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Okay, let's go for the render setting, and we are going to enable the ray tracing feature
in Marmoset Toolbag.
For using this feature, you need to have the RTX GPU type.
It's recommended to have this kind of GPU, and you can enable advanced lighting sampling
when you have a metallic surface, okay?
And this is enough for the ray tracing part and the lighting section.
Let's go for the output.
You can set a path for rendering a destination.
and you can change the resolution or just defining aspect ratio that you want. For example,
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I'm going to create a square render type, so let's set 2000 for each dimension and you can
select the format that you want to save your render in here. For example, I want to have JPEG
or I want to have PNG and if you want to have transparency or
the alpha channel inside your render, you need to set in PNG and check this transparency.
You can increase or decrease the sample inside your final render and
for myself, I'm going to set 500 and I suggest you to set 500 as a minimum sample.
in your project. Okay, and I'm going to increase denoise strength to one and we need to set denoise
to CPU to get a better result and quality on high. Okay, so this is the setting that we should have
on denoise and image and whenever we want to render image inside Marmosetoolbag we can go
to output image and click on render image or we just use F11 on the keyboard or all image
to render the image that we want. Okay, so you can add the camera that you want to render
inside the camera list here and when you press F11
the software is going to check the render camera section and render each
camera that you define in this list okay so let's create a new camera here you
can right click and add camera or just use this icon here let's go back to the
render setting and in the camera I'm going to add camera number one okay
that's it and we don't need watermark and render passes so this is the render
setting that we should know about that and let's go for the camera section I'm
going to enable the safe frame it's very important to have safe frame feature
turned on because in this way you can see
the final result for your render. So let's go and change the focal length. I'm going to put
60 in the focal length and yeah
this is the
result that I'm looking for that okay like this
yeah and we can set depth of field from the focus sub menu
we can use post effect or we can use ray traced with post effect you can see the final
depth of field on the viewport but with ray trace
you can see just approximate result from the depth of field inside the viewport and after rendering
and checking the image you can see the final depth of field it gives you better result because you
can increase the quality with increasing the sample in the render setting but with post effect
you cannot increase the quality it's the same as you can see in the viewport okay so I'm going with
the ray trace you can check the focus point or focus distance with just middle mouse button
exactly like in the Substance Painter and you can play with this slider
to control the amount of depth of field that you want
okay
Let's change the position and yeah, let's decrease the slider to 5.6 and let's change
to post effect.
This is the final result and let's change to ray traced and wait to render the viewport
and yeah, this is the final result but we can increase the sample to avoid this kind
of issue in here.
Okay, we have distortion.
You can play with the distortion amount in here, for example making similar effect in
fisheye lenses, but I'm okay with the zero value.
We can give...
chromatic aberration like this to the render and let's go for the post effect.
So in the post effect I'm not going to use grain, so let's close the menu. I'm going to increase
the sharpen to 1. You can do that in your post process software for image like photoshop or
anything else that you use. Okay, but I'm okay with the sharpen inside Barmstow Toolbag, so let's
increase the value to 1. You can increase it to something like 10, but it's not realistic, right?
So let's keep it on 1 and you can set the bloom value.
Okay, like this you can play with the size of the bloom.
You can turn on the vignettes.
With this slider you can increase the softness or decrease the softness.
Okay this is the result that I'm looking for.
Okay so vignette, bloom, sharpen and now let's go for the color. In the color we are going to
change to mapping from linear to aces and when you set your material inside Substance Painter
with function aces in Tune Mapping you can get a similar result and color inside Marmoset as you
have in the Substance Painter. Okay so we set Tune Mapping to aces and let's go to the curve
and I'm going to change preset to high contrast. So I have a high contrast image
inside.
Marm set. You can do all these settings inside Photoshop or any software that you like to use
for photo editing. Okay, I'm going to increase the clarity to one. This is kind of
popping up the details in the texture at the final render. Okay, I'm not going to touch contrast,
contrast center and saturation, but let's set highlight, mid-tone and shadow for creating
a good balance image. I'm going to add a negative 0.2 value for highlight in most of my renders
and exactly the same value that we negative as highlight, we are going to add positive
data value to midtone and shadow. Okay, let's put 0.2 and 0.2. Okay, this is the setting
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that we are going to use in the project and exactly this setting I use them in 90-90% of my
project. Okay, so that's enough for post effect and lens setting. I'm going to set the lighting
condition inside Marmoset Toolbag. Okay, we can choose any sky inside the library. For example,
I'm going with the Alley Graffiti. Okay, it's okay. Let's increase the brightness to something like
3. That's enough.
And I'm going to change the backdrop to color and let's change color to dark gray.
Okay, I think the depth of field is so strong and we need to decrease
the focus like this, and let's change the chromatic aberration. Yeah, it's better.
So
when we want to change the rotation for HDR, we can use the same shortcut from
Substance Painter with holding shift and right key on the keyboard, on the mouse.
Okay, so in this way we can change the rotation and maybe we can use another
HDRI. You can use custom HDRI inside Substance Painter. We just press on image
and import your HDRI and use it inside Marmoset. Okay.
So it's not mandatory to use the library but I have the library so I can use that.
So for example this one or this one. Yeah let's increase the brightness to something like three
and yeah. And now I'm going to add a shadow catcher for the model. Let's add shadow catcher
here. Okay with the shadow catcher as you can see we have the shadow in here. That's fine.
And let's create our lighting inside Marmoset Toolbag. So for creating lighting you can do it
in two different ways. The first one is click on this icon and now you have light.
and you can control this light with selecting the light and changing
the rotation, the position, data for the light. You can create a viewport, a new viewport with this
split viewport option and I'm going to split the viewport in vertical way as you can see
and instead of camera one in the first slider I'm going to use light number one
and now we can control the light in this way
okay this is one way and the other way is let's go to the perspective
and we can control the light in another viewport and you can see the result from your camera okay
So we have three different light type inside Marmoset Toolbag. Let's turn off
the sky and play with the light that we just created. The first one is
directional and for the directional mode it's not important to where is the
locate light and the location it's not important. It's going to give you a light
in certain direction with intensity and the location it's not matter. Okay so we
can increase or decrease the brightness and
we can just control the light with the rotation option and we are going to use
this kind of light very much so
in all projects this kind of control lighting and this type of light it's very common
the second one is a spotlight it means you have a location
like this one and from this position you are going to
throughout the light in this cone okay so we can increase the spot angle like this
you can control the brightness like this and direction and the position of the light in this
kind of light is very important let's duplicate the light okay for light number one i'm going to
use directional okay let's
disable the light number two and when we change the position of light number
one which is directional light the position as you can see it's not going
to affect on the intensity and the light effect on the surface but in lights
number two the position it's so important so when we make it more far
away the intensity is going down and when we create a closed position for
the light as you can see the intensity is too much so this is the second type
of the light that we are going to use in Marmoset Toolbag and the third one is
only light or it's just like point light okay so directional light it's
going to
use the direction and give us the light the spotlight is like from this position we have
this cone and we have the light inside this coin and the position and the rotation it's so important
in this light so position and rotation in the directional light we just need rotation or
direction but in point light we have 360 degree
lighting method okay and the rotation is not important for this light we just need to set
the position or distance from our object so let's go
for setting this light. Okay, for example we can set the light like this and it's
very important thing that when you using Omni type light, let's go for the
transform and set the rotation to the zero for each axis. In this way you have
perfect gizmo to setting up the light position. Okay, so the spot menu is not
working for the spotlight, we can just setting the intensity and for each light
you have area shape section or feature, so with creating bigger shape light
you have soft shadow as you can see in here when your
light it's a small shape
you have sharp and edgy shadow and when you create a bigger shape for your light with this slider
you have soft and nice shadow okay for every light inside Marmoset Toolbag you have color feature so
you can change the color you have temperature and you can check the temperature that you want
inside the light you can turn off the cast shadow for each light that you want okay so in this way
you can have this kind of result and that's it
This is all the things that you need to know about creating light inside Marmoset Toolbag.
So let's create a simple residual lighting for this prop and after that we are going to discuss
about other features that we can have inside Marmoset Toolbag.
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