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