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Original subtitles

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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