59,600 pinging highlights 311 00:10:59,733 --> 00:11:00,333 so again 312 00:11:00,333 --> 00:11:02,133 like the lights it's really hot in center and it 313 00:11:02,133 --> 00:11:03,266 falls off quickly 314 00:11:03,333 --> 00:11:05,300 so it's kind of falling and then like very 315 00:11:06,566 --> 00:11:07,600 sort of like this 316 00:11:07,766 --> 00:11:09,733 it's sort of falling off quadratically 317 00:11:10,600 --> 00:11:11,133 just like our 318 00:11:11,133 --> 00:11:13,600 exponential glow but with with pinging highlights 319 00:11:14,600 --> 00:11:15,733 uh so 320 00:11:15,766 --> 00:11:16,733 yeah so that's 321 00:11:16,766 --> 00:11:18,866 the thing so here maybe this vent here 322 00:11:18,866 --> 00:11:20,266 so I'm looking around at the materials 323 00:11:20,266 --> 00:11:22,266 what you got to think about the surfaces 324 00:11:22,666 --> 00:11:24,500 it's not so simple just to randomly put 325 00:11:24,500 --> 00:11:26,133 colors everywhere you want to look at 326 00:11:26,333 --> 00:11:28,000 you know this thing's metal so 327 00:11:28,300 --> 00:11:30,600 it's gonna have more mirror like reflections 328 00:11:30,666 --> 00:11:31,566 at a further 329 00:11:32,066 --> 00:11:35,066 distance so like maybe this vent we might catch some 330 00:11:35,966 --> 00:11:38,866 glancing angle highlights on this surface 331 00:11:39,133 --> 00:11:41,933 from our light so that's our fourth pane so again 332 00:11:42,400 --> 00:11:44,133 I'm gonna look around the scene and 333 00:11:44,200 --> 00:11:45,500 logically think about 334 00:11:45,766 --> 00:11:47,500 what surfaces might catch that 335 00:11:47,500 --> 00:11:49,966 and it's a painting you know it doesn't 336 00:11:50,666 --> 00:11:53,100 it's not 100% photoaccurate but 337 00:11:53,566 --> 00:11:55,666 if it looks like it that's all that matters right 338 00:11:55,666 --> 00:11:57,066 so that's kind of 339 00:11:57,166 --> 00:11:57,933 so I might say okay 340 00:11:57,933 --> 00:11:59,666 this surface here is a little bit further away 341 00:11:59,666 --> 00:12:00,966 so maybe we'll paint 342 00:12:01,300 --> 00:12:02,366 pingy highlight 343 00:12:02,666 --> 00:12:03,733 on that edge 344 00:12:03,733 --> 00:12:06,500 or maybe we'll paint something just like catching just 345 00:12:06,500 --> 00:12:07,700 just up here a little bit 346 00:12:08,266 --> 00:12:09,766 and maybe some other 347 00:12:09,933 --> 00:12:12,133 this is the fourth ping the furthest away one 348 00:12:12,133 --> 00:12:13,400 that I'm doing here so maybe 349 00:12:15,133 --> 00:12:15,933 let's 350 00:12:16,333 --> 00:12:17,200 let's look around here 351 00:12:17,200 --> 00:12:17,733 so like okay 352 00:12:17,733 --> 00:12:19,700 we could look at this thing here and say okay on the 353 00:12:19,700 --> 00:12:21,733 edge of that little metal bar we're gonna catch 354 00:12:21,733 --> 00:12:23,566 some little highlights on the edge of that 355 00:12:25,066 --> 00:12:26,466 and that's how I'm thinking about it 356 00:12:26,466 --> 00:12:27,900 so that's how we're gonna approach this 357 00:12:27,900 --> 00:12:29,400 and maybe I'll split into another video 358 00:12:29,400 --> 00:12:30,733 so I know this one's already getting long 359 00:12:30,966 --> 00:12:34,066 but I guess this is like the theory lesson of 360 00:12:35,466 --> 00:12:39,400 the way I break it down and did so for my for my 361 00:12:39,666 --> 00:12:41,733 matte painting here so let's go down 362 00:12:43,166 --> 00:12:45,466 and I'll just show you again like my comp 363 00:12:45,733 --> 00:12:47,533 so we have this thing 364 00:12:48,100 --> 00:12:50,566 we have again the broad diffuse 365 00:12:50,566 --> 00:12:52,533 so you see it's absorbing the color 366 00:12:52,733 --> 00:12:55,700 but nothing is really looking reflective right so 367 00:12:56,000 --> 00:12:59,366 and we layered this below our light sources 368 00:12:59,366 --> 00:13:00,600 so we create the light sources first 369 00:13:00,600 --> 00:13:01,500 and then we go back 370 00:13:01,500 --> 00:13:03,066 and we do the interactive 371 00:13:03,066 --> 00:13:05,900 so okay now we have layer 1 which is kind of 372 00:13:06,100 --> 00:13:09,133 the hotter pings but maybe not the hottest 373 00:13:09,400 --> 00:13:10,400 so there's kind of 374 00:13:10,533 --> 00:13:12,533 pings that are close but there's going to be even more 375 00:13:12,533 --> 00:13:13,333 so that's 376 00:13:14,666 --> 00:13:16,566 that would be like the second layer of pinging 377 00:13:17,133 --> 00:13:20,100 and then what we do is oh look we start to boost 378 00:13:20,533 --> 00:13:23,466 in the very center so those let me go back 379 00:13:24,300 --> 00:13:25,266 sorry let me just 380 00:13:25,533 --> 00:13:26,900 this was quick 381 00:13:27,933 --> 00:13:30,400 so okay so I started sort of 382 00:13:31,166 --> 00:13:32,333 with the pool of light 383 00:13:32,366 --> 00:13:33,500 which is the green 384 00:13:33,500 --> 00:13:35,966 little dots out here which is like the diffuse sort of 385 00:13:36,100 --> 00:13:38,266 and then and maybe some slight pinks 386 00:13:38,266 --> 00:13:39,533 and then we have like the yellow 387 00:13:39,533 --> 00:13:42,533 so I started with the yellow pinks which is 388 00:13:46,766 --> 00:13:48,166 see just want to make sure I can 389 00:13:51,400 --> 00:13:53,100 show you guys without confusing you here 390 00:13:54,766 --> 00:13:57,000 okay so that's the green kind of diffused 391 00:13:57,000 --> 00:13:58,800 broader pool light and then we 392 00:13:59,200 --> 00:14:01,600 start to bring in the yellow which is a 393 00:14:02,200 --> 00:14:05,100 this these the middle pinging highlights 394 00:14:06,566 --> 00:14:09,200 and then I boosted those highlights and I put it 395 00:14:09,200 --> 00:14:10,000 I put some small 396 00:14:10,000 --> 00:14:11,266 pings on top of that 397 00:14:11,266 --> 00:14:15,933 so you see I stacked some some really bright 398 00:14:16,366 --> 00:14:18,133 reflections right in there 399 00:14:18,566 --> 00:14:21,466 on the center so that's like that's like the red 400 00:14:22,666 --> 00:14:24,766 highlight I guess that's the way I explain it 401 00:14:24,766 --> 00:14:26,100 hopefully that makes sense you guys 402 00:14:26,333 --> 00:14:28,366 I don't think anyone ever explained to me like this 403 00:14:29,533 --> 00:14:31,566 but that's how I've mentally broke it down 404 00:14:32,966 --> 00:14:33,866 for this project 405 00:14:33,866 --> 00:14:34,666 so 406 00:14:35,800 --> 00:14:36,600 let's see 407 00:14:37,333 --> 00:14:39,566 and then we have our kind of our lights 408 00:14:40,133 --> 00:14:41,400 that we that we built already 409 00:14:42,666 --> 00:14:46,400 and of course and then again I went back 410 00:14:46,533 --> 00:14:49,000 so like I said okay this is a pretty good result 411 00:14:49,133 --> 00:14:51,500 but there's still some areas that feel only diffuse 412 00:14:51,500 --> 00:14:53,100 so that's what I'm looking out for 413 00:14:53,200 --> 00:14:55,600 I'm looking at this area and I'm saying well 414 00:14:56,000 --> 00:14:57,766 you know where's the where's the 415 00:14:57,900 --> 00:14:59,966 where's the pings if you don't see pings 416 00:15:00,466 --> 00:15:01,500 it's probably not right 417 00:15:01,600 --> 00:15:03,266 so if I if you see what I did here 418 00:15:03,266 --> 00:15:04,300 so at the end there I 419 00:15:04,300 --> 00:15:06,366 was I was looking at it and I'm like okay well 420 00:15:06,566 --> 00:15:08,700 it still feels flat in some areas 421 00:15:08,700 --> 00:15:10,533 so I kind of went back with a paintbrush 422 00:15:10,666 --> 00:15:12,900 and a key I'm going to show you how to do this 423 00:15:13,200 --> 00:15:15,000 in the next lesson like actually but 424 00:15:15,333 --> 00:15:16,566 this is just the theory lesson 425 00:15:16,966 --> 00:15:18,933 so we see I went back and started ping out 426 00:15:18,966 --> 00:15:21,166 a little bit more on some of these surfaces 427 00:15:21,166 --> 00:15:22,700 they're not as they're not as 428 00:15:23,900 --> 00:15:27,400 small of pings like I said they're glossy they're 429 00:15:27,733 --> 00:15:29,900 you see how I blurred those yellow dots 430 00:15:29,933 --> 00:15:30,933 they're kind of 431 00:15:31,533 --> 00:15:32,800 a broader ping of highlight 432 00:15:32,800 --> 00:15:34,600 but there's still sort of this ping 433 00:15:35,866 --> 00:15:37,333 and let's see 434 00:15:38,500 --> 00:15:40,533 continuing and then I even added some more 435 00:15:40,533 --> 00:15:41,266 so I went back 436 00:15:41,266 --> 00:15:43,700 with a tiny paintbrush add the tight pings 437 00:15:43,933 --> 00:15:47,366 really on the little surfaces I'm looking at the angle 438 00:15:48,533 --> 00:15:49,766 surfaces around 439 00:15:49,766 --> 00:15:50,500 so I'm looking okay 440 00:15:50,500 --> 00:15:52,533 that's kind of it might catch an angle 441 00:15:52,566 --> 00:15:53,666 might catch a highlight there 442 00:15:53,666 --> 00:15:55,000 so I go there and I paint it 443 00:15:57,366 --> 00:15:59,300 let's continue on and then we see here 444 00:15:59,300 --> 00:16:02,666 again I'm doing this layering technique on the wall 445 00:16:04,133 --> 00:16:05,966 and that's kind of how I approach it 446 00:16:06,700 --> 00:16:08,733 so let's see continue through 447 00:16:09,733 --> 00:16:11,700 and that's pretty much it that for that area 448 00:16:11,733 --> 00:16:13,966 later on in the comp maybe at the very end 449 00:16:13,966 --> 00:16:15,066 I added some more 450 00:16:15,066 --> 00:16:18,066 you see like our ground doesn't look very reflective 451 00:16:18,400 --> 00:16:20,933 so that's gonna come in a later part of the comp 452 00:16:20,933 --> 00:16:23,100 where I really ping out highlights more 453 00:16:23,366 --> 00:16:24,533 in terms of the 454 00:16:25,333 --> 00:16:26,500 let's go to the end here 455 00:16:27,900 --> 00:16:29,766 just let the end load here for a second 456 00:16:30,800 --> 00:16:33,333 but yeah the reflections are going to need that 457 00:16:33,333 --> 00:16:35,666 same concept of pins and 458 00:16:35,666 --> 00:16:36,900 quadratic falloff 459 00:16:37,533 --> 00:16:40,333 but I do it in its own part of the comp because 460 00:16:40,366 --> 00:16:41,166 it's just 461 00:16:42,133 --> 00:16:45,200 easier so this all looks kind of complicated 462 00:16:45,466 --> 00:16:47,200 if you're just looking at it but it's not 463 00:16:47,200 --> 00:16:49,666 it's just the way I'm mentally breaking it down 464 00:16:49,900 --> 00:16:52,000 you know like I said you have the very hot ones 465 00:16:52,533 --> 00:16:53,333 you have some 466 00:16:53,600 --> 00:16:54,666 glossy ones around it 467 00:16:54,666 --> 00:16:56,733 then you have like the diffuse and kind of a little 468 00:16:56,733 --> 00:16:59,266 bit of glossy ones that are further away 469 00:16:59,500 --> 00:17:00,366 so we'll explain the 470 00:17:00,466 --> 00:17:03,066 reflection part next but we're gonna focus just on 471 00:17:03,266 --> 00:17:05,866 getting this effect for the lamp 472 00:17:06,366 --> 00:17:07,166 so let's 473 00:17:07,200 --> 00:17:08,866 move on to the next lesson into that 474 00:17:10,533 --> 00:17:12,166 alright guys thanks for watching the video 475 00:17:12,166 --> 00:17:15,166 I hope you appreciated the free preview of this class 476 00:17:15,733 --> 00:17:18,533 I'll be releasing a few other free previews as well 477 00:17:18,966 --> 00:17:20,266 but if you're interested in 478 00:17:20,266 --> 00:17:21,600 this or other classes 479 00:17:21,600 --> 00:17:23,900 all the information is in the description below 480 00:17:24,100 --> 00:17:25,466 and if not 481 00:17:25,466 --> 00:17:28,000 if you just want free content YouTube that's fine too 482 00:17:28,666 --> 00:17:30,366 I appreciate a like if you can 483 00:17:30,500 --> 00:17:32,566 as it helps YouTube algorithm out and 484 00:17:33,000 --> 00:17:33,900 thanks so much 35049

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