All language subtitles for 15_Introduction_FirstProject_HowtoUseMarmosetToolbag.ENGlish

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian Download
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:16,959 Okay, let's go for the render setting, and we are going to enable the ray tracing feature 2 00:00:16,962 --> 00:00:18,719 in Marmoset Toolbag. 3 00:00:18,722 --> 00:00:27,439 For using this feature, you need to have the RTX GPU type. 4 00:00:27,442 --> 00:00:36,399 It's recommended to have this kind of GPU, and you can enable advanced lighting sampling 5 00:00:36,402 --> 00:00:42,719 when you have a metallic surface, okay? 6 00:00:42,722 --> 00:00:49,539 And this is enough for the ray tracing part and the lighting section. 7 00:00:49,542 --> 00:00:51,019 Let's go for the output. 8 00:00:51,022 --> 00:00:55,620 You can set a path for rendering a destination. 9 00:00:56,160 --> 00:01:01,022 and you can change the resolution or just defining aspect ratio that you want. For example, 10 00:01:01,023 --> 00:01:03,243 Subtitled by online-courses.club We compress knowledge for you! 11 00:01:03,244 --> 00:01:11,439 I'm going to create a square render type, so let's set 2000 for each dimension and you can 12 00:01:11,442 --> 00:01:20,000 select the format that you want to save your render in here. For example, I want to have JPEG 13 00:01:20,880 --> 00:01:27,760 or I want to have PNG and if you want to have transparency or 14 00:01:29,840 --> 00:01:36,240 the alpha channel inside your render, you need to set in PNG and check this transparency. 15 00:01:37,040 --> 00:01:43,999 You can increase or decrease the sample inside your final render and 16 00:01:44,002 --> 00:01:55,615 for myself, I'm going to set 500 and I suggest you to set 500 as a minimum sample. 17 00:01:55,618 --> 00:02:05,695 in your project. Okay, and I'm going to increase denoise strength to one and we need to set denoise 18 00:02:05,698 --> 00:02:16,895 to CPU to get a better result and quality on high. Okay, so this is the setting that we should have 19 00:02:16,898 --> 00:02:28,896 on denoise and image and whenever we want to render image inside Marmosetoolbag we can go 20 00:02:29,456 --> 00:02:39,536 to output image and click on render image or we just use F11 on the keyboard or all image 21 00:02:40,336 --> 00:02:48,975 to render the image that we want. Okay, so you can add the camera that you want to render 22 00:02:48,978 --> 00:02:54,656 inside the camera list here and when you press F11 23 00:02:55,568 --> 00:03:01,687 the software is going to check the render camera section and render each 24 00:03:01,690 --> 00:03:10,667 camera that you define in this list okay so let's create a new camera here you 25 00:03:10,670 --> 00:03:17,567 can right click and add camera or just use this icon here let's go back to the 26 00:03:17,570 --> 00:03:24,447 render setting and in the camera I'm going to add camera number one okay 27 00:03:24,450 --> 00:03:34,527 that's it and we don't need watermark and render passes so this is the render 28 00:03:34,530 --> 00:03:44,527 setting that we should know about that and let's go for the camera section I'm 29 00:03:44,530 --> 00:03:52,087 going to enable the safe frame it's very important to have safe frame feature 30 00:03:52,090 --> 00:03:55,760 turned on because in this way you can see 31 00:03:56,080 --> 00:04:07,600 the final result for your render. So let's go and change the focal length. I'm going to put 32 00:04:08,880 --> 00:04:12,880 60 in the focal length and yeah 33 00:04:15,520 --> 00:04:16,159 this is the 34 00:04:16,162 --> 00:04:25,760 result that I'm looking for that okay like this 35 00:04:29,840 --> 00:04:38,799 yeah and we can set depth of field from the focus sub menu 36 00:04:38,802 --> 00:04:49,680 we can use post effect or we can use ray traced with post effect you can see the final 37 00:04:50,320 --> 00:04:55,120 depth of field on the viewport but with ray trace 38 00:04:55,968 --> 00:05:06,368 you can see just approximate result from the depth of field inside the viewport and after rendering 39 00:05:07,408 --> 00:05:15,087 and checking the image you can see the final depth of field it gives you better result because you 40 00:05:15,090 --> 00:05:21,167 can increase the quality with increasing the sample in the render setting but with post effect 41 00:05:21,170 --> 00:05:28,847 you cannot increase the quality it's the same as you can see in the viewport okay so I'm going with 42 00:05:28,850 --> 00:05:37,407 the ray trace you can check the focus point or focus distance with just middle mouse button 43 00:05:37,410 --> 00:05:43,727 exactly like in the Substance Painter and you can play with this slider 44 00:05:43,730 --> 00:05:52,048 to control the amount of depth of field that you want 45 00:05:54,448 --> 00:05:55,248 okay 46 00:05:55,408 --> 00:06:11,487 Let's change the position and yeah, let's decrease the slider to 5.6 and let's change 47 00:06:11,490 --> 00:06:13,527 to post effect. 48 00:06:13,530 --> 00:06:22,087 This is the final result and let's change to ray traced and wait to render the viewport 49 00:06:22,090 --> 00:06:26,927 and yeah, this is the final result but we can increase the sample to avoid this kind 50 00:06:26,930 --> 00:06:30,807 of issue in here. 51 00:06:30,810 --> 00:06:38,487 Okay, we have distortion. 52 00:06:38,490 --> 00:06:45,367 You can play with the distortion amount in here, for example making similar effect in 53 00:06:45,370 --> 00:06:53,407 fisheye lenses, but I'm okay with the zero value. 54 00:06:53,410 --> 00:06:54,248 We can give... 55 00:06:54,416 --> 00:07:04,816 chromatic aberration like this to the render and let's go for the post effect. 56 00:07:06,016 --> 00:07:14,655 So in the post effect I'm not going to use grain, so let's close the menu. I'm going to increase 57 00:07:14,658 --> 00:07:22,415 the sharpen to 1. You can do that in your post process software for image like photoshop or 58 00:07:22,418 --> 00:07:31,455 anything else that you use. Okay, but I'm okay with the sharpen inside Barmstow Toolbag, so let's 59 00:07:31,458 --> 00:07:38,976 increase the value to 1. You can increase it to something like 10, but it's not realistic, right? 60 00:07:40,176 --> 00:07:45,056 So let's keep it on 1 and you can set the bloom value. 61 00:07:47,056 --> 00:07:49,935 Okay, like this you can play with the size of the bloom. 62 00:07:49,938 --> 00:07:52,896 You can turn on the vignettes. 63 00:07:55,392 --> 00:08:00,192 With this slider you can increase the softness or decrease the softness. 64 00:08:01,712 --> 00:08:06,752 Okay this is the result that I'm looking for. 65 00:08:08,992 --> 00:08:15,791 Okay so vignette, bloom, sharpen and now let's go for the color. In the color we are going to 66 00:08:15,794 --> 00:08:23,631 change to mapping from linear to aces and when you set your material inside Substance Painter 67 00:08:23,634 --> 00:08:33,792 with function aces in Tune Mapping you can get a similar result and color inside Marmoset as you 68 00:08:35,152 --> 00:08:43,712 have in the Substance Painter. Okay so we set Tune Mapping to aces and let's go to the curve 69 00:08:44,432 --> 00:08:52,672 and I'm going to change preset to high contrast. So I have a high contrast image 70 00:08:53,632 --> 00:08:54,447 inside. 71 00:08:54,450 --> 00:09:01,567 Marm set. You can do all these settings inside Photoshop or any software that you like to use 72 00:09:01,570 --> 00:09:11,328 for photo editing. Okay, I'm going to increase the clarity to one. This is kind of 73 00:09:13,568 --> 00:09:22,447 popping up the details in the texture at the final render. Okay, I'm not going to touch contrast, 74 00:09:22,450 --> 00:09:31,247 contrast center and saturation, but let's set highlight, mid-tone and shadow for creating 75 00:09:31,250 --> 00:09:43,087 a good balance image. I'm going to add a negative 0.2 value for highlight in most of my renders 76 00:09:43,090 --> 00:09:53,168 and exactly the same value that we negative as highlight, we are going to add positive 77 00:09:53,504 --> 00:10:04,245 data value to midtone and shadow. Okay, let's put 0.2 and 0.2. Okay, this is the setting 78 00:10:04,245 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 79 00:10:09,504 --> 00:10:18,943 that we are going to use in the project and exactly this setting I use them in 90-90% of my 80 00:10:18,946 --> 00:10:29,743 project. Okay, so that's enough for post effect and lens setting. I'm going to set the lighting 81 00:10:29,746 --> 00:10:41,183 condition inside Marmoset Toolbag. Okay, we can choose any sky inside the library. For example, 82 00:10:41,186 --> 00:10:50,863 I'm going with the Alley Graffiti. Okay, it's okay. Let's increase the brightness to something like 83 00:10:50,866 --> 00:10:53,344 3. That's enough. 84 00:10:53,456 --> 00:11:01,776 And I'm going to change the backdrop to color and let's change color to dark gray. 85 00:11:03,696 --> 00:11:12,176 Okay, I think the depth of field is so strong and we need to decrease 86 00:11:16,730 --> 00:11:30,089 the focus like this, and let's change the chromatic aberration. Yeah, it's better. 87 00:11:30,092 --> 00:11:33,090 So 88 00:11:34,610 --> 00:11:41,569 when we want to change the rotation for HDR, we can use the same shortcut from 89 00:11:41,572 --> 00:11:47,249 Substance Painter with holding shift and right key on the keyboard, on the mouse. 90 00:11:47,252 --> 00:12:00,609 Okay, so in this way we can change the rotation and maybe we can use another 91 00:12:00,612 --> 00:12:09,049 HDRI. You can use custom HDRI inside Substance Painter. We just press on image 92 00:12:09,052 --> 00:12:14,831 and import your HDRI and use it inside Marmoset. Okay. 93 00:12:14,834 --> 00:12:20,512 So it's not mandatory to use the library but I have the library so I can use that. 94 00:12:22,992 --> 00:12:30,512 So for example this one or this one. Yeah let's increase the brightness to something like three 95 00:12:32,192 --> 00:12:41,952 and yeah. And now I'm going to add a shadow catcher for the model. Let's add shadow catcher 96 00:12:42,032 --> 00:12:51,392 here. Okay with the shadow catcher as you can see we have the shadow in here. That's fine. 97 00:12:52,272 --> 00:13:03,071 And let's create our lighting inside Marmoset Toolbag. So for creating lighting you can do it 98 00:13:03,074 --> 00:13:14,352 in two different ways. The first one is click on this icon and now you have light. 99 00:13:14,960 --> 00:13:20,320 and you can control this light with selecting the light and changing 100 00:13:22,080 --> 00:13:31,119 the rotation, the position, data for the light. You can create a viewport, a new viewport with this 101 00:13:31,122 --> 00:13:37,280 split viewport option and I'm going to split the viewport in vertical way as you can see 102 00:13:38,000 --> 00:13:45,200 and instead of camera one in the first slider I'm going to use light number one 103 00:13:46,240 --> 00:13:50,160 and now we can control the light in this way 104 00:13:52,640 --> 00:14:01,599 okay this is one way and the other way is let's go to the perspective 105 00:14:01,602 --> 00:14:13,920 and we can control the light in another viewport and you can see the result from your camera okay 106 00:14:14,048 --> 00:14:21,047 So we have three different light type inside Marmoset Toolbag. Let's turn off 107 00:14:21,050 --> 00:14:30,047 the sky and play with the light that we just created. The first one is 108 00:14:30,050 --> 00:14:38,887 directional and for the directional mode it's not important to where is the 109 00:14:38,890 --> 00:14:45,887 locate light and the location it's not important. It's going to give you a light 110 00:14:45,890 --> 00:14:55,447 in certain direction with intensity and the location it's not matter. Okay so we 111 00:14:55,450 --> 00:15:02,407 can increase or decrease the brightness and 112 00:15:02,410 --> 00:15:10,407 we can just control the light with the rotation option and we are going to use 113 00:15:10,410 --> 00:15:13,695 this kind of light very much so 114 00:15:13,698 --> 00:15:21,776 in all projects this kind of control lighting and this type of light it's very common 115 00:15:23,376 --> 00:15:29,376 the second one is a spotlight it means you have a location 116 00:15:31,456 --> 00:15:36,175 like this one and from this position you are going to 117 00:15:36,178 --> 00:15:48,816 throughout the light in this cone okay so we can increase the spot angle like this 118 00:15:50,576 --> 00:15:58,655 you can control the brightness like this and direction and the position of the light in this 119 00:15:58,658 --> 00:16:07,456 kind of light is very important let's duplicate the light okay for light number one i'm going to 120 00:16:08,416 --> 00:16:11,456 use directional okay let's 121 00:16:11,856 --> 00:16:17,375 disable the light number two and when we change the position of light number 122 00:16:17,378 --> 00:16:23,095 one which is directional light the position as you can see it's not going 123 00:16:23,098 --> 00:16:29,095 to affect on the intensity and the light effect on the surface but in lights 124 00:16:29,098 --> 00:16:39,295 number two the position it's so important so when we make it more far 125 00:16:39,298 --> 00:16:48,055 away the intensity is going down and when we create a closed position for 126 00:16:48,058 --> 00:16:56,215 the light as you can see the intensity is too much so this is the second type 127 00:16:56,218 --> 00:17:01,975 of the light that we are going to use in Marmoset Toolbag and the third one is 128 00:17:01,978 --> 00:17:09,095 only light or it's just like point light okay so directional light it's 129 00:17:09,098 --> 00:17:10,464 going to 130 00:17:10,864 --> 00:17:19,503 use the direction and give us the light the spotlight is like from this position we have 131 00:17:19,506 --> 00:17:27,343 this cone and we have the light inside this coin and the position and the rotation it's so important 132 00:17:27,346 --> 00:17:36,463 in this light so position and rotation in the directional light we just need rotation or 133 00:17:36,466 --> 00:17:46,064 direction but in point light we have 360 degree 134 00:17:50,944 --> 00:18:01,903 lighting method okay and the rotation is not important for this light we just need to set 135 00:18:01,906 --> 00:18:09,104 the position or distance from our object so let's go 136 00:18:12,090 --> 00:18:27,449 for setting this light. Okay, for example we can set the light like this and it's 137 00:18:27,452 --> 00:18:34,129 very important thing that when you using Omni type light, let's go for the 138 00:18:34,132 --> 00:18:42,369 transform and set the rotation to the zero for each axis. In this way you have 139 00:18:42,372 --> 00:18:52,929 perfect gizmo to setting up the light position. Okay, so the spot menu is not 140 00:18:52,932 --> 00:19:01,409 working for the spotlight, we can just setting the intensity and for each light 141 00:19:01,412 --> 00:19:11,471 you have area shape section or feature, so with creating bigger shape light 142 00:19:11,474 --> 00:19:18,592 you have soft shadow as you can see in here when your 143 00:19:20,912 --> 00:19:23,072 light it's a small shape 144 00:19:25,232 --> 00:19:35,311 you have sharp and edgy shadow and when you create a bigger shape for your light with this slider 145 00:19:35,314 --> 00:19:45,791 you have soft and nice shadow okay for every light inside Marmoset Toolbag you have color feature so 146 00:19:45,794 --> 00:19:54,751 you can change the color you have temperature and you can check the temperature that you want 147 00:19:54,754 --> 00:20:04,191 inside the light you can turn off the cast shadow for each light that you want okay so in this way 148 00:20:04,194 --> 00:20:10,272 you can have this kind of result and that's it 149 00:20:10,864 --> 00:20:18,623 This is all the things that you need to know about creating light inside Marmoset Toolbag. 150 00:20:18,626 --> 00:20:26,303 So let's create a simple residual lighting for this prop and after that we are going to discuss 151 00:20:26,306 --> 00:20:31,824 about other features that we can have inside Marmoset Toolbag. 16189

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.