Transcripts
1. Introduction: Hey guys, we want to improve
the results of your 3D work. Would you like to
learn how to create cinematic looking images
for your portfolio? If that is the case, then
I welcome you to the next. It's cinematic lining in mind. My name is Abraham Leo. I have 11 years
of experience and throughout this course
I will teach you all of the tips and techniques
that I know in order to create amazing looking
images for your portfolio. Throughout this course, I
will share with you my tips, tricks and techniques to bite
the different scenarios. For year three, the
rappers will do interiors with all the
objects, will do characters. I'm going to show you a lot of the needs that are
gonna be very helpful for you to create amazing
images for your portfolio. Throughout this course, we will cover are no lights, cameras, sentence composition, storytelling, using acids
and post-production. If you want to improve your 3D renders that this is
the course for you. In this course, we will explore different
techniques so that you can utilize them and
decide which one is best for the scene that
you're gonna be prepared. The course is divided
into six chapters. In the first few chapters, we're going to look at the basics of the rendering engine
that we're gonna be using, which is
going to be Arnold. In this case. We will explore all of the
different techniques and useful tricks and
tips that we have so that we can create
amazing looking images. After that, we'll jump into real production techniques
that we're gonna be using, degenerate, amazing
cinematic looking images. This course is assigned for each intermediate
level students. A basic understanding of the Maya interface and
tools is required. However, if you're good enough, I'm sure you can follow
along since we're gonna be showing every single
step along the way. You also need to have a little bit of
understanding of Photoshop since we're gonna
be using that so far for our post-production. Leave all of those boring
renders behind and join me to create amazing looking images for
your portfolio. If you are up to the challenge, then start this
course and become a master of light in no time.
2. Cinematography: Hello everyone and welcome
to this very special series. Throughout this series,
we're going to be exploring a lot of
important concepts. And if you're
watching this series, it's probably because
you want to know how to create amazing looking
renders for your portfolio, for your productions, for your shorts, even
for your games. Like it doesn't really
matter what kind of medium we're gonna be exploring. Cinematography is one of
those things that we really, really need to understand
and utilize to get the best possible results
for our projects. So today I want to talk about the three pillars
of cinematography. This very first video
is just to give you a big overview of all the things that we're gonna be exploring
throughout this series. I've tried to divide this USE into chapters and
exercises that are going to teach you
the basics and fundamentals of this pillars that we're gonna
be talking about. And then we're going
to do a final project where we're gonna
take a character and we're going to place him
on different setups. As I always mentioned
on my videos, you probably already saw
the final renders that we're gonna be using
on the promo video. But we're going to get there
throughout this series. So when we talk about
cinematography, we need to talk about
the history of film. Now, another film historian. It's not that I have been
studying this for a long time, but once you are
in the industry, you can get an
idea of how things are evolving
throughout the years. So just as a quick note, the way like
cinematography was born. Thanks of course to
photography and photography was War in the 1860s, I believe. I might be mistaken there
on the dates, but it's, it's been a long time
since we have photographs. Underworld. After a couple of years
with photographs, people realized
that if you were to present this photographs
in a sequence, in the FASTA sequence, you could get the illusion of movement at the end of
the day, film videos, everything we see, it's a lot of images that are running really, really fast and our
brains can go caput. And they think that it's
sort of like fluid movement, but it's actually
like a visual trick. It's not actually like a video, like what we see normally
with our eyes in real life. So if we go back to the
history of B effects, one of the first
proponents of using BFS and using cameras in
a more interesting way. Where of course, the
Lumiere brothers and the Lumiere brothers did this movie called a
Trip to the Moon. If you have the chance, I strongly recommend you
watch this little short film. I mean, it's technically
considered to be a film, but it's really
relatively short. It's free on YouTube. It was done in 1902, again by the Lumiere brothers, actually in, in Los Angeles. The B effects like
yield or the union. They use this logo as their, as their main shape. And they reboot solution ice
everything for all of us. It's thanks to them
that we're doing all of this amazing stuff nowadays. Because thanks to the
imagination and the, what's the word that
creativity that they have. We are now able to use cameras
and use 3D and use a lot of our stuff to bring people into so many
different worlds. Nowadays, when we talked
about cinematography, the one thing everyone thinks
about these slides, right? That's seen them. Tomography. That's like the main concept
that everyone thinks about. Like you will see
this like a shot from Dunkirk and you think about
how nice the contrast is, how the blues and the
oranges play together. And yes, light and
color are really, really important
to cinematography. We're gonna take a look at that. But there's actually,
as I mentioned before, the three main pillars that
we're going to be exploring. This are as follows. First of all, we
have the camera. We need to understand that the camera in a shot and in
every sort of production, It's pretty much like
an actor that we are telling the story through
the eyes of the camera. So deciding what kind
of camera we use, what kind of film resolution, what kind of focal length, what kind of even the grain that we're going to
have on the camera. All of these decisions will
impact in how our final look, our final image is
going to, is gonna, it's gonna look into
how we're going to be communicating the story or the elements that we want to communicate after the camera, we of course have
the light, right? And this is probably
one of the things that you are looking forward
in this course. We're going to be exploring
all the different kinds of lights and areas and light
situations that we can use, the different types
of lights that exist. We need a 3D world
within Arnold and my m, so that we can get
some very nice, interesting looks
inside of our seats. And finally, this
is something that not a lot of people think about. You might think about
it subconsciously, but something that we're
also going to be giving enough thought that throughout the scores and that of
course its composition, I'm using the golden
ratio here as an example because this is just one type of composition that we can use. But thanks to these
three elements, like if you combine
those three elements, that's when you're gonna
be able to achieve this very cool looking
cinematic effects. Now, the only reason why
we call things cinematic is because this kind of
composition contrast, uses of lights and
shadows have been used several times and throughout a lot of years in the cinema, in the cinema industry, calling the shots cinematic
only means that we are properly portraying are properly using this three elements
that I just mentioned. Now, there's all the variations
in cinematography and we're also going to
be looking or taking a look at a lot of
examples rather scores. For instance,
there's this ejector a lot of you guys might
be familiar with, whose name is Wes Anderson. The way he uses the camera is really different to
the way someone like, I don't know, Michael
Bay will use it, right? So if you take a look
at the Anderson, he tends to go for very
symmetrical compositions. He goes for really flat,
soft, pastel colors. There's not a lot of
contrast on his scenes. Likewise, there's no love like a main light source is usually
very diffused, very nice. And that's his style. So you, as you get to
control or not control, learn and the implement all of the different things about composition, light, and camera. You're gonna be able to create your own style in the
cinematography concept. Okay, let's take a
look at someone else. Like some of you guys might remember,
Blade Runner, right? Like it's not a cult,
classic, super, super iconic in our
industry because of the revolutionary
sci-fi things that they proposed
back in the day. And if you take a
look at most of the cinema cinematographer from the original Blade Runner, you're going to
notice that there was really high contrast, like really bright lights, really harsh, like sharp
shadows on the characters. There wasn't a lot of e1
BMD like fog and a lot of noise on the scenes. And that's what gave it its sort of personality to the film. If you are more of a
medieval find like myself, and we take a look at the
Lord of Rings for instance. You're gonna notice that
the seminar cinematography, that they use this
a little bit more like golden hour sort of stuff. Like really nice bright
colors, soft shadows. There's not like
super harsh shadows. Everything's in focus where
we're just appreciating every single part of
the world, right? And that's, that's pretty much the essence
of cinematography. Knowing which camera
to use, how to use it, knowing how to
properly place lights, how to properly
use those slides. And most importantly, I think this is the secret
of cinematography. How are we going to tell a story using these three
elements right here. By combining these
three elements, we are going to
tell our audience. We want them to focus on
something specific on our scene. Thanks to this, we're
gonna be able to transmit a feeling
or share an idea. And that's what's going to allow our worst or a renders
to connect with people, to connect with
the audiences and make sure that they received something interesting
and then they appreciate all the
work that we've done. So again, this is just a very quick overview of what we're gonna be looking
throughout this course. Now that we're done with this, there's a couple of softwares
that we're gonna be using. So I just wanted
to take the time to let you guys know which
of these ones are gonna be. We're gonna be using,
of course, Maya. I'm using Maya 2023, which is on the latest revision. We're gonna be using
Photoshop as well. We'll probably use a little bit of after-effects
throughout the way. I do want to show
you a little bit of texturing some specific
prompts later on. So if you have access to substance painter,
that would be great. If you don t have or you're not familiar with the
texturing processes, do not worry all of the assets are gonna
be provided for you. So make sure to download the
scene file for your project. And once you have downloaded, you're gonna go here into Maya. Let's just wait real quick
for this one to open. And I want you guys
to set up the scene. So we're gonna go into
File Project Settings or project set, project, sorry. You're going to navigate to this NT underscore cinematics, underscore P, then they
might be slightly different. I'm just going to set
that project now. Every single scene,
every single texture, every single asset
that I'm gonna be using throughout this
course is going to be there. And anytime we tell Maya to access a specific path or file, we're gonna be going
straight there. Okay, So super, super
important to set that up. And yet, now that we're ready, we're going to start working
on our first little project. And we're going to
start exploring some of the basics of our scene. So hang on tight
and I'll see you back on the next video. Bye.
3. Rendering Fundamentals: Hey guys, welcome back to
the next part of our series. Today we're going to start with the rendering fundamentals. And I need to take a couple
of videos, a couple of, I'm going to use Chapter
one basically to teach you all of the basic
things about rendering because there's a lot
of mysterious things and concepts that we normally
just roll with them. We just click buttons and
make sure we get a render. But some things we don't really understand what's going on. So I want to take this
videos to show you some of the more technical
side of things. It might be a little bit, I won't say boring, but it's a lot more technical. So just bear with me
and there's going to be a lot of really
interesting things I'm sure that you guys are
going to learn through this. So first of all, we
need to understand how a normal camera in
the real-world works. Normally, we have
something called the lens. We have the sensor and we have this thing
called the shutter. The shutter is like
a little window that opens and allows light to be refracted
throughout the lenses of their camera and
hit our sensor. Once the sensor is like it's
impacted by all of this, light photons eat remembers
that information they need, saves that information
as a digital image. This is of course
for modern cameras. Digital cameras in the old
days when we had film stock, we still have film, but when there wasn't a lot more common, it's the very same process. The only difference is instead
of being a digital sensor that detects the amount of
light that's being received. It was a chemical thing or a chemical reaction
that occurred. And then we will
need to transform that chemical reaction
through a process on the photo revelations side of things to make sure that we
could see the image, right? So this is, this is the way a camera in
the real-world works. However, in the digital world, it's a little bit different
because in this one, we're presupposing that light
is coming through the lens. And in the digital world, the way this works is
the other way around. The camera will use a
process called ray tracing, where it will shoot out thousands upon thousands
upon thousands of race into the scene. And those race will
start like analyzing, bouncing around, gathering
information from the scene. And then they will
come back through the same section like
they will go out into the world gathering
information and then returning the same sort of
mathematical direction and like input that information into our final image
through this pixel, pixel size or pixel resolution. So the reason why this is important is if we already
mentioned in the last video, the camera was a
super important actor or foreseen in the 3D world. It's even more important because it's going to be
the one that's going to be shooting most of the race or all of the race
into the scene. Article works with this
ray tracing effect. And that's one of the first things that I want
to talk about. You're gonna go into
Maya and I want you guys to open the file. I'm actually going to save
this as fruits start. There we go. You're going to open the fruit, start the scene in
this route start. I've already set up
several things for you. I've set up this very nice
fruit bowl with this plate. There's this like
a cloth element. We even have all of the
materials and all of the textures like properly connected here on
the Hypershade, we're using a substance node. I'll talk about this one a
little bit later right now. I don't want to bother you guys would have
technicalities, but I'll show you how all
of this works later on. Yeah, everything is
set up to be able to just hit Render and get
the proper response. By the way, just as a heads up, this is not a model
that I did myself. This is from a very old site
called render challenges, where they used to provide very cool models for you to practice and share
with the community. So this is one of them. I'm actually, let me give
you the name of the artist because it's always important
to credit whoever did this. There we go. So the name of the artist is the mean weight, among others. All the way back in 20078
or something like that. It's a really, really,
really old scene. So yeah, I think it's 2006. So yup, that's That's it. So now that we have this, if we were to go into Arnold, I just hit Render, which is a very normal and natural
instinct that we might have. We are not gonna get anything. It's gonna be an empty scene and it's not that
it's an empty scene. The scene, it's actually there. Well, we're not seeing
anything because we're missing the second component from our three pillars
of cinematography, which is of course a light. Now, I did make one
very quick change. I'll talk about
this one a little bit more in the next video. Here under System, I change
my render device, the GPU. If you are the proud owner of an NVIDIA graphics card
that has CUDA cores, then you can change this
to GPU with Arnold and it will use those to the course to give you faster render times. If by any, if you don't have
one of those, don't worry, the system will
automatically fall back into a CPU render and you're gonna be rendering
normally with TPU. I do want to emphasize that I have this NVIDIA
G-force 38 TI. So my render times will potentially be a little bit
faster than most of you. Just be patient and wait for the time for
the render to show. And that's pretty much it. On the other, on samples
and things like that, that we haven't
changed anything. So right now here
on the billboard, we are just like moving around wearing the perspective
view as you can see. And I just turned on
to this little thing right here called
the resolution gate. The resolution gate
is going to tell you what's going to be
rendering right now. I'm just going to be going
for this very simple, like on the frame, like sort of fruit bowl. One thing that I do recommend is creating a new camera
because usually you want to keep your perspective camera as the camera that you're
gonna be like moving around your scene
and you want to have a shot camp, it's going
to be the main camera. So I'm going to go to the
rendering tab right here. I'm going to click this
little icon right here. And that's going
to create here on my outliner a new camera. It's actually there on the
world at the origin 000. So the only thing you need
to do is select the camera. I'm just going to
call this shot cam. And I'm going to say panels,
look through selected. Once I do that, as you can see, I'm now navigating throughout that specific camera
and I can just turn on the resolution gate and see a very similar thing to what I saw with the perspective view. But this allows me to of course, press Spacebar my perspective view and just go
back to normal view. And of course, assuming
that most of you have the basic knowledge of Maya if you need to get
the refreshment. And unlike traditional
movements, just remember Alt, click, middle mouse click
and right-click. Those are the main movements
here on the camera. Anyway. So now if I were to go again to Arnold and
hit render once more, this is going to open
the Arnold RenderView. This is our main window
towards the world right up here we have a which camera
we're rendering from. In this case, this is
prospective shape. We want to change that to
our new shot camera shape. When I do this, as you can see, we're still not going
to see anything. And the reason why we're
not gonna see anything, it's because we don't
have lights in our scene. Not even like the
basic myelinated. There's, there's
absolutely nothing here. Now you don't need to have
your textures turned on. I actually have them right now. You can press number five and go back to like a shaded mode or just wireframe or
just shaded mode. If you want to go
to number six to see the elements, that's fine. I'm going to keep
it to five to have the magic happen on
the render time. And I'm gonna go
to Arnold lights and I'm going to use
the very first slide, which is the area of life. Now, I'm gonna do a very
simple thing right here. I'm just going to
move the light up, scale it up a little bit, and rotate it so it's
pointing downwards. Now we need to
talk about some of the fundamental
things with lights. I'm going to use
this video to go over the basics of flight. If I were to render again,
nothing's going to happen. There's nothing going
on on the scene. And the reason why this is
happening is because all of the Arnold lights work as if
they were real world light. So the intensity and the
amount of light that they're emitting is based
on real-world scale. Meaning that even though I
don't see anything here, there is something
happening if I were to increase this like a lot. This is called the exposure. Let's go to exposure of ten. You can see that it's there
like the image is there. However, it's completely
underexposed, meaning that there's not
enough light hitting my scene to give me the
proper result that I want. Right. So I'm gonna go
back to exposure of one, I believe was like
see your exposure, just balanced exposure. And what we can do is we can select the light and
overhear and exposure. Let's try exports of
ten and hit Render. And now as you can see, we are gonna be
seeing our objects. We see this very nice soft light going on top of our objects and illuminating
the whole scene. Here's again where I
mentioned we're gonna be talking about the
fundamentals of a rendering. And there's three main things I want you to remember
about lights. Right now we're gonna
talk about lights. The first one is the shape
of the light will change or will make a difference on the type of render
that you're getting with. I mean by this is if
you have a really, really small source
of light like this, you're going to see
that the shadows on your scene are
gonna be really, really hard like this. Okay. I have not changed
anything but the size. If I were to make this
thing bigger and rounder. Now, what you're going to see is that the shadows
are going to be soft and then have one thing turned on here,
I'm going to remove. Okay. So again, if you have a big source of light
or a light source, sorry, that's
really big in size. Then since the amount of light that we're
getting into the scene, it's, it's quite a lot. We're gonna be getting a really, really soft effect if we have a really small light source and we have the same
amount of intensity, all of those rays are
concentrated into a single point and
they're going to make things a lot harsher,
as you can see right here. That's very, very important
and we're gonna be using this technique to our
advantage as we move forward, having Either soft
or hard shadows depending on the size
of our elements. The second one, of course, is the intensity and the exposure. This is the basis or the
basic values that we have to control the light inside of
Maya and inside of R naught. And they work in these
very interested in weight intensity is a linear, like a, like a linear variable. And exposure is a, an
exponential variable, meaning that if I were to
bring this exposure back to 0, right now we have an
intensity of one. If I put this into
intensity of ten, I still have not going
to see anything. If I do a 100, I'm going to start
seeing something. If I go to a thousand, then we're getting closer to what we were expecting, right? And the reason why this happens is because intensity
again, it's linear. So every, every,
every new number, like we go from one
to two to three, every incremental
option is going to be just a slightly more
than the one before it. However, in the exposure side of things, it's
actually exponential. So we're gonna be
multiplying against itself. So exposure at 0 is 0, exposure at one is one. You're not going to
see really anything. Exposure at two is for
exposure at three, is nine, exposure at four is 16, and so on and so forth. Like this is exponential. So with each number we're
getting closer and closer. So we go exposure to ten, which is the one
that we had before, is ten to the tenth. And it's gonna give us a
very, very big number. I suck at math. The one that say a
harder though, it's at a 100. I don't think it's a 100. That sounds like ten by ten. I think it's supposed to
be like 1000 or something. But anyway, the point is that
if you work with exposure, you're gonna work
with lower numbers. However, do keep in mind that if you want to
work with exposure, you need to talk or do you
need to keep the intensity is set to one because the intensity
works as a multiplier. And if we set this
to 0, thinking that the exposure is
going to do all the work, then it's like we know anything that we multiply
by series is gonna be 0, so we lose all of
the light intensity. One is what we need. Now, one thing we
definitely want to check is edematous right now they
look at lead with weird, Let me see if they're
like shiny enough. It look a little bit shiny or not as shiny as I
would've thought. So let me just make sure that we have everything
set up here. The way you want to
check a material. Anytime we check a material, we want to check the reflections
and stuff like that. You will need to
check the roughness. It should be said to our rock, which in this case it is o, but we need to set
alpha is luminance. That's one of the, that's one of the things that
we weren't missing. And whenever you're
using roughness, we want to use Alpha's luminance
because as you can see, we're outputting
the Alpha value. So we want to make sure
that it understands that same for all men unless
we really don't need, but let me just turn it on. Those are one of the basic
things that you need to do. Now, let me say one copy so that you
can see the difference. There we go. See that now it looks a little bit
more like an orange, a little bit more natural. And that's the reason why none
of the fruits are working. Very, very easy fix. We're just gonna go
to, oh, no, Maya, really, we're just starting the course and you're
already doing this. Well, it's part
of, it's part of, I think it's because I kept the, the renderer, the interactive
preview render open. You definitely want
to stop the render every time you stop
or you are going to make a change to
material because it could overload it like
what you just saw. Let me pause real quick, guys. I'm going to fix the thing for all of them to
us and I'm going to save again as the fruit starts with, you're
going to have to do it. And then I'll continue talking about the lights.
Give me just 1 second. There we go. So now
all of our fruits are shining in a word
like natural way. They're supposed to
be there sort of like a still life effect. Right. So yeah. As I was mentioning, I'm just going to very quickly save this as your fruits start. So you're going to
have a basic life, a basic camera, and
the basic setup. Now, that's what
we're talking about, delights of the size
of the light and the shape of the
light will change the way the shadow works, and the exposure and the
intensity will change the way that light is being
thrown into the scene. The next thing we
want to take a look at is the color temperature. This is super, super,
super important. If there's one thing I
want you guys to not forget about this video
is the fact that, that light has temperature by default or not by
default, by normal life. If you go outside and
are on the midday sun, as you can see right here,
you're gonna get a very bluish, whitish look, right? It's a very flat,
very neutral light. But we know that as the
sun is coming up or as, as the, as the sun is going
down, the light changes. And the reason why
it changes is due to a refraction in
the atmosphere. There's more particles in
wavelengths are absorbed and therefore we only get
the red hues on the lights. This is something
that very recently I would say maybe in
the past ten years, people have been able to control
on their houses as well. Back in the day,
if you remember, whenever you saw inside
of a house at night, all of the lights would be
either warm like really, really orange, really reddish, or super blue and white
at the bending on there, we're using traditional
incandescent bulbs or the fluorescent lights. Nowadays, thanks to
the LED technology, we can actually create a
lot of different variations on the kind of temperature and even color that we
want for the lights. And there is a very
basic principle. The higher you go, the bluer is gonna be, okay, So the higher the temperature, the blue or is going to be, we measured this in Kelvin,
in the Kelvin scale. So the higher the Kelvin's, the blue is going to be. And it's a little bit
counter-intuitive because it's more energy. We're actually
releasing more energy, but it looks colder to us. But this is more of a human perceptual rather than
the width science works. I remember once listening to a, an astrophysicist and he said, If you see a blue fire
run like just rug because it's the heat and the burn
that you're gonna get from that blue fire is gonna
be so much more intense. Than the ones that you're
going to get from a, from a red fire because
blue flames are burning. So, so much hotter than
like white or warm flips. Don't quote me or don't
quote me on that though. I'm pretty sure that was the
proper thing that he said. But for us, the most
important thing is that we can change the way lights look depending on what kind of Kelvin
temperature we use. So I always, always, always, always going to be using a little bit of
color temperature. Even if I don't want to
use color temperature, I'm still going to turn
this on and I'm just going to keep it at a very basic one. I'm going to save
this one right here. I'm just going to render. I'm going to use this
little button here to save. And you can see it's a
very subtle difference. It's a super, super
subtle difference. This is no temperature and this temperature, and this one, even though I might seem
to be exaggerating, but this one already
looks a little bit more natural than this one. And the reason is there is no perfectly white
light source on earth. There's always gonna be
a little bit of a tint. I mean, you can have like
a super, super wildlife, but the fact is that
if you want to have a little bit more of a cinematic
look to your things, always use temperature,
even if you're going to keep it like a
super traditional, like a 6500, we can
even go to 5500. It's gonna be really,
really white. As you can see. Well, this one's getting
a little bit warmer, but see how much
nicer this looks. It looks way, way, way, way better because we're able to give a little bit
of that color and, and depth to the image itself. Having a very flat white image, we're actually adding a
little bit of something. Now, if we go really
low, like, I don't know, 335 hundredths, then this
is going to be really warm. It looks like we're
in the island. I like enough photos
to the right of that full revelation is to
do if Google really high, like 7 thousand for instance,
it's gonna be really cool. It's looks like we're
in a lab or something. So again, depending on the kind of field that you
want to go for, temperature is going
to be a super, super important factor in the
way we change our scenes. I'm going to go for 5 thousand. I think this looks very
nice and very warm. And I really liked the fact
or the way this works. Now, take a look at the
reflection of the objects. See this little square
that we have right here. That's the shape of our object. We're actually
seeing the shape of our light being reflected
on the objects. And this is important because
we can change that shape. We can change it from a quad
shape to a disc shaped. For instance, it's gonna
be a little bit rounder. You can see it right
there. Let's go back. So that's the cloth and you
can see the quad right there. And we can change
this to a at this. And it's gonna be a little
bit more like a spotlight. And we can also change
it to a cylinder. The cylinder is
going to actually be bringing light at 360 degrees. So we're getting a lot of
lost erase going upwards. But it will give us a nice
way to control other things. So as you can see, the shape
looks interesting as well. Right now I'm going to
set this to eat this. I think this one works really, really well and
you can see how we get this very nice effect. I'm using this thing
called an imager, which is a removing
some of the noise. I'll explain this one in the next video when we
talk about samples. But right now, this is what you would probably normally get. So those are like two or three of the
principles that we have. We'd like to, we have
a density and exposure which control how much
light goes into the scene. We have the shape with the disc and the
size of the light. We've already talked
about that to get different kinds of shadows. And we also have
a d temperature. Finally, I want to talk about
this one because this is actually one that it took
me a while to discover, if you wish, um, and it's called the spread. The spread is the way in
which we are going to be, well, as the name implies, spreading the light
throughout our scene. I'm gonna be doing a lot of
like weird sketches as we, as we move forward
here with the series. Imagine that we have
this sort of like light. And this is the direction
that it's pointing, right? Well, all of the
light rays right now, they're going in like
a 360 degree angle. Kind of like this. Like if you imagine like a fan. Like creating the elements or the race are being shot in
every single direction. So if I were to place
an object right here, I would see all of these
areas being illuminated, which is a very
physically accurate, That's how light works. It will just spread everywhere. However, you guys have
seen in cinema and in films that we have
something called a spotlight where we have this
little like barn doors. Hopefully everyone has heard
about those and if not, don't worry, googled
got us covered. Barn door light. If you've ever gone to a
theater to see a play, you probably have seen this
little lights right here. And the barn doors are literal physical
barriers that we use to direct the light
to a specific point. We're not letting the
photons go anywhere else, but the direction that we
want to focus them on. And in the traditional
Maya lights right here, if we go to rendering this, There's this a
spotlight, spotlight. It actually has a couple
of ways to control that. And I've always missed
those when I was using other renderers because they
use like other weird stuff. But actually the spread
works exactly like what we would intend
if I were to, let's stop this and
save a copy in there. Remember this one is a snapshot. So we say one copy of the image. If we were to bring the
spread really, really low, Let's try 0.2 and we render. What's going to happen
is now we're going to get this spotlight effect. See how we were
not seeing as much of the what's the word, as much of the back part of
the clauses as we once were. The other thing that's
going to happen, and this is very important, is that we're going to
have more likely to see because we're focusing
all of the energy, all of the exposure
and all of the rays. We're focusing them
on a smaller area. We're not letting that
area spread as much. So if you want to have
this sort of like very dramatic intense effect
on one specific point. We're gonna be playing around with the spread of
our light right here. Again, if we move this up, you can see the spread softens up. And if we move this
down at the spread, becomes like a really, really, really
intense, we can do some really crazy stuff
like this one right here. Just keep in mind that since we're focusing all of
the libraries here, we definitely need to bring the exposure down a
little bit to compensate because otherwise
we're going to burn the image quite heavily. So, yeah, that's the
that's the other setup that I want to
make sure you guys understand about the lights. We have, the color, we have exposure will
have temperature, we have the shape, we
have this breadth. And then this is very important. We have also the
shadow densities and colors and divisibility. This is a concept that I want to make sure it's
also very clear. I know we're running a little
bit long on this video, but such important fundamentals, I wanted to keep them
in the same one. We are not obligated
as storytellers, as filmmakers, as artists. We're not obligated to always follow the physical
rules of the world. We're not like there's no one with a gun
pointing or head. Say if you don't follow the
rules, I'll end you, right? That's not what's happening. So we're completely free to break the physicality
or the reality of things in the
benefit of the story or in benefit of the final
render that we want to get. So for instance,
if you say, Hey, I love this look, but the shadow on the Cloud is way, way
too much I would love. The show was a little
bit less intense, but I don't want to
add any more lights. Just go to the shadow density and bring the shadow
density down. And if this is what you like, if this is what you feel like it's going to help your scene, then that's fine.
That's perfectly fine. It's it's completely valid. It's not physically
accurate anymore because the shallow
density at one, this is the physically accurate
results we're getting. But this is going to look, okay. Okay. It's going to look
the way that you're intending it to look same
for the shadow color. If you say, Hey, I want
blue shadows, go for it. Again, no one is stopping
you from doing this. I want pink shadows.
That's fine. Go for it. Maybe we're going to go
for a dark pink color, like, let's say
something like this. And maybe we do
wonderful density. And then we go, we
have this very nice interesting like pink shadow. Is that good for short? Is that good for a shock? If it is amazing, even though we're not doing
physically correct things. So don't get don't get, don t think that
we always need to follow physically
correct things. There's a lot of
cinematography tricks and things that they do
in films and in shorts, where it's just for the
benefit of the shed. You will never
find that specific light setup on the world ever, but it just looks
amazing, right? So feel free to experiment. Feel free to break
a couple of things here and there and
get amazing results. Finally, we have this
thing right here, which is the visibility
of the light itself. And we can change where we want this to be visible if we
turn off the diffuse, what's going to happen is that this light is only going to be contributing to the
specularity of the object, is going to only
going to see the reflection of the object. We're only going to
see the light on the reflections,
not on the colors. So usually you want that it
used to be all the way up. But here's where we can do
a little bit of tweaking. Again, we're going against the traditional physically
correct things. But you just say,
Hey, you know what? I think I loved the light. But this peculiarity of the
objects is a little bit too high and they don't want to go to each specific material. I just want to overall
bring the specularity down. Just bring it down. Just bring it down.
And as you can see, what's going to happen
is we're going to have a more reduced a
shininess on our objects. They're not going
to shine as much. Again, this breaks
the physical weight, the light work or the
way the light works. But it makes, it might make
it look a little bit better. Okay, so all of the settings that we just talked about
guys here on the lights, that's just the very
basic fundamentals of the lights that we
need to understand. Now we're going to talk about the samples because
as you can see here, our image is not clean at all. And that's another part
of the technical things that we need to make sure we properly understand to get
the best possible renders. So hang tight and I'll see you back onto the
next one. Bye bye.
4. Samples: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with samples. And this is one of those things that a lot of people
struggle with. It's one of the
biggest enemies who, whoever is trying
to render a scene, which is samples, we
want to get the fastest rendered possible with the least amount
of noise possible. And the way the samples work, if we go back to the level
where it says right here, the way the sample
works is as follows. Every time you shoot a render, the camera is going to
shoot a race at the scene. The more race we should or the more times we analyze each ray, the more accurate the
elements is going to be. However, as you might
imagine, the more race, the more time it's going
to take to analyze all of those rays and the longer
the render is gonna be. So the, the samplings
are pretty much all of the race each pixel competing
against each other to, to find out who has the truest color to what
we have on the scene. So if I hit render right now, you're going to see
this little dance of the parent particles. And then we find
this. And the reason it stops at almost a second in my case is because
on my options right here, on the render options, I have
my samples set to three. So we're going to shoot
a three rays that are, those three rays are each
going to analyze onetime, did it use the
speculators mentioned the subsurface like all of the elements here
on our materials. You can see up here
that the camera has a AAA temples nine
because I believe this number gets again
exponentially multiply. So as you can see, the total samples are we going to
get on our scene after everything is calculated
is a 117 samples. Okay? So there's 117 like mathematical operations
that we need to calculate. And since we're using GPU, which is more of a brute
force way to do it. We only take like a 2.5th. However, one thing that
you're going to notice is that even though
GPU is really fast, is not as exact. So if we were to do CPU with
the same amount of samples, you're going to see that again
after a couple of seconds. It's going to take a little
bit longer as you can see, instead of taking like
literally 1 second, it's thinking the bottom
fiber, or six seconds. We'll probably a little
bit more than that, like 1015, maybe 20
seconds I'm recording. So since I'm recording, my processor is trying to do a lot of things
at the same time. So 17 seconds, which is
still not a long time. But you can see
that at 17 seconds, our image is way, way, way cleaner than what we had
right here with the GPU. I really like using
GPU because it's fast. And one thing that we can
do is we can calibrate the samples so that the GPU is faster and
we get a better result. But this is the art
of the sampling part of the topics are
of this lesson. How we change the
way samples work is gonna give us a
better render time. It's going to allow us to get to that final image that we want. So let's start right
here and let's go back to a GPU real quick. And let's say instead of three, we want like four
times that 12th. So as you can see
now, the amount of rice that we're gonna
be shooting is 1872. Race, right? So if we do writer again, it's going to take a
little bit longer. You can see the
progress bar over here. It's going to take probably
about 1015 seconds, 17 seconds, but the image is
going to be cleaner as well. So yes, the renderer
will take longer, but again, the image
will be cleaner. Now, I want you to notice
something very important. There's gonna be a point I'm
going to hit Render again and pay close attention to
the dance of the pixels because there's gonna be a
point where the dancing of the pixels becomes less intense. At first it's going
to be super sprint that there's gonna
be a lot of noise, and then that noise gets cleaner and cleaner and
cleaner. Take a look. There we go. So super noisy, super noisy, super noisy, super nice isoprenoids and
now barely noticeable, barely, barely noticeable,
as you can see, it's not really
changing that much. And he was still
doing, I would say, the final 30% of the rendering. So what does that tell us? Well, for instance,
the first thing is that you can see
that I'm assuming at this amount right here and it's a really, really
assuming picture. You'd never gonna be seeing this picture at this resolution. The normal resolution
is this one. This is a one-to-one resolution. If I hit Render again, there's
gonna be a point where I really don't see the difference on the image which
is right there. So it's about 50 per cent, right? Let's try again. We'll take a look
at the bar. So at about 50% of the bar,
which is right here, I'm not really
seeing that much of a change that to you guys
is gonna be the signal. It's gonna be like the
little flag that says, Hey, this is roughly
where you wouldn't have the best possible outcome. And adding more samples is not really going
to help you anymore. It's just going
to add more time. Yes, it's going to
clean the scene. But the amount of time that it takes compared to the amount of cleanliness you get
is no longer valuable. Like it's too much time spent on to Little cleanliness
on your image. Pixels are not gonna be as clean and it's a lot of time
that we're wasting. So if I'd set this back to six, for instance, which
is half of what we have and we render. Now, the render time is going
to be half what we have. It's only two seconds,
in this case, two or three seconds, and it's already really, really clean. So that's whenever you're
trying to balance out what, how many samples
should my scene half? That's one very
good way to do it. Another very good way to do it. Let's go back to three samples. It's down here with this thing
called adaptive sampling. So adaptive sampling
is a way for you to give more room to the render. It's not as efficient as like manually dialing in
the amount of samples, but it's going to give you a nice like ballpark
approximation. So adaptive sampling
pretty much says, Hey, I'm going to start
sampling the scene until I reach either 20 cameras samples, or my noise threshold
is at 0.015. So the variation
between one pixel and another one is at 0.015. So you're not going to
see that much variation. This is a little bit too
high for my, for my liking. I mean, it's gonna
give you a really, really clean result
that you can see. It's taking way
longer than we have. It's probably going to take
about 2025, maybe 30 seconds. And as we mentioned before, there's a point where I'm really not seeing that much
of a change anymore. This thing is still
calculating and I'm not really seeing
anything, right? So I'd like to bring my
samples all the way down to something like ten or sometimes even like six,
like what we had before. We will do this. It's still going
to clean the image quite a bit right
now, for instance, I still see quite noisy, so I think we can probably bring this up a little bit
more, let's say ten. And again, this is another
very easy and fast way to calculate what the
best possible sample is. I think ten is like the golden ballpark for me right now, because
as you can see, when I start rendering at
ten, there comes a point, right about 80 per cent, where the intensity of the
points doesn't change as much. And that tells me that that's a great place to
stop our rendering, which is this one right here. So now that we have this, I'm going to introduce
to you guys a really, really amazing
concept that we have. You're actually very
lucky to be living in an age where this is available when I started through
the ten years ago, 11 years ago, this
was not available. There was no way to
clean your images after the fact, after
you are rendered them. So you had to dial in really, really high numbers and
just wished for the best. Nowadays we have this
things called the noises. And if you go here
to low of cogwheel, you go to post-production. You can add an
image, or images are filters that we add on
top of the elements. And as you can
see, we have this, uh, de-noise your optics. So I'm just going to add
the denoise or optics. And immediately what the
denominator is going to do is, as the name implies, it
will remove the noise. It will just literally
get rid of the most. Take a look at the difference. This is with noise and
this is without noise. So all of those
little grainy things that we had there,
they are now gone. They are completely gone
and we have a super clean, super sharp image on our hands. How does this do it? I wouldn't be able to tell. It's some sort of AI
sort of like analysis of the photograph and he finds out what kind of colors
are the most common. And it's just like
averages amount. So it's just one of those like computer magic
things that we have here on the Arnold setup. One cool thing about this one is that you can actually blend. So if you want to
keep a little bit of noise to give this
like filmic effect. Because sometimes one of
the issues that I have with the noise here is if
your samples are really low, It's gonna be very grainy and
it looks like just blurts, blurs everything out
and just jewelers. A lot of form like right here, we're not really
seeing the division and we get rid of it. Well, it's actually
not there anymore, but sometimes like
some specific areas, you're not going to see the
exact thing that you want. So you can actually
blend this thing. If you blend this
down, you're gonna get back a little
bit of the noise. And sometimes it helps
get this sort of, again, this film grain effect where things look a
little bit better. So this is the noise is
super, super, super handy. Now, again, as I've mentioned, the denoise your works
with the actual image. So if you have a really, really low sample image, let's say we just have
two samples, super noisy. And we tried to turn
onto the nicer, I mean, it's going to try its
best to solve the issues, but you're gonna
get some really, as you can see
here, really blurry splotches here and there. And especially if you render out a sequence like an
animation sequence, you're going to see like
things, just like moving them and destroying and
really, really weird waste. So the ideal way to
work with the noise is first dial in the amount
of sampling that you want. And after you've dial that in, you're going to be
able to utilize that the nicer to give you that extra little step so
that we don't have to double the amount of samples here
or the threshold here. We can just use that
the inertia to get those final step of the way. Again, we can add our brain back a little bit of noise if that's
something that you like, I actually do like having
like about like 0.6 blend on buying interests that
we have a little bit of grain and makes it look
very, very interesting. And yeah, that's pretty
much it for the nicer. Now, if you're not
working with GPU, if you're working with CPU, one thing that you can
do is you can turn on, you can also turn on the
adaptive sampling, by the way, but you can turn on this thing
called progressive render. This is another way
to render things. It's not as fast. Well actually, it should
be relatively fast, but it will just give you
a really hard version of your element
first and then we'll clean up the image
like, as you can see, it does like passes on
the image and you can see how every time it goes
through the same pixels, we get a different effect than a different effect on
a different effect. As you can see, the CPU is
definitely, definitely slower. Gpus are just made to
do the mathematics. Mathematical computation
is a lot faster, but we're going to see later on a couple of examples where CPU works a lot better than GPU
because it's more precise. So GPU won't be as fast, but it will be way,
way, way more precise. Okay, let's stop there. Let's go back here to GPU. And let's go to
everything is good here. So as you can see,
this moves really, really fast and we get
this super amazing render. Now, another thing that
we need to mention when talking about samples
is of course, a D size of your image,
your resolution. And there's a couple
of resolutions that you guys need
to be familiar with. I often used to just like a glaze over this because I thought
everyone knew about this, but sometimes we all learn
new information, right? So traditionally HD AS refer as to any sort of
image that's above seven p. So if you have a 1280
by 720 pixels image, you're going to have
your traditional HD. Full HD is this 1920 by 1080, which at the time
of this recording, I would say it's about
70% of the work we do, like most of the times, we're gonna be doing a
full HD video render. Why? Because for k, as you can see, it's four times as
much as ten ADP. So it's render times are
going to be four times as long and not everyone
has it for k setup. Today. I imagine there. I would imagine that the next
couple of years, computers, like everyone under computer is going to happen for k display, Everyone's going to have
four KTB and all of the content that we do is gonna
be like render at forget. A lot of the movies
nowadays are done at for K. I believe you're doing that.
You're probably gonna be working in the studio
that has enough, like powerful enough computers
to do all of this render. Because again, trying to
render it for k image, and then we can do
it, but she's going to take way, way longer. Now, the cool thing
about rendering really big images is if we
go back to our example here, the web through which all of the pixels are gonna
go, it's gonna be bigger. So it's going to be easier
for the sampling to be or for the noise to be less noticeable when you have
a really small image, the variation between each pixel is gonna be really, really big. And therefore, the noise
that you're gonna get, this also gonna be
quite big due to the sampling nature of
how rendering works. However, if we go here to
come in and let's say we're going to render at full HD
right here and we render, this is going to
take at least four times as long as
what we had before. Because it's it's I
think four times more. But again, the noise
is gonna be so much smaller because the pixels are smaller compared to
what we had before. Okay, You can see this image
right now it's taking, I would say about 2025
seconds is going to take. We also might be able to lower the samples a little bit because since we have more pixels, they're not gonna
be as impactful. It took 21 seconds while this one look like ten
seconds for something. So 21 seconds. And you can see this looks
really, really good. Again, no one's ever
going to be analyzing your image at 8000% zoom, you're gonna see your image
at the normal resolution, which is this one-to-one. And this is where you
want that your noise to be as little as possible. Okay? Now, if we were to go for k, Let's save this as a
point of reference. So I'm going to keep the width
height ratio in for k is, I believe we change this
to 2996. There we go. So this is for k. And as you can see, it's definitely taking
way, way, way longer. But again, the size of the pixels is gonna
be so, so small, like look at this, we have to go 800 per cent to start
seeing the pixels. We can even go like more
and more and no one again, it's going to analyze her
pixels at that distance. And look at this. We get a super, super, super sharp image and
we still haven't hit the noise part like once we move through this percentage are tremendous progress
that the noise is going to kick in and all of these
things are going to be gone. We can actually push
this up and you can see it already working. There we go. That's the noise
you're kicking in. So at this point we can
definitely stop it. I don't know how long it took, but as you can see, it's
super, super, super clean. And this is a four-page image. So if you wanted to print this and do like a billboard
or something, this is like the size that
you're gonna be working on. I always hate when my
clients asked me to do for K renders because I know that you're going to
take quite a bit of time. It's not something
that I look forward to because right now I
only have one computer. But one of the things
that you can do is this. There's these things
called render farms where you can
upload this sort of things and render them on the Cloud and then you
just get the images back. If you ever face Forky
rendering, I would advice. I would probably suggest that you consider render
farms and include the cost of the render front on the code that
you're going to keep your client because they're usually a little bit expensive. So let's go back to
our one K HD 1080, and let's render again
just to get an image. And the other thing I
want to talk about is, how are we gonna be
doing tests, right? Because one of the worst
things that you could do is if you're planning a scene or if you're blocking in the scene cinematography
department, you don't want you don't
want to wait an hour, 30 minutes, 20 minutes, ten minutes even to see how
the image is gonna look, you'll want to see the
changes as fast as possible to be able to iterate and create variations and find the perfect solution before you find the final
render, right? So here's the best advice I can give you in
regards to that. Tried to find the
perfect sample setup. In this case, this is
the one I know that my full frame image is going to take 20
seconds to render. And once you know your full-time
and you're full-frame, you can go back to BYU, test resolution and
bring this down as low as you can
possibly work with. So for instance, in this case, I think a 10% is just fine. And if I do ten per cent, it's only taking a second. It's just a second and we
already have the render. And with this random, I already know how things are
going to look because I know that if I let this run at full resolution and
that food samples, I'm going to get the final
result in a very nice way. However, if I want
to change the light, like maybe I say,
Hey, you know what? Let me make this thing smaller. If I'm like, You
know, what would happen if the light is not here, but rather like over here. As you can see, that
the render changes very fast and I
don't have to wait. I can very quickly. I trade and play around, show my art director,
show my client. I like, Hey, I have
this like sort of like solutions like just the small little thumbnails, right? Like it's just a it's just a previous realization of how things are going to work. Because I know that any
point I can just bring this up and I'll have the
final render ready to go. So whenever you're working with vendors and this is something that we're
gonna be doing, we're going to be doing,
or we're gonna be working at lower resolutions. And once we're happy
with the results, will start increasing them and
tweaking more and more and more until we've had
the final resolution. That way we're
going to save time and we're gonna be able to visualize how are things look before we're doing
the full renders. Never ever do a full render when you're just trying
things out because it's just a lot of
times you're wasting and it's definitely
not worth it. So yeah, that's pretty
much it for now, guys. I'm going to stop
the video right here and we're now going
to jump onto, I'm going to show
you one more type of light that's super,
super important, so, well another, just want, we're going to
explore the types of lights that we have
here inside of Arnold. And you guys have all
of the available tools. And then we're going
to do the final exercise for this football. So yeah, hang on
tight and I'll see you back on the
next one. Bye bye.
5. Light Fundamentals: Hi guys. Welcome back to the next
part of our series. Today we're going to talk
about the light fundamentals, the different lights that we
have here inside of Arnold. Because yes, we have
already explored samples and we know how to
modify this particular light, which is one of the
main building blocks of the rendering department. But there's a couple of
other lights that are super, super, super important. We have air light. If
we go here to our null, we can bring this menu back. I'm light-skinned, can actually bring this menu right here. We've got these six
different lights and they all serve
different purposes. I'm going to go through them real quick and I'm
going to show you how we can utilize this to
make our scenes even better. So the airlines we've
already explored, we've already talked
about this one and we already know how it works is just our
traditional light. It's a panel, it has a shape. It can be a circle, a
cylinder, or a square. Actually, I don't think
you guys saw the cylinder. Let me show you real quick. There we go. So this is why I mentioned
that there's one emits light in a 360-degree
area outwards. So it's gonna be like emanating light industrial
like cylindrical shape. And again we have the quad
and we have the cylinder. Sorry, what cylinder and disc? Those are just the
ones that we have. Now, one thing that
I didn't mention about the light is that
sometimes we're going to have specific lights that
are becoming a little bit difficult for the render
to properly evaluate. This is not the case right now because it's a
very simple light, but we can actually
increase the samples, samples of the specific light. If you're using like a
really small light or a really big light
and you see a lot of noise that it's coming
from the light. One thing that you
can change this, this thing right here, the samples just increase
them and that will give more time to solve or try to solve that light and give
you a better result. Now we need to talk about
the sky dome light. And oh my God, is this a double-sided sort? So the sky dome light comes from a type of rendering technique that's called
image-based lighting. Image base line. There we go. So this is a technique that was developed several years ago. I believe it was when we
first started seeing a lot of CGI being introduced into
the cinema or into film. We started seeing this
sort of technique. And the way this
works is as follows. You as the director
of photography or someone in your
team will go to the location where you're
gonna be introducing a CGI elements such as like
this forest right here. And you will capture using a 360-degree camera or a traditional camera
and just taking a lot of picture and then
stitching them together. You're going to capture
this image called an HDR, high dynamic range image. And I need to explain to you
what this is because again, this is one of those things
that a lot of people use in an old people like know about, but they don't really understand
how they work, right? So an HDR image is a high dynamic range image that's thinking at different
levels of exposure. So if we look for
exposure levels, we go back to the
way cameras work. For camera. There we go. The way this works is when you open the shutter of your camera, you are letting
light into the lens. The more light you let in, the more information
you're gonna get, but also the more washed out several things
are going to look. So there's times,
especially when you're, for instance, in a low-level, low light type of scenario, you want the shutter
to be open for longer so that you can
capture more stuff. But there's gonna be other
times where there's a lot of light on the scenario or
under or on the environment. And you want the
shutter to be open only a fraction of the
time because you don't want the image to
be overexposed. So this is what happened. This is a very good exercise, are example of how the same environment looks
at different exposure times. Okay? This is actually
using another thing. It's using the aperture to
expose things and at the time. But we can, we'll explain
this sort of things later on. So when you have a low exposure, you're not going to see as much. And we have a high exposure, you're going to look or
see a lot of things. But again, certain times for certain scenarios you might want different kinds of elements. So the way the,
the HDRI is words, the high dynamic
range images work is the photographer
will take pictures, 360-degree pictures at
different exposures. And then they will combine those exposures
into a single image so that they can have
a really bright lights and really dark shadows. So you get the best
of both worlds. This images are images that you can normally see
on your display. You have a professional display. So most of the
images we see here, the monitor that I'm
using right now, it crunches all of those
values into 0 to one values, but the information is there. And there's this
site called poly haven, super famous site. We use it all the time. And this share with us a lot of free images of different
setups in their setups, outdoor set of studio setups, just like general
environment setup. So for instance, let's
download this one. I really like this
brown folders to do because it's a very neutral, nice effect for our scene. We're just going
to download this. And as you can see, the type of image that we get this, this EX, our image which is a
32-bit float image, meaning that there
hasn't, there's a lot of information here. I'm going to show you very
easily how this works. So if I go to my brush right
here and go to the colors, Let's go to the brush here. And I sample this
color right here. And I take a look at
the color sample, you're going to see that
this is an eight bit image. If it says right here RGB eight. The colors go from 0 to 256, which is the maximum RGB
icon that you can get. So for instance, in this
case a white that's 250, right around 5255 on the
three chances and RG and B. This is again, 99% of the images that you're gonna
be working with are going to be in a traditional 8-bit
sample size or a bit size. And that's where
we're going to have. But the EX Rs, the images right
here are going to look a little bit
different to our eyes. This looks perfectly
normal, right? Like I can see this in okay, this is perfect widen, this is perfect, dark
for instance, or black. But if I were to sample
this one right here, and if I go to the color swatch, you're going to see that
the color swatch is actually different
because it's telling me, Hey, this white
that you see here. It's a white with a value of
2.2.62.6 on the RGB scale. And if I sample this one, this is a one-point,
whatever they say, 2.5, like this other way that
I see here, this is 1.7. There's one that they see
right here, that's a 4.8. So that means that this
one right here is wider. It's more, it's brighter than the one that
we see right here. This image has
information about how light is behaving inside
of this environment. And all of this
information can be, can be inputted here
on instead of myelin, we can use that information
by using this sky dome light. So I'm going to turn
on the sky dome light. I'm going to create the
sky dome light rather. I'm gonna go to the airline. I'm going to turn it off for now so we can see the difference. And on the sky dome light
on the color options, we need to input an image. So to do this, one of the things that you're
gonna do is you're going to grab the image
that you are using. Let me just very quickly. You're going to navigate to your project and
injured project. Anytime you're gonna be using an image from the outside world, you're going to have it
on the source images. So I'm going to
have it right here. Okay, so if I hit
color and I hit File, I'm going to be directly brought to the
source images folder, which again is that the root
folder that mine is going to look for whenever we
want to use an image. I'm just going to say open. There we go. So now as you can see, we get this very nice
display of the image here, inside of, inside of Maya. One of the cool things about
this HDRI is that we can actually move it around and we can position it
to the light source, for instance, is
coming from the, from the left, like this. So now if we go to
our render element, I'm going to increase the the test render a
little bit more. Let's go to like a
100% of the time. And when we render
what's going to happen is we are going to be using the information from that image to bring light into the scene. And oh my god, does this look like realistic? This is why I
mentioned that this is one of those double-edged sword. Because once I teach you
guys how to use HDRI, no one ever wants to go back. There was like, Why am I gonna, Why am I supposed
to use other lights when the HDR does
this amazing job, like just look at the
difference, Right? Like just look at
how nice this render looks compared to
this one right here. I mean, this doesn't
look bad, right? But this one looks
so much realistic. The reflections, the way light bounces on top
of the elements, the way the soft
shadows that we get. And yes, HDR eyes are really,
really, really powerful. But if you only have your
words illuminated by H2RAs, you're not gonna
be able to bring that full cinematic
potential to your scenes. If you're just going to
be like an architect and you just wanna
do clean renders, throwing an HDR, throwing clean materials like
what I have right here. And you're good to go. You don't have to
do anything else. But if you really want to
bring this to the next level, then you definitely
need to play around with how HDR work. Now, there's a couple
of things that we need to take
into account with HDR or HDRI is that it
has several properties. First of all, we
do have exposure. This is really important. A lot of people don't
know about this, but they do have exposure. So if you, if you use this HDRI, like I love this one, but
it's a little bit too bright. Maybe I want it to be a
little bit less intense. Just go to the exposure
and bring this down to something
like minus two. You might be wondering
why minus two y negative. Can we go negative
intensity for instance? And the answer is no
because this is linear. But since this is exponential, when we go negative
two and we multiply, some math happens and it becomes a positive
number, so it works. Okay, So if we do this now, what you're going to see is
we're reducing the intensity of the HDRI without
really killing it. And you can go really, really low like minus
eight for instance. And you're still going
to see something, especially if we increase
the exposure over here. It's their information
is being rendered. Even though the, the exposure
is really, really low. This is a really good way to control the intensity of an HDR. For instance, this
just a minus one. And this looks already a little bit more interesting, right? Like not as bright as well. We have a little bit more
contrast on the shadows. Temperature does not work. I've tried this before,
even if we go like really low and temperature is
not really going to change. Why? Because the color that we're using overwrites
the temperature. So we will need to get
rid of the color and therefore all of the
information that we have. And that's not what
we want, right? So I'll color temperature
one work on your HDR eyes. It will just use the color
that we have right here. The resolution that
we have right here, that's the resolution
of the HDRI since we're not going
to be using the HDRI as back plates like
they're not going to be the background that we're gonna be seeing
when we see them. You really don't need to
worry about this one, but if you want to increase it, it will definitely
increase a little bit. So if you see the
reflections or something and look a little bit like
a little bit wonky. You might be able to increase
the resolution there. We can, we can turn off
cast shadows if we want to. We can turn or change
the shadow color, same as well with lights, we also have samples. If you see that the image
is a little bit too noisy, you can increase
the samples and I can see it right
here on the preview. If we turn off the noise here, you can see that one of the
disadvantages of the what's the word of the HRIS is that they do tend to
be a little bit noisy. So if you find your
image too noisy, you can play around
with the samples, increase them a little
bit, and that should give you a nice result as well. Let's turn this back on. There we go. Now, as we mentioned, as
with the other lights, we can turn off where or whether we see
or not this thing. It's like if I if
I assume this out, let me go to the camera panels, look through selected and
let's say we want to do a composition later
on in Photoshop. If I bring this out, you're
going to see that we are actually seeing the
image on the back there. And maybe we don't
want this image. We want another
photograph that we took, or we want another,
another image or whatever. Well, you can select the
image right here and on the camera visibility,
we can set this to 0. That way the image is
still going to work. It's still going to do
exactly what we did, but we're not going to see it on the alpha channel right here. So if we turn this on,
which is the alpha channel, you're going to see that it knows that this
is an empty area. So we can overlay this
or overlap this on another image later on and
will be perfectly fine. So usually, usually
I always turn off my camera visibility
because I don't want to see my HDRI on the images. Now, unfortunately, we're one
of the bad sides about the, it's your eyes is
if you wanted to, let's say take a picture on your house and have an object to be there
like a 3D object, you would need to get
a 360 HDRI folder of that specific area
to get the most exact and the best
possible reflections. However, if you can't do that or if it's
a little bit too, if it's too difficult, as long as you get an HDR that matches or is as
close as possible to the environment that
you want to match and you don't have
perfect reflections, you should be able
to get away with it. However, again,
the best workflow that you can do if you
want to match an object is to make sure to capture the actual environment where
the object is going to be. That's what
photography directors and technical people
doing movies like. Let's say they're recording the Avengers in
Times Square, right? So someone's gonna go to Time Square and
he's going to take the pictures that he needs to make sure that the whole chord, the Iron Man armor or anything
looks exactly as if it was there at the time
of the shooting and it's just part
of the process. Now, one more thing. Sometimes people find the image planes
here in my annoying, like having the image there could be a little
bit distracting. So it doesn't really matter, but you can change the scale
all the way down to 0. So you can scale the
image all the way down. Even though we don't
see it anymore on the scale, it's still
gonna be there. Okay? So it's still going to be affecting the object exactly the same right now I think what I changed was the
rotation of the object. Today. Yeah, let's bring this
rotation back to 0. For instance. There we go, kiss. Really sure the skill
shouldn't matter. Let's try one. Yeah, there we go. So scale of one. And we have this
working perfectly fine. And then we do a scale at 0.1 for instance,
like super small. And it really, it doesn't change anything, it
shouldn't change anything. It should be the
exact same thing. So one thing you can do
this is a little bit of what's the word they. I'm a Reagan trick. I'm going to create a locator. I'm gonna go Create Locator. And I'm going to bring
this locator up, scale it up so that
we can see it. And I'm going to parent
this to the locator. So now if I rotate
the locater, I it's, it's pretty much as if
I'm rotating the HDRI. So you're going to see how this changes on the scene right here. And that way I can just modify this one instead
of modifying the image. And that way it's not
distracting and I can focus on the lights. Oh, of course, if you want
to keep the object there, you're welcome to do so. Just Shift P to bring it out. Let's leave this locator. Let's grab the sky dome light, bring the scale back to one. And I think what I
changed was the exposure. Yet Let's go back to
a normal exposure. 0 panels which are selective. And let's rotate
this a little bit. Well, that's the Hypershade. And let's render. There we go. So now the light is straight
up at the front end. That's why we're saying
it's so much illumination. And yeah, that's, that's
that's the, that's the HDRI. So the sky dome light, that's
one of the important ones. Photometric lights,
we're going to talk about this one later. These are more like
architectural lights. We can use something called an IES profile to get
specific light ships. Not really necessary right now, but mesh lights I do
want to talk about because those are interesting. Let's filtering this
exposure a little bit down. I'm going to say
like minus three. And every now and then, we're gonna have objects
that emit the light, right? So if you have a light bulb
and you have the little, the little springy thing on the inside that's incandescent
and it's glowing. You're going to have
something that's going to be emitting light. And there's two
ways to emit light. You can emit light through something called an
emissive, a channel. So for instance,
here's a sphere. We're going to use
two of them so you can see the difference. So we can grab this
fear and say, hey, I'm gonna give you
a new material, Arnold AI standard surface. And on the admission options. I'm going to tell you
that I want you to emit, let's say blue light like this. So what's going to happen
now is when we render, we are going to
have a light that's emitting light information
into the scene. And you can see how
it's illuminating different parts of the elements. Thanks to the noisier, we're
actually getting rid of a lot of noise because
emission is very, very noisy if I get rid of this. And then we render again, you can see how there's a
lot of samples everywhere. And then as it gets cleaner
and cleaner and cleaner, we get rid of those samples, but emission tends to be
really, really noisy. One of the bad things about
the mission or cool things, but the same kind of like
a double-edge sword again, is that we can actually
increase the multiplier here. So if we multiply it by five, what's going to
happen now is we're going to be emitting
a lot of light, but it's gonna be a lot noisier and opposite to what we
had with the lights. There's no universal
sample for the material that we can change the way this material
is being sampled. So it just like it just follows whatever sample
we have on our scene. So we would need to really increase the samples
to clean all this up, or we wouldn't have
to use a de-noised. But here's where
things can get a little bit splotchy, right? So let's bring this
back to a white one. And what I'm gonna do instead is I'm gonna grab
this guy right here. I'm going to say Arnold lights and I'm going to say Mesh light. What this will do is it will eliminate the geometry,
will hide it, and it will assign this light to the object dislike
P sphere two. Now, this behaves
as a normal white. So for instance, we
can select the color, the exact same color and say, Hey, we want the
exposure of ten. And this is going to
work as a light bulb that's emitting light with
a specific intensity. One thing that we definitely
need to do though, is we need to update the scene. One thing I haven't done
this, I haven't saved, so this might crash, which
will be quite unfortunate. Let me pause real quick. Okay, fortunately
it didn't crash, so I'm going to save this
save Scene As I can't call this fruit finished
so that you have the fruits start ready to go. And one thing we introduce,
we have to go here, render and say Update, foreseen the updates,
anything that we've added. So any new life that you
add, any new geometry, the renderer needs to know that we're adding it
and look at this. So this one is actually emitting light as
if it was a light source. And we can control, Of course, the intensity right now things
a little bit too intense. Let's go five, and
let's render now. So it's a little bit closer to what we have with
the emission one, but it works better. Okay? So whenever you have an object that's going
to be emitting light, if you can avoid using
a miss it and you can use traditional
lights, then that's fine. You won't always be
able to do this. Think about a robot
that has like little lights all over the
place like decals and stuff, like stickers and
things like that, then yeah, it will
work just fine. But if it's like a
light bulb or a lamp, or a flashlight or something. And you want the actual
geometry to be emitting light, you definitely want
to use a mesh light. They are expensive though. You can see that
this one is taking thirty-seconds opposite to the ten seconds that it took the Without this
type of flights. But it looks really nice
as you can see here. And of course ignore helping us get this very nice effect. If you want the
source to be visible, you need to turn this
thing in light visible. And then we're going to
have a bistable source. The source we'll
never have shadows is seen important
physics concept. A light source by default are by definition, cannot have shadows. So if you have a character and you want the
character to be glowing, You're not going to see the
forms of the character. You're just going to see
a silhouette, right? Because everything is
submitting a light and therefore it's not receiving shadow, it's casting shadows. So yeah, those are the two
types of light right there. Then we have this light
portal and the physical sky. The light portal is a tool that we're gonna be
using later on when we work with interiors. And it's a way to
filter light from any, from HDR for my sky dome
light into a closest space. Because as you can
imagine, you can. Let's go to my really
ugly drawings right here. So if we have the HDR, then we have a closed
room right here, which is like a window. There's a lot of rays being
shot from 360 degrees, right? But only a very small amounts are actually going
into the window, only the ones that will be
like, let's say here, right? So by using that one, we place that under Window any kind of like
helps all of the rays get in there and help illuminate the inside
of the element. Again, we're not going
to really use it right now because we're
in an open scene. But it's important to know. And finally, the physical sky. That's one of those things
that I don't really use. Like I can't even remember the last time where I
use this one right here. But the physical sky is a procedurally generated the sky that the works with elevation, time of the day,
stuff like that. It's, it's literally NHGRI, but it's made with programming like with
computer elements. The only reason why I know
this one is it's important, is due to the fact that maybe you want to do
a render and you have the specific time of the day and specific elevation and
everything on the sun. Let's imagine that you
want to do a render of how a specific tree looked
on your birthday, right? Well, you can grab your
bird, that information, go online and find where the sun was in a specific location. And you can input
all that information here and you're
gonna get a super, super precise representation of how the song was positioned
on that specific day. You won't get the
weather though. So if it was raining and you're
not gonna get that here, but you're gonna be able to get something really, really close. The only thing I don't
like about this render it that it looks really,
really renewed CG. So it's not going to give
you a very realistic look. It looks very
computer-generated. If you're ever wanna
do like an algebra. And we're of course
going to talk about outdoors rendering. We're gonna go to a polyhedron and the easiest way
is just browse to the outer section and
just find something that matches as closely as possible to what
you want to get. A cloudy days is like a sunset. Like there's a lot
of ones right here. And usually, usually you're
going to find something that works with the type of project that you have in mind. So yeah, that's that's
pretty much it guys. That's it for all of
the light information, all of the rendering
information. We're just missing the
camera information. That's the final one
that we're gonna do. And then we're going to jump
onto the actual rendering of the cinematic render of
this specific football. So hang on tight,
and I'll see you back on the next one. Bye bye.
6. Camera Fundamentals: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with camera fundamentals. And this is the final
part before we jump onto the actual creation of the cinematic shot
for this fruit bowl. And yeah, it's just, there's actually just one thing that I want to talk about. Let me delete those guys
right there real quick. Let's jump onto a camera. Panels, loops are selected. This is of course, our camera. And again, there's two important
things that we need to understand about cameras. Cameras, or the way in which the audience is going
to see the world. So we as directors, we as the artists, we decide what the audience
is going to be able to see. Do we want them to see
a really far shore? They really close show?
We're going to talk about composition in
the next chapter. But it will give us a lot of different ways to communicate
whatever is on our Scene. As for the camera itself, one of the most important things that we have to take
into consideration is something called the forgotten. What's on the top of my
tongue, tip of my tongue. It's the lense. But that's not the lens
focal length. There we go. Focal length. Sorry
about that. There we go. So forgoing, this is a concept that everyone
has on their minds. Like we understand what
focal length does, but we sometimes don't know
all the technicalities of it. So in traditional cameras, we have of course, the lenses. And the lenses will focus all of the points of
the immaterial or all of the light
in the image into a specific point, which
is this one right here. And then from that
specific point, the image is going to be
flipped onto the sensor. And then the sensor of
course, is going to flip it again so that we can
see the image right? Like it's very similar
to how our eyes work. Now, the distance
between the point where everything is focused
and the sensor itself is called
the focal length. The bigger the lens, the bigger the distance
and therefore, the bigger the focal length. And how does this changes
the way that we like, the way that the camera
is going to work. Well. We generally have
three types of lenses. We call them the wide lenses, the photo lenses, and I'm just going to call them
the traditional lenses. So our eyes work in the traditional lens
sort of distance. And you can measure this
distance by using millimeters. This one right
here, focal length, as you can see right
now it's set to 35. So if you go from 35, I would say to something
like 70 were working in something that's like a very normal traditional perspective. So for instance, if I go to 55, important thing here is
we're not moving the camera. The camera is still
in the same place, the same location in the world. But the way that the
image is going to look, it's gonna be a
little bit different. Look at this. It kinda looks like we
went further in, right? Like if we assumed
in, but we didn't. The only thing that changed
was the focal length. And the more we increase
the focal length, if we go to 80, it's
going to look like we're focusing or
zooming in even more. But again, the camera
is not moving. We're just changing
the way we're receiving all of this information.
The other way around. If we go lower than
something like a 24, the camera is going
to expand and we're gonna see more of the scene. We're gonna be farther away. Technically. We're not moving again. It's going to look
like we're farther away and we can go all the way
down to something like 14. It's gonna be really,
really distorted because we're going to get a very nice, I like fish islands effect where things on the
borders are really distorted and the image here is gonna be really, really small. So that's, that's pretty much the way the
focal length worse. We're going to show you a
couple of examples real quick. But if we were here on this row and we start
taking different pictures, you can see that
depending on the kind of focal length
that we're using, we're gonna be able to focus
different partial foreseen. The higher the focal length, the more specific
we're gonna go. I loved using this
image right here. So as you can see, we're
in the middle of a field and we're not moving places
were in the same place. The only thing we're changing is the type of lens
that we're using. So when we assume in per se, what we're changing is changing the distance of
the focal length. And now we're focusing
something that's farther away, but we're not seeing as
much of the picture. And then we go with
a really low vocal and we're gonna see
more of the scene, but with less specific
points right? Now, as we move forward
in this series, we're gonna be using different
kinds of focal lenses. But for this one right now, one of the ones that it's
going to work really, really well is a
55 focal length. The 55 focal length is one that I like to use a
lot for portraits. And it's a really, I
would say flat effect. It's not gonna be super,
super flats and I'd like an orthographic
front of you or anything, but it's gonna be
quite, quite flat. So let's move the
camera a little bit. Just wrote it and give it a nice composition,
something like this. I want to have a little
bit of space up here. And now if we take a render, what we're going to see
is this right here. So we have an
interesting composition. We have our main focus, which is of course,
the fruit bowl. Let's turn on the light. Now we're going to
be combining lights. So I'm gonna go back
here to the intensity. We turn this on. What's
happening now is we're combining the HDRI of
light that we have, which is giving us this very nice reflections on the fruit. And we're combining the
artificial or like CG light that we added on top to
get this very nice effect. Now, I'm going to save
this image real quick. Let's stop and say
that's a 55 lines. Now, again, I'm not going
to move where my camera is. I'm just going to change
the focal length. Let's go really low to an 18. We render. Now what's
going to happen is it's going to look like we're seeing more of the scene. But we're not really focusing
that fruit bowl, right? It looks like a kind of looks like an
establishing shot where, where the movie
starting or something and we're gonna be
pushing in or zooming in. And then we're gonna be of
course, looking at the fruits, but there's a lot of space
and compositionally wise, it might not work because it's
very empty on the outside. And the other way
around, if we go for something like a 90,
which is really, really close in regards
to the focal length, we're gonna be super close up. And as you can see, the
shot looks like it's very, very cluttered, right? Like like a little
bit claustrophobic where we can't really
breathe and we can't really
appreciate everything because things are just
flowing everywhere. So that's the kinda stuff that we need to be
very careful about. And then when we need to
check one that whenever we're doing our compositions
and preparing our shots, because depending on what
type of lens we use, we're gonna be able to
obtain different results. In movies. What often happens is
Directors will animate this. So we could, for instance, they would animate right there would record and be changing it. That's a go. But we can
start, for instance, with a really low focal
length, like an 18. I'm going to right-click
and set a keyframe. And then in a 100 or 200 frames, we're going to go all
the way to 55, right? So what's going to happen now is that we're going to have
this sort of like push in. Again. We're not
moving the camera. We're not moving the camera towards the center of the image. We're just changing
the focal length. And we're gonna
get this illusion of how the perspective
is changing. And now we're focusing
in the fruit bowl without having to,
again to move. So we're going to talk
about camera movement swell in the next
couple of chapters. But it's very important
that you understand that depending on which
focal length you use, you are gonna be getting
a different result. There's a couple of other things I want to talk about here, but I think I'm going to
wait until Chapter two down here on the camera shape, There's this Arnold tab
where we can actually modify the camera to make it work a little bit more like
a traditional camera. Shutter speed, focus, this
That's aperture size, aperture blades and
stuff like that. Again, I'm gonna, I'm gonna not go into that right now
because it's a little bit more complex and the scene doesn't really work with
what I wanted to teach you. But we're gonna be using
this node right here. So on the shape note
though the camera, just remember that we
have this Arnold option. We're, we're gonna be able
to change things around. One very important
thing, this is super, super important and
you never, ever, ever want to scale the camera. You should always keep the scale of the cameras set to one. If we're working with
a really big scene and the camera is
really, really small. What you're gonna do is you're
gonna go to object display and the loci or scale,
you can change this one. I've got like a ten. So now the camera is
going to be bigger. It's going to be a little
bit easier to select, but we're not
scaling the camera. You should not scale the
camera because that will modify the way the focal length and all of the
other things work. And that's gonna
give you a really, really weird resolved
on the final renders. So I'm going to save real
quick, and that's it. We're ready to jump on to the actual cinematography
of this shot. We're gonna be looking at some reference and we're gonna be using that reference to create
a very, very cool shots. So hang on tight and I'll see
you back on the next one. Bye bye.
7. Cinematic Light: Hi guys. Welcome back to the next
part of our series. Today we're gonna be talking
about the cinematic like the topic that everyone
has been waiting to hear. But now that we've probably, we've covered most of
the technical stuff, we can now focus on the study of what makes
a shot cinematic, right? So I'm looking here at some reference to the
fruit bowl paintings. And the, whenever an artist's
painting fruit bowl, It's one of those
things that pretty much everyone has
done at some point, if they've done any
drawing or painting, it's a very common exercise. They will change the way they interpreted that
fruit bowl, right? Like sometimes it will
be really well lit, sometimes has very, it's going to have
very harsh surfaces. He changes every, every
once in a while, right? So we need to
understand before we jump into this cinematic topic, I don't want to take a
brief moment to give you a super quick like
art history lesson about how humans have
developed a way of utilizing light in the art or art to make more
believable stuff, right? So if we go back to Egypt, Egypt page, you're going to see that in Egyptian paints
and there was no light. It was just a line
art and color. That's all there was to it. And the artists back there, they probably knew about
shadows and lights and stuff. But it was not something that
was used because it was not something that they required on the paintings that they had. As they move on, for instance, in a Greek painting. We started seeing
a little bit of that and we started
seeing a little bit, well, not this one, like old paintings,
so line-drawing, but then the Renaissance or just started playing
around with lights. But most of the times the
lights that we saw on the Renaissance were really
like soft the global lights. And even though they gave
me a very nice look to it, they're not as harsh
or as a contrast. Yes, I like them to be. But then came Michelangelo. Michelangelo, he
was a great guy at painting and he started using
a little bit more contrast. You can see that on
the 16th chapel, you can see that on
this one right here. Ben was the birth
of Bento story. He started using something a
little bit more interesting. There was still no specific
light source as well. We're taught nowadays
that you need to have specific light
source and move it around that came onto a
guy by the name Carlos. Who was it? I always forget his name. Who was though was
the name of this guy? This guy? I always forget his name. Rembrandt. Rembrandt,
There we go. So Rembrandt developed
a technique that was really interesting
and I'm actually a huge follower of his stuff. I really liked the way he
portrays things which is called the Colorado
School in Italian, it was chiaroscuro or
something like that. And the Claros kudo technique tells us that there's gonna
be a specific point of light, usually like a light bulb. That's the trick if
you ever see a guy being illuminated by
an old like candle, It's usually, It's usually
Rembrandt who did this. And he developed this
technique where you had this very cool looking
effect and a very nice like soft shadow going
around the character. I personally really like this
one and we're gonna go for this specific effect using this of like this painting
as an example. So we are going to be
developing a sort of like cinematic look for
our fruit bowl using this chiaroscuro effect. I'm gonna go here to
the, to the Maya. And the first thing I'm
gonna do is I'm actually going to delete this slide. I'm just going to remain with this global light right here. As we can see here on
the Claros Kourou, the effect that we want. It's a very dark and
contrasty effect. So that tells me that
my specific shot. Then I'm going to bring the
shot a little bit lower. Something like this. Kinda want to have this
composition where the food bolus down here and we're
going to have the light coming from the side. So based on that, I'm going to grab my HDRI
and I'm going to rotate it so that the window
is mostly on that side. Okay, now we go here.
Here's a nice little trick. We can say panels looked
are selected and I can say panels pure off copy. And now we can have a
little window here. If you have a second monitor,
this is really helpful. I'm just going to have this
one on the, on the site. Now I can just write here. So if we write R Now,
this is what we get. And again, we want to find a balance right now we're
only using one light source. And this is the first
big lesson that I want to teach you about
cinematic lighting. Whenever you're doing
cinematic lights, you should always do
one light at a time, like play around with
one light at a time. And this one already
looks quite nice. Like I really liked this very nice soft effect
that we're doing. But I think we can
go even lower. So I'm gonna go minus four. There we go. So I really don't want
this much light to be coming from a domain
specific light. The key light that
we're about to add to be doing that specific function. So this right here, I'm
going to change the name. I'm gonna call this
a Global Light. I know that this is globally
affecting everything. Now it's time to add our light and I'm going
to say Arnold lights. And we're going to
add an area light. And here's where we need
to start making decisions. Lightning and cinematic
language is all about having or
making decisions. Is this gonna be a candle, is just gonna be a lamp? Is this gonna be a window? Is this gonna be a spotlight? Like what kind of
light or do we want? I think this is, I want
this to be a window. So I'm gonna make this
window a little bit bigger. And I'm going to position
it where I would expect the window to
be in the real-world, which is like roughly
right around here. If I were to render now, nothing's going to
happen of course, because there's not enough light coming from that a square. So I need to bring
the exposure up. Let's go ten, and let's render. There we go. We start getting something. There's, there's some
light coming in. But if we take a look at the image that we
have right here, I can definitely see that
this is a lot more harsh, a lot more contrasty
than what we had, right? Well, let's bring this
a little bit higher. Let's try a 15. A little bit too much. This already burning
some of my image. Let's go down to 13. And this looks way, way better. We got this very nice harsh
light coming from the window, which really matches this
light that we have right here. Cool. So one of the things that
they see here on the image on our reference is the fact that the temperature of
the images are warm. So one thing that we
can do is turn on the color and bring the
light into the warmer tones. So something like this. There we go. That's already going to give me something a little
bit more interesting. I think I wanna go
like quite warm, so let's try forty four, forty five, forty five hundred. There we go. Now, if we really want
to copy this one, we need to really study
what we are seeing, okay, this is one of those things that a lot of people will just gloss over and they don't really analyze what's
going on here. So I can see that there's this very harsh shadow
here and here, right? So this tells me that
there's probably more than one light source
on this particular image, meaning there's probably
like one window coming on this side. You can see that
shadow here as well. And then there's
like another light that's giving me a little bit of an extra punch on this
specific part of the picture. So that's exactly
what I'm gonna do. I'm gonna use this first
slide as the window. And we already know
what to do when we want a shape to be a
little bit harsher, right? We can bring the spread down. So by bringing the spread down
and rendering like really, really down, we should
be able to start getting this sort of like a nice
harsh line over here. Now I am going to move
the window a little bit. I'm going to move it
up and rotate it down. I know this is no longer
like a like a window. I'm going to start
rotating it down. So we get the shape
that we're going for. Something like this. I just want to like
the back part of the, of the fruits to be illuminated. There we go,
something like that. I'm actually going to push
this slide a little bit closer in something like that, even this little
line right there, I'm not bothered by it, but see how nice this
looks now, right? It looks like this very dramatic and very intense light setup. And we haven't done
anything weird like that. That's the beauty about
cinematic like that. It's not the fact that
there's no secrets. We're still using one light
and one global light. There's no more lights
is just how we approach each specific scene and what's the story that
we want to tell? So I'm going to stop
this one right here. And what I'm gonna do is
I'm going to duplicate this one because as
we see on the scene, on this one that we're
using as reference, fruits here on the front do
receive a little bit more of a punch on this
view right here. So by duplicating this boat, there are these two
lights now have the exact same amount of light. It's way, way too much. So this second light
that I'm using here, I'm going to bring the
exposure quite a bit down. If your computer can handle it, you can keep this thing
on so that we can illuminate the shapes without
having to get rid of them. Here's the other thing. Like at any point I can
make this smaller. For instance, remember that the light is going to be a
little bit more intense. So we definitely need
to bring this thing down and maybe even rotate this around and move it so
that we only have this very nice little light hitting specific parts
of the fruit, right? I would just want this parts of the fruit we hit right there. A little bit more spread. Now we can bring this guy up. I rotate it down so we start seeing that specific
shadow right there. There we go. And look at that. So it would've been impossible
to get this specific shot and this is specific illumination
with only one light. And that's one of the things that not a lot of
people know about. When you go into a movie set. Amount of light, spotlights, bounce lights and
things that they have is just ridiculous. It's like you would definitely be surprised
by the amount of things that they use to
create this sort of thing. So, so don't worry about using more than one light to
get specific results. For instance, one other
thing that I'm seeing right here is the fact
that the shadows, they are really harsh like we have this
very dark shadows, but we still have like see
this light colors over here. So it kind of looks
to me like there's another light coming
on the top here. So I'm going to stop
this one real quick. Control D. I'm going to move this
guy, probably push it. Further up and make it
a little bit bigger. And this just think, just
gonna give me, as you can see, a little bit of extra
light here on this area. I also would like to
have a little bit of light on this area as well. So I'm probably going to bring this intensity
down to four. Let's duplicate this one. I'm really going
to get closer to this corner because it
looks really, really dark. There we go. This one maybe increase
the exposure a little bit. There we go. It's kinda like helping
the bananas as well. Are we getting this very
nice effect right there? I still think it's a
little bit too dark. Here is the point where if I feel like the whole scene
is a little bit too dark, maybe we can go back to our original environment life and bring this up a little bit. So maybe like minus two
and see how this looks. Because there's gonna be more
like going into the scene without really destroying what we already have right here. That looks, I would
say really good. I think that looks
really, really nice. Now one thing I would definitely like to do here, and again, this is one of those like
cinematic tricks is, I don't think that this light right here
is helping me from, again, from a composition
point of view. One trick that you
can do a View, turn off the colors and just focus on the
blacks and whites. From a composition
point of view, my main focus is
all of this, right? The fruits. But we have this like contrast part here
where there's a lot of light and the
shadow that's going to tell my eye to look there. And I don't want that I
don't want to look there. I want to avoid looking there. I just wanted to
look on the fruits. So how can we avoid doing that? We can block this slide
because I know does light is coming from this main
light, this one right here. And some of this light is
bouncing on that specific area. Well, there's something
called light blockers. And in our case, a
light blocker is nothing more than the plane. So we can grab a
plane and position the plane off camera so
that we don't see it. But in such a way that it blocks that specific
part of the light's. See that right now I'm
blocking everything, right? But as I start moving
this thing to the side, you can see that I no longer see this part right here because
it's now covered the shadow. And we only see this and we get this very nice looking
effect on the, on the fruit bowl without having to worry
about that specific shallow. And these are the kind
of things that again, you never see, you never
see them on the Shroud. You never see them on the
reanimation, but they exist. There's light balancers, light
blockers, light filters. There's so many things that
happen both in real life sets and in the digital sets to make sure that the composition
looks as nice as possible. I'm going to stop
this one right here. And yeah, I mean, this to me. I think it looks
really, really nice. I would like you guys
to try to get to this point because now we're going to talk about
two more things. These are called imagers. And we've already talked
about the first one, which is of course that noisier, which is gonna give us
a very nice effect. I'm actually going
to bring the blend, as I mentioned it
out to like 0.5 because I want to say
a little bit of noise. It helps with the grain effect. But there's one imager I
want to talk about before we get our final image in, before we jump to the
other secret that I'm going to share
with you today, which is post-production. Okay? So the other secret
that I want to share right now is the denominator, lens effect, or sorry,
imager lens effect. So the lens effect is, I'm a very cool and useful effect that we
have right here that we can use to add to a specific effects to the
camera in post-production. So after the rendering is done, to get again, a more
cinematic look. The first one is vignetting, which you've probably heard
about this one being at this when we darken the
borders of the scene. So we can add a very subtle
being at right here. And as you can see,
this is going to give more focus to that. The main shapes
to the fruit bowl that definitely makes
things look a way, way more cinematic,
more interesting. But this is the one that
I really loved, the Blum. Blum is when the light is
just as the name implies, it's going to bloom and
create a little bit of light that bleed all over the place. You can change the
threshold of the bloom. Like if we increase
the threshold or actually decrease
the threshold, more things are going to bloom. So what we can do is we can
lower the threshold and have a really soft blooms
everywhere like this. Okay? The radius of the bloom is hat is how big the
bloom is gonna be. So we can make this thing like a really glow, as you
can see right there. And it's very common,
especially in old cameras. It was very, very common to
get this sort of like glow on objects where you can get a little bit of dust or
a little bit of air. And that's also going to make your objects look a little
bit more realistic. So just be careful
not to overdo it because it could
definitely become like way, way, way too much. So it's just the little
effect right there. And again, it's, it's kinda
like an Instagram filter, like a post-production
kind of thing. It's going to help us
get a better effect. I'm a little bit concerned about the let me save this real quick. A little bit concerned
about this guys right here, kind of looks like they are not set up properly on the roughest. They are. Cherry roughness. They they look a little bit
too rough for my liking. I'm not sure if I'm
not using something. Everything seems to be fine. That's where I would expect them to be a little bit
shinier, but that's fine. Maybe they're like really rough cherries or they share with you. So yeah, this is it, this is now the final render. So take a look how
far we've gone. Like this was the original. What's the word? The
original element? I don t think we can
see it because we didn't have the
answers back then. Let me see if I can now
we can see them. Okay. But you can see
the terminal here, like this was just one
light coming from the top. Now we have three or
four lights playing around with this very,
very cool effect. So, yeah, this is it
for this one guys. Now, before we leave, I am going to save
this image real quick. So I'm going to say File. And there's a couple of ways in which you
can save the image. You can see with an
eight bit image, which is what I'm
going to do right now. But if you are a little bit more proficient with
post-production techniques, you might want to
save this as an XR, which as we saw with the HDRI, there are 32-bit float elements that you can use in
software such as dementia resolve
or a new and stuff like that to do more or
better color balance. In our case, we're going
to keep it simple. So I'm gonna save this image and we're going to
save it on the image. We're going to call
this fruit bowl render. And I'd like to save this as target file so we can start
GFS tend to be a little bit better in terms of compression and the amount of
information that they save. So that's it. Make sure to save your scene and I'll see you back on
the next one, guys. Bye, bye.
8. Post Production: Hey guys, welcome back to
the next part of our series. Today we're going to talk
about post-production. And this is one of those super, super, super big secrets
of the industry. You will never, ever get a final render is straight
out of your render effects. You will always go through some sort of
post-production process. So post-production is nothing more than bringing your
image into an image. Editing software or video editing software such
as Photoshop or After Effects and tweaking
a couple of things here and there to make this
image look even better. Because yes, I mean, this
looks really, really nice. It looks really natural,
really cinematic if, if I may say so myself, we can again do a
little bit more. So I'm going to talk about
three main things right now. Again, we're going
to keep it basic. We're going to cover this
a little bit more in depth as we move forward
with the series. But there's three main things
that we want to change, or we went to modify
on our images. The first one is
exposure and gamma. So I'm gonna go here to the left side or right
side of foolish, I'm going to click this button. I'm going to say, I'm going to add an exposure
adjustment layer. Adjustment layers are
really good because we're not actually
modifying the image. We're adding a filter
and at any point we can just modify or
edit this filter. And there's a couple of
things we can do here. If we double-click
your eye here, we're gonna get this properties. Sometimes it pops
up a little window, in this case, it's right here. And we can change the exposure,
which as you can see, we're going to expose
everything or underexposed. We can change the offset, which is going to change where the midpoints and
black points are. And we can change the Gamma, which is also going to darken
or lighten the scene a little bit without really like crunching things in a bad way. So in this case, I think
I'm going to lower the Gamma just a little bit. So we're going to
have like super, super dark shadows
and exposure wise. I kind of want to bring this up a little, just a little bit. So that's the first one. Exposure is really, really good tube to modify some basic stuff. And then we have one
of my favorites, which is color balance. Color balance. It's a very basic layer
that we can use to change the way our image looks. Now, color is super important in storytelling and
in cinematography because it allows us to, again tell different stories. Usually when when you
are filming any movie, the film that you get or
the recordings that you get are in something
called a raw format. So yes, there's going to be light information, they
shall the information, everything, but
there's usually not gonna be any color graded. So you're gonna get
this sort of stuff. And it looks very visceral
when I first saw this like really this is what people
get and the answer is yes, they get this information in
32-bit images in RAW files. And then they use color grading softwares to re-color
the shadows, re-color the lights, recolored
everything. Pretty much. The cool thing about
working in this way is that once you have
this thing, which is, as you can see, very great, very dull, you can color
this any way you want. So you can go really
saturated, really desaturated. You can go really
warm, really cool. Like there's a lot of things you can actually, I'm going
to show you real quick. I'm not going to
have as much a range on this image and specifically. But if I were to
do the same thing, like add a color balance, I can say, hey, you know what? I want my shadows to be warm. And we just make warm shadows. And then I want my lights, my highlights to be cool. And we pushed this like this. Got it. So by changing or by having
a very nice space here, we can modify the colors. And of course, using
other software, you have way more control over the things
that you're doing. And you can read,
colorize the image to fit the specific and
narrative that you want. In our case, for this, a fruit bowl that
we have right here, there's a couple of
things I wanted to just to balance things out. So on the color balance step, one thing that I'm
noticing is this a little bit too warm, right? And usually you should have
a balance between warm, warm colors and light colors. So if everything is too warm or they can do is I can go
to the shadows and say, hey, why not make the
shadows slightly cooler. Juice a slightly very little, just like there's
maybe even a little bit purple right there. And maybe go to the
highlights and push the warm effect of the lights just a little bit right there. And you can see the difference. This is without
the color balance, and this is with
the color balance. It's already giving it a little bit of a
different effect. Now, one of the
cool things again, as I mentioned, of working
with this sort of effects, is that at any point I can change how much of this
is really affecting. So maybe I just wanted
like a 30% of this effect. And yes, it's going to have this very interesting like purple, purple shadows as you
can see right there. But it's not really overwriting
anything of what we just did the same with the
exposure at any point, I can just remove some of the information
for the exposure. This is again
something that can be done using a color balance, or you can also use
something called a curves, modify array curves element. The groups element
works as follows. What you're seeing here,
this histogram tells you how many pixels are black and
how many pixels are white. So as you can see, most of our pixels are on
the black side. It's a really dark scene. If I were to grab this graph
and push this over here, we're pretty much looking
at everything go darker, yeah, go a lot darker. And then we're going to have
even more intense contrast. And then we push it
to the other side. We're going to light
everything up. It really cheap and easy trick to do here is
create an S curve. So we create three
points on this curve. And this one, for instance, we make the darks a little bit darker and we made the
lights a little bit lighter. So we crunched the elements. Or you can do the inverse. You can do like this
and you're going to get another sort of effect, which I don't particularly like to be honest, but it's there. So I'm going to push
the darks a little bit darker just a tad bit. And I'm going to push
the lights a little bit lighter as well. And the cool thing about
this one is that you can also go to the curves
and do the same thing. If I feel everything is
a little bit to red, I can just grab the red
curve and bring it down. So now everything's gonna go into other colors such
as blue and green. Or if I want things to be
even Rodrigo and warmer, I can just push the red color a little bit more like this. Or I can go to the blue color, to the blue channel,
say, Hey, you know what, I want the shadows to
be a little bit bluer. We'll push them up like
this just a little bit. And I will put this
guy back like this. So again, feel free to
experiment with the curves. It's a really, really powerful technique to again
create variations. And this is what a lot of
people don't tell you. There's so, so much work done in post-production that you
don't even know about? I was working with
a client recently and the malls that you deliver
were really, really bad. But since everything was
going to have motion blur and moments and stuff, and he was like,
yeah, that's fine. We don't even need
precision which needs the blobs to look
nice and that's it. So look at the difference. Now, if I grab this three
things right here in control, actually let me just
double-click this one. It's going to bring a copy
all the way to the top. So this is what we
got out of Maya. If we see this, this is what we get after a little bit
of post-production. So just a little bit more tweaking here
on the highlights, a little bit more
tweaking on the colors. And we get a really, really, really cool effect, something
that looks even better. Now, this is not the end. Just a couple more things
that I want to add. One thing that usually
happens with 3D is that images get blurred
a little bit, right? So some of the textures might not be as sharp and
things like that. So usually even
throwing a smart, smart sharpen right here,
I'm gonna go Filter. I'm going to say
sharpen, smart sharpen. That usually helps a
little bit as well. It makes things look a
little bit more interesting. Something that's a
little bit too much. You can see it right
there. Like it really brings a couple of
things into existence. It really nicely,
it's gonna give us a very, very
interesting effect. Another thing that we can do is we can add a little
bit of grain. Remember we talked
about grain or noise. And there's a very
easy way to do this. I usually like to add this
at the top of everything. So I'm going to fill
this layer with black, control and delete to
fill this with black, I'm going to say Filter Noise, and I'm going to say Add Noise. And we're gonna get this
usually not that much, 5%, this is more than enough. Or sometimes maybe,
let's try ten per cent. Nice. Let's try 10%. There we go. Then this one, we're going
to set this layer to screen. Screen layer will get rid
of all of the black colors and it's going to only
leave the color effects. So we get this sort of
like film grain again, it's gonna, it's gonna, it's all looking to
reduce the blacks because as you can see without
having a grain, all of this is just
like a splotch black. So by having a
little bit of grain, we get something interesting. I'm going to reduce this by 50%, which is still going
to be quite helpful. And there we go. That's again, another
little layer that we can add to make this thing
look a little bit better. Finally, finally, and
this is just this. This is only going to
work for still images, but it's something
that you definitely want that if you can, I'm going to look for
light particles texture. And you're going to find
this sort of images where it's very, very common that a
camera I will like, there's just gonna
be like little bits of things floating around, like like in dust
and stuff like that. So just look for
someone, of course, are for some image
that has a good size. So I'm going to look for large, a good size and that hopefully
matches or is as close as possible to the direction
of your camera, right? So for instance, in this case, this light source is
coming from the camera. So I'm going to copy
this image right here. Make it a little bit bigger, Flip Horizontal, a
bigger like that. This is also going to
go into screen mode. And really, really low. It's almost nothing. So you can see it's just
6%, 7 percent maybe. And that's it. This a little
bit too big actually, so I'm gonna make it
a little bit smaller. And now that's the smaller.
We might be able to bring a little bit more more
dust. There we go. And that's it. So again, this is what we had, this
is what came out of Maya. And after doing a little bit of pulling and pushing
students to the Photoshop, this is what we can get. Quite nice change,
quite a nice effect, quite a nice presentation. And this is what's
going to give us a really nice portfolio
piece for our renders. Now this is a very basic one. We only added a couple of lights and all of them
are pretty much coming from the same direction
we're doing visceral like chiaroscuro effect where we'll have really, really
high contrast. But as you can see, we get the really, really cool result. So I'm going to stop
the video right here, guys, make sure to
finish this exercise. Try to get to this
result and make sure you understand all of the fundamental
things we talked about. And in the next chapter we're gonna be talking
about composition. And we're gonna be
talking about a couple of more camera adjustments
that we can do. So hang on tight and I'll see
you back on the next one. Bye bye.
9. Scene Setup: Hey guys, welcome back to
the next part of our series. We're now going to jump
on to chapter two. And in this chapter
we're going to make a special focus of
what I like to call. Well, that's not the
way I like to call it name of composition. We're going to talk about
composition and we're going to talk about, of
course, cinematic. And also gonna show you a couple of things
about texturing. Some very quick ways in which we can get some nice textures. So this is an exercise
that I do with all my beginner level
students inside of Maya, we do a chessboard
them huge chess fan. Ever since I saw
the Queens Campus, I am one of those
late adopters of the game and I saw the series and it was
just fascinated by it, not only due to the
intricacies of chess, but if you take a look at the cinematography
of queens gambit, you're going to find that
we have some, a really, really interesting shots is this classical sort of cinematic
look like it looks old. It looks really dark colors,
not super saturated, super soft lights, amazing,
amazing framing overall. So today we're gonna be
focusing on recreating one, a shot from the
series that I love, which is this last
part of the series. If you haven't watched
this year is do yourself a favor
guys and watch it. That's just amazing. In the final tournament
that she attends, she goes all the way to
Russia to face against one of the most powerful
players at the time. And they face in this very
nice three girls sort of style in the Bosch are illuminated by a single spotlight
coming from the top. As you can see,
the saturation of the colors is not
super, super huge. You can see that there's not
a lot of color in the scene. It's very well be saturated. But that doesn't
mean that we can't play around with certain stuff. So every single time I started with 18 when I'm setting
up the lights for my team, I always like to
start with what they call what it is,
the camera, right? So first of all, I'm gonna go here to this button right here. All of these elements
already have materials assigned with Arnold
AI standard surface. Actually think, I
don't remember if I add that subsurface
scattering to some of them. But they believe
I did acknowledge we're going to add them shortly. Um, but if you don't want to see and you're just
wants you to great stuff. You can just click this
one right here and it's going to ignore the
materials in that way. It's gonna be a
little bit easier to see where things are. You can see that all of the
squares are just painted their single-phase that I
painted with the material. So this element has
multiple elements. Here's the wooden
material that we don't have any wood
materials just yet. I'm going to show
you how to add that one in the next video. But yeah, I'm gonna
go to rendering. We're going to create a new
camera. This is by the way, chess set start. I'm going
to click the camera. I'm going to say panels,
look through selected. And we're gonna be looking at
the chessboard right here. Let's turn on the colors,
just see which one is white. Okay, so here's where we're going to start
talking about composition. As we mentioned in
the last video, the camera is the
eyes of the audience. This is what the
audience will see, and here's how we're gonna
communicate what's happening. So there's total of
psychological intricacies that can happen when creating
a or setting up a shot. And it's up to you to
try to give meaning to these intricacies or to try to explain through the use of the camera and the
lights what this is, the message that
you want to convey. So this right here is
starting position. I don't think it's the queen. It's the queens can be subdued. Now it's not the wind scam.
It's like a weird position. I don't even know what
position they created it here, but like the beginning
of a game, right? I think it's like a
catalog or something. So the point is, we need to make a decision. What kind of composition
that we want. Do want asymmetrical
composition? Do we want an
asymmetrical composition? Do want a composition favorite, and why do we want the
composition favoring black? Like what's the story
that we want to tell? Well, since the Queen's gambit, this is a story of what's
the word of the underdog, Like she being the, the new girl in the chess world. I think we're going to
go to the black side. We're going to see
this composition through the eyes of black, which is usually
the, the pieces that have the disadvantaged
because they go second right? Now, we need to decide, do we want asymmetrical
competition that we won? The competition is really close to the one, the ones
that's really far. There's a lot of different
ways to think about this, but I'm going to show
you the first one, which is the rule of thirds. So if we were to divide this
image into three parts, I'm going to use my
little like Creon here. If we divide the image into
three sections right here, we want to make sure that the most important things of our composition are in
this blocks right here. Because this is the, the
areas where the eyes of the audience are
gonna go the most. So if we were to move
the board like this, That's a horrible
composition of course. But doing something like
this might also not be the greatest
composition because we don't have specific things
going on, on the points. So in this case, I'm going to
try to align these plane in the best possible way
so that the corners of the element give me a very
symmetrical sort of effect. Now we could also go
like really down, like here are really
high, right here. I think since, since again, since we're the
Black Business and we're supposed to be facing
against the white pieces. One thing we can
do is do something called a low angle shot. So we can go to
this sort of like a low angle where we see the white pieces
on the other side. I don't know this could
also work nicely. But in this case we're
going to start simple. We're going to start
just, we're, we're, we're going to suppose
that we are Beth Harmon. We want the audience to
think that there are bed Harmon and they're seeing
the position like this. So I'm going to change this a little bit so that
we don't see our opponents. So we're only focusing
on the on the board. I think something like
this is going to work. Yes, I know we're seeing a
little bit of space here, but we're going to blur
it out or something. So, yeah, this is gonna
be my composition. So how do we save compositions? Like let's say,
let's say we want to try a couple of competition. We don't want only one, we want to give it a shot to a
couple of different ones. How do we change this or how do we say there's a couple
of ways to do it. The first one and then
one of the ones I like the most is you
can select the camera, which we forgot to rename. It's called a shotgun. And
we can just keyframe it. So we just select the
camera and hit S, and that's going
to add a keyframe. So at any point we just go back to that keyframe
and that's it. We are going to remember that the other one
is right here. We say view bookmarks and we can create a bookmark and
we create a bookmark, but clicking this little
button right here. So now if we were to move
the camera at any point that I just can say view
bookmarks on the camera. View bookmarks. We just clicked
that one and we're gonna go back to that bookmark. You can save as many
bookmarks as you want. I personally like using the animation method because I can switch around without
having to go to the menu, but it can be any. So let's say that
as a first option. Let's go for a more like
asymmetrical option right here. Something like this. And then let's go for
like a bird's-eye view. Maybe. Let's try to center this
in the best possible way. We're going to have like a very interesting bird's-eye
view effect right there. And let's do one final from
the other side like this. Because one of the important
things about a rendering, and this is especially true to a 3D rendering is
the fact that we can experiment quite a
bit like we were not constrained to a physical camera that we
have to move around. And we can just move the
visual camera as many times as we want to find
something that works. So I'm gonna go to one
of the compositions that I like, such as this one. I'm going to say panels, look, alright, tear off copy. So we have this nice
little copy over here. Let's go back to
perspective. There we go. So now we need to
add our first slide. I'm gonna go Arnold lights and we're going to
add an area light. And we're going to push this up. Now, this is something I haven't mentioned in the last
video with the fruits, but it is very important
because it has to do with how light reacts.
Here inside of Maya. Everything in Maya,
especially with lights, will work in a real-world scale. So if I were to create
a cube right now, this cube measures
one centimeter, okay? So the board right now, it's actually quite like
real in regards to the size, because if I make this cube bigger so that it
matches the board, this is roughly like an
80 centimeter boards. It's quite a big
board right then I should actually a little
bit bigger than normal. But it's closer to a real board rather than if we had everything
under the grid, right? So as you can see, the grid
is really, really small. And whenever you are rendering, especially if you're doing like physically-based rendering, you always want
to make sure that you're rendering at the proper, the proper resolution, right? Like the proper size
because that way light is going to behave in the
most realistic way possible. So now that we have that, I can grab this light
rotated, start this off. Let's rotate this 90
degrees like that. And we're going to
change, actually, we need to rotate
it the other way. So it's minus 90
degrees. There we go. We're going to, of course, churn the exposure up. Let's just start with a ten. I usually like to start with
ten, then go from there. We definitely want color. I'm gonna go with
cool colors as well, or wrong color again. And we definitely want to
bring the spread down. It's gonna be a disk
effect because we want to have the spotlight area. Let's just check our
samples right now. Three samples is fine. Let's go. System's GPU is fine.
Let's give it a shot. So we're just going
to render by default it always goes to the perspective
shape for some reason. So just make sure to
change this to shut down. There we go. I can see
something, but it's very, very difficult to see
because it's right there. So we need to increase
the exposure. That's telling me
immediately that we need to increase the exposure. Let's go for a 50 exposure. Now let's render. And there we go. That's a
lot better as you can see, this immediately makes it
look really, really cool. The spread is
looking quite nice. I think I want to push the
spread a little bit closer. There we go. If we take
a look at the scene, we can see that the colors
are really, really blooming, like it's a really
intense light, kind of like a spotlight. So I would expect this
to be quiet exposed. We can try doing
that by bringing the spread in and maybe increasing the
exposure just a little bit, not that much, probably like
an 18 I think would work. 171616. There we go. That's a lot better.
Yeah, that's already giving us a
really nice effect. However, we already know this. One of the things that's going
to give us the best effect is having a sort of aimed. And then here's again where
if we were there on the film, we would need to have
a 360 degree element of the film, but we don't. So I'm gonna go to the intersection and
I'm going to try and find something that matches
that sort of effect. It doesn't have to be perfect. This is where some of my
students get stuck there, like I need to find
the exact same setup. It's gonna be very
difficult to do so you might not
be able to do it, but you might find
something that works pretty, pretty close. So for instance, this old
hall or this old room, or even this sub pool
gold chapel, basement. I think this is probably
the best one to be honest, because look at
the effect that we give this an example
of the scene. And as you can see, it's
really, really good. We get a very nice. A shadow coming from the top
so it matches what we need. So I'm just going to copy this. This is gonna be on
your files by the way, or you can just get it directly here from polyhedron as always. Let's go real quick. Let's just wait for this
to finish. There we go. And this one we're going to copy into our source
image is always, always, always have your
stuff on source images. Now, we're of course
going to go to Arnold lights, sky dome light. And we're going to add a file. And we're going to add this
symbol called basement thing. I don't think we really
need to the side because everything is
coming from a very global, like a distribution of light. Now when we render, what's going to happen is
not only are we going to get the
light that we already placed, we're gonna
get this HDR. And it's going to add a lot more visual interests
to the scene. As we've done before. I don't want this thing to
be visible on the camera. So let's turn this off. And another thing that
I didn't want to say probably want to bring the
intensity a little bit down. So I'm going to say
something like minus two, so that we do get a little
bit of reflections and stuff, but not that many. And there we go. So this is
already looking quite nice. I would say we can
definitely turn on some of our images over here. So for instance, we can
do our de-noise your optics, as you can see, since the samples are
not really that good, Here's where does the noise you can't really do a great job. I mean, it's trying its best, but it's a little bit
difficult and we're gonna get a little bit of a
splotch ***** here and there. But it works. And we can
already add, for instance, let's say the lens
effects, right? So let's add a little
bit of vignette. And let's add a
little bit of blue. There we go. Now is where we
can jump into all of the other scenarios
since you'd like, okay, which one do
I like the most? I like this one from the top. Now that really
doesn't work, right? This one on the black side,
that one's quite nice, but this initial
ones looking quite, I think that's one
of my favorites. This one is also quite nicely. Having this little
pond on the side here kinda makes for an
interesting composition. But I think this
one is one of the, the, one of my
favorites right now. So I'm going to jump
here into the camera. Let me turn off the
colors so that I can so they can focus on the pieces and find
a little bit of a more symmetrical composition. There we go. This is pre, pretty similar to like a one-point
perspective, right? Like we're, we're
seeing everything going into a single direction. So we have all of
the lines going into a single-point back there. Now, here's one thing
I wanted to show you before we jump onto
polishing this scene. And that's the fact
that if we take a look at the elements right now, the cinematography, we
mentioned that it's very door. I like the colors are
really toned down. The saturation has
been brought down. I don't want to wet
all the oldest time until we go into
Photoshop to modify that, there will be really
cool if we could already see that happening here. And we can actually do that
with this color correct node. So if I add this color correct, we do have a couple of
very basic things that we can't change
here on the scene. So for instance, we
have chat duration, so we can say, hey,
you know what? Saturation is gonna
go down to 0.8. And that's going to bring
the colors down quite a bit. It's a little bit too much. Let's start 0.85.
And there we go. And again, at any point they
can just turn this on or off and they can see how all of these
things are gonna look. We can change the contrast. For instance, you will
want more contrast, you will want less contrast. I think the film has a
little bit less contrast. So let's go with this. This is kind of like
doing a little bit of the post-production that we
did with the fruit bowl. But without having
to go all the way into what's the word? Into Photoshop, ****
blacked out there. So here are the shadows. We can also do a
couple of changes. Doesn't seem to be working for some recent kinda like broke. They break. There we go. Something broke when I was trying to do the
shelves, but yeah. No, don't don't do
anything just yet. We're just going to wait here. We'd imagined I just bringing the saturation down so
that they don't have to desaturate the
textures, right? Or the materials that
way we can control a global saturation directly
here on the saturation pen. So this is it for this one
guys, in the next one, I'm going to show
you how to very quickly bring in
some textures for our element because it will really benefit from
having some interesting, like wood textures,
especially the table I think would benefit from having
a very cool texture. So hang on tight and see
you back on the next one. Bye bye.
10. Substance Materials: Hi guys. Welcome back to the next
part of our series. Today we're going to talk
about substance materials. And this is an fortunate
and unfortunate reality of 3D work, right? If you want to have
amazing looking renders, you need to have
amazing looking marbles and amazing looking textures. It's part of the drill
right there, there, there's no way you're
gonna be able to create amazing looking
compositions with just like spheres and cubes. So you do need to
have models and textures working
perfectly nice for you. And today we're going to talk
about one very cool thing that we have here in polyhedron as well, which are textures. So thanks to the sharing
of the Internet, we have access to a
lot of sectors that we can use for our elements. So for instance,
this one right here. Let's see, Well, when I have
a very nice water table on our scene, and maybe we're not
really good at texturing, but we do know how to create a plane like the one
that we have right here. And it's just a matter of using v6 texture that we
have over here. Or maybe I think this one is a little bit better like
a warranty will look, so it looks quite nice. So the way this works is up
here we're gonna be able to download specific texture
maps from R objects. I'm clicking the
little options here to select specifically
which ones I want. I'm going to use this ambient occlusion,
roughness, metallic. I'm going to use the diffuse. We don't want
displacement right now. Displacement that is good for things that really
changed the silhouette. In this case, this is not
changing the slip as much. And we want a normal map with
OpenGL options right here. So once we have this, we
just download the objects. I believe they are download
at four K textures. You don't have to
download them by the way, they're gonna be there on
your on your project files. But I wanted to show you
how to use this in case you want to use any other
materials later on. So over here on the textures, we're just going to bring all of these things into our
source images folder. Give me just 1 second. So you're just going to grab
N to keep things organized. I actually like to have a folder for each
specific textures. So I'm going to
call this a width. And right here we're just going to get this guy's in there. There we go. So now
we're going to jump into Maya and we're
gonna do the connection. I'm going to show you how to do the connection using a plugin, which is the substance plug-in. And it makes our life so much easier because it's
definitely a little bit. What's the word? Not? It's time-consuming
to do this by hand. So I'm gonna go here to
the substance element. To do this, you also
need you first need to make sure that the
substance plug-in Eastern on. So you're gonna go to Windows, substance Settings and
Preferences Plug-in manager and you're going
to type in substance. If for any reason you don't have the substance
plug-in installed, make sure to go to the Internet and download that
substance for Maya, it's completely free, install it and you're gonna
be good to go. Once you have this
here on the shelf, you're going to have
this option right here, which is applied
workflow to maps. I'm going to click this one. I'm going to select
which workflow we're gonna be using, which
in this case is Arnold. Of course, I'm going to
select the multiple maps. We're gonna go to our tables and we're going to
select the IRM, which is ambulate Boucher
are often is metallic, the diffuse and the normal map. Sometimes it won't know if the terminology or the naming
convention is weird to it. It won't notice in this case, I'm just gonna do the
diffuse, which is the color. And we're going
to do the normal, which is this one right here. And I'm going to
do the roughness, which is the IRM. But I'm going to show you
one extra thing right here. I'm actually also going to do the occlusion with the same one. And when it's gonna
happen is as follows. When I hit Apply,
He's going to create a new material up here
on the Hypershade. And it's going to apply all of the necessary things that
we need for our elements. This one right here, I believe, yes, last AI standard that
you have, There we go. So this a standard. First thing I'm gonna do is
gonna change the name to M with tables so they know that this is the
material that we're gonna be using and we need to
change a couple of things. So for instance, right
now we have here the ambient or the diffuse, which is the color in it's
being multiplied there. It should be it should
be multiplied by the roughness or the
ambient occlusion. But it's not doing that. It's actually multiplying it by a lot of different colors. And that's why we get this
sort of like orangey look. So I'm going to break
this thing away. I'm just going to
connect the red channel to all of the inputs. Let's open the inputs
and we're going to connect all of the red
channels right here. There we go. So that
way we should recover the original color and we should have a little bit of
ambient occlusion. Now, this one right here, it's very important that cetera and alpha is luminous,
both of them. Now this is the, supposed to be the roughness. And again, we don't
want to connect the ER, we do want to connect the, well, not sorry, not the
alpha channel. In this case, we want to
connect the green channel, which is the roundness
because in the name ARM, It's embryo cushion for
a, for a minute cushion, the R4 roughness and
the M for metallic, we actually don't
have any metallic, but if you want to
connect them elements you can do should be
the exact same thing, but everything else
should be already set to the proper elements
and proper setup. So now if we just grabbed
the spleen and assign the existing M wood
table material and we go to the Render. We're gonna be able to render
this thing really nicely. Let's just wait a little
bit for this to load. Remember, every time we
render a new texture, it needs to convert the textures using the texture
file competitor. And once that's done, it
will render the thing. So let's just give it a
couple of more seconds. There we go. So as you can see, now, we have this very nice like wood table on the
back part right here. Seems like it's I'm not sure if it's trying to
render using my using GPU. Yeah, I am using GPU. So there we go.
That's the table. And as you can see, it
looks a lot better and it makes her pieces
look quite nicer. Now, one thing I don't like
about the thesis is that the materials that I'm
using a really simple, and I would like them to be
a little bit more complex. So I'm going to talk about
a very cool material that we have here inside of our null, which is a subsurface material. So this piece is right
now on the black marble. I only added this or like black color to the base
color and that's it. But marble has this tendency to let some light go through. It's one of those
materials that makes things look a little
bit more interesting. So what I'm gonna do is I'm actually going
to go down here to subsurface and I'm going to turn some surface on the base color. I'm actually going
to turn it off. And the subsurface color
is going to be the same like brownish color that
we have right here. If we just do this, if we just leave it like this
and we render, what's going to happen is now the pieces will
have this sort of interesting halo on the edges where things that are a
little bit thinner or not as, not as thick, we'll let a little bit of
light goes through. And it's gonna look a little
bit more interesting. It's definitely taking
a little bit longer. It could be also all of the answers that we
have right here. So I'm going to turn
them off for just a second so that we didn't have to worry about that render type. And you can see right here, for instance, here on the Queen, you can see that the crown
of the Queen is white because the material
that we selected has a radius of white. So it's letting white light go through or it's
absorbing wildlife. So in this case, if we
change this to, again, another sort of
like brown color, we're going to have this
sort of like reddish tone on the effect. And it's going to
make the pieces look a little bit more interesting there on the borders as
you can see right there. If we make this thing
a little bit lighter, you're going to see
the change here, and this is going to look a
little bit lighter as well. So it depends on the kind
of effect that you want. I don't want this much
sub-surface right now. It's very important that
we're working on real scale. Otherwise this will
not work properly. And now look through
the white pieces. So very similar,
we're just going to grab one of the white pieces. We're going to turn
off the color here. Turn out that subsurface, the subsurface color is
going to be the same color. And usually the radius is pretty much the same
color, but lighter. So something like this,
like a cream color. And then when we render, you're
going to see that there's a lot more noise
because this is one of those materials that's
really, really noisy. But we're gonna get this sort of like a marble effects EQ, how it looks very milky. Like. It's not like a
complete flat color. It makes it look a lot more
realistic, if you may. If I may say so. So I like this color, but I would like to do this color for or I
would like to have the material for the border
of the board as well. Like I liked the
inner side of things, but the outer side looks
a little bit to CG, like the reflections
are too perfect. And that's what immediate Patel to know that something
is a little bit to CG. So let's, let's go with that. So there's a couple of ways
in which we can handle this, but I want to show you one that hopefully some of
you have access to. If not, don't worry, I'm going to provide
one of the assets. But if you are a subscriber
of the Adobe substance suit, when you search any type of material that you can use
inside of substance painter, you can also use this
sort of materials in other software such
as Maya like this, SBS are archived elements. So if I just hit download here, I'm gonna get this as BSR. And I'm going to move this
one of course to our setup. So we're gonna go real
quick to our this one. I'm not going to have
on source images. This one's gonna be on assets, same as the column
canvas that we use for the other place. So if you have one of this, there's a very quick and
easy way to import them into Maya to use
them as a material. So you're gonna go here
to the Hypershade. You're not hit tab and you're
going to write substance, and you're going to locate
this substance no texture. Once you locate this,
you're gonna load, of course, the substance note here from your
assets folder. This would a one-inch
hit Open. There we go. Now, in this one, we
need to go down here and select Arnold and
create a network. And what this will do is it
will automatically create the whole network
that we need to generate that material, as
you can see right here. Very, very cool material. Now, we don't need a height map, so I'm gonna go here to
substance notes and down here, these are the outputs
that are being generated. I don't need to hide message. I'm going to turn it off. And I'm going to rename this. I'm going to call this M with what's called a wedge, right? So now what I can do is
I can go to the board, RTD, to the edges of the board. This face is right here. And there's actually an
easier way to select, as you can see,
this already have this m with material
on the outside. So what I can do is I can
go to the Hypershade, look for the M with
material, which is this one. Right-click and say select
objects with material. And as you can see, all of the faces are
going to be selected. And then I can go to
the M would watch, right-click and assign
Material to Selection. And technically that should change the material
to the wet material. And I think I can see it
right there. There we go. So now let's just
very quickly save. Oh, I shouldn't
have to save there. My bad. I shouldn't
say I just saved on top of the chess set start. I'll see what they could do. So now we're just
going to go over here and I'm gonna go into m. Sorry. One thing I need
to make sure is that we have UVs because if
we don't have UVs, then this is not going to work and as you can see, we don't. So what I'm gonna do or we do it kind of
looks like we do. Let's give it a
shot to the Render. Maybe we do have UVs. I remember doing
UVs for this one, but it's been a while. So let's take a look. So let's just render real quick. It's going to translate
the texture sense. Yeah, Okay, So it does have
UVs and as you can see, the grain of the wood is going in the direction of the
length of the woods. So that's what we want, is we want to see because that tells us that it's
been built properly. As you can see, just
by changing textures, just by adding some cool
textures to the scene, everything is gonna
look even better, like the cinematic look
that we're going for. It's gonna be, it's
gonna be there. So I'm, now we're going to
talk about one more thing regarding what's the word regarding the camera
before we jump onto the, onto the next part, which is the post-production
side of things. So if you guys remember, when we were taking a look at the camera, Let's grab this one. Panel's looks for selected. We decided on one specific shot, which was this one,
and it's fine. We can go for something a
little bit more interesting. So if you remember,
we had this shot right here a little bit better. I'm going to go for another one. So let's go to something a little more of
a close-up where we can kinda see some pieces on the first part
of the element, on the middle ground
of the element, and then on the back
part of the element. So whenever we're
seeing a composition, we not only need to think
about the flat composition, we also need to think
about the 3D composition. And usually we're going
to have something called the foreground,
which in this case, this is where the horses were, the rook as some of the pons. We have the middle
ground or the midground, which is right here. And then we have the
background, right, like all of this
business on the back, like this little
part right here. And it's very important that we understand this elements
because there's one very cool thing
about cameras that we can use to make these
things look even better. So first of all,
let's get a render of what we have right now. Let's go to the outcome. Are we not going
to shock can say render, update full scene. And there we go. So as you can see, this is a more interesting composition because we're actually
really close to the pieces, especially like the rogue and the horse and
everything in here. The light is, we
already know it's working quite nicely and we have this very nice background like dark background make giving more focused to the whole thing. Well, the first
thing we can change is of course the focal length. Right now we're working with the traditional
35-millimeter focal length. But what if we wanted to
make this more extreme? Well, if we want to give this some sort of
like Epic Effect, we can go into a more intense and dramatic
looking for calling. So let's go all the
way down to 18. And what's going to happen,
as you can see here, as we get closer and we move
these things around is this, we're really going to be pushing the perspective
above the thing. We're gonna be distorting
the image quite a bit. Let's find another
nice composition here. There we go. And what's
going to happen, as I was mentioning, is we're going to be destroying
everything. So let's save this one
real quick right here. And let's do a new render
and look at the difference. Look at how intense
this things changes. It's not the word
distorting the geometry. The geometry is
exactly the same. The one thing that
is changing is the focal length of the camera. The focal length
is going to really give us a very interesting Look. I'm actually going to
turn off the color so I can focus on everything
a little bit more. Because I want to
make sure that we can get a really, really
nice composition. This is what I call
a V composition, where everything is
pointing to one corner. In this case, it's
this corner over here. So we can make sure
that this is a really, really intense and really interesting,
something like this. Now let's take a
look at the render. And there we go. So it looks quite nice. I'm not super sold on this one right here because
he can't look so weird. So maybe 18, it's a
little bit too much. Let's try going for
something like a 24 because I do want to see the border
of the of the table as well. A little bit of the border, something like this.
Let's give another shot. There we go. That looks
really, really interesting. So we have this URL like
a V-shaped composition, where we have this hidden
arrow pointing towards us. It's kinda like opening, opening the whole
picture so that we can appreciate what's going on here. We can make this a little
bit more intense as well by changing again to the
angles a little bit more. So it's not like
a super sharp B. And that way we can
see a little bit more. We're gonna be able
to see a little bit more of the chessboard. And, uh, yeah, I mean, this is looking
quite, quite nice. Now, how can we make
this even better? Well, once we know that we
have a nice focal length, another of the things that
we can do besides turning on the lens effects
and the correction, like the color corrections
and stuff like that, we can talk about something
called a depth of field. But since this a little bit
more for a technical topic, I want to wait until the
next video to show you. So make sure to
get to this point, find a cool
composition for your, your chessboard
and get ready to, to add a little bit of depth
of field to our whole thing. So hang on tight and I'll see
you back on the next one. Bye bye.
11. Depth of Field: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the depth of field. And this is something
that we mentioned in the last part of the video. On the last video,
hopefully you didn't skip ahead because we also talked a little bit about focal length. So if you miss that one,
go back and check it out. But if not, then we're ready to talk about a depth of field. Depth of field.
This is very, very, very cool effect that we
can get with cameras. And we can fake this, of
course, in the 3D world. But I'm going to
explain what this does. Usually when we take a picture, everything is in
focus, or at least most of the times
everything is in focus. But by burying something called the aperture
of our element, which is how much or
how wide we are opening the diaphragm of the camera
to let light through, we can get a really
sharp images, are really blurry images. Usually, Usually we're
gonna be working with really sharp apertures with really high aperture so that
everything is in focus. If you tried to take pictures
with your cell phone, most of the times
you're going to have a really high apertures and everything is just
going to be in-focus. And that's one of
the main mistakes that people make when
taking pictures. They don't like
Manager or change the settings on your cameras
and everything looks very, very in-focus, very
flat, very boring. So one of the things that
we can do is you can see is by opening the
aperture or for lens, we start blurring
out things that are not on the area of focus. So the bigger or the
lower the aperture, the more shallower the depth
of field is going to be. And therefore, the less things that are gonna be in-focus, as you see here on this diagram, we have this exact
same setup that we can do this exact same
thing inside of Maya. Now, to do this, we're gonna have to go to, or we're gonna, we're gonna jump onto the camera
settings themselves. So I'm going to click
this little camera icon right there, this
one right there. And if you remember, I
mentioned a couple of videos ago that we have this
Arnold setup over here. And this is where
we're going to be enabling the depth of field. So we're going to hit the
first enabled depth of field. If I render right now,
nothing's going to happen. Depth of field ace enabled, but nothing is happening
because we haven't actually changed any settings
under depth of field. So there's three things
that you're going to need to get a proper
depth of field. First of all, you're going to
need to have a focus point. You need to know where you
want your focus point to be. Where do you want
everything to be in-focus? In this case, the
center of the board. So we need to know how far away the center of the board
is from where we are. So if I were to go
into vertex mode and I select this
vertex right here, or this phase right here. He thinks object, this
object right here. I'm going to get this
information now to get this little
panel right here, you need to go into display, heads up display,
and you're going to select this object
details option. Make sure this is on. I always have this one on precisely for this sort
of rendering things. When they sort like
this little pond, you're going to see that
we have this distance from camera and it's a 103 units. These are real-world units. So this is centimeters, one meter away from this guy, 103. So if we select
the camera again, when we go to the
focus distance, we need to set this to, let's say hundreds, right? Like this is roughly the
area where we want to be. You don't have to be
super, super precise. If you're working in
real-world scale. If you're working
with really small scales and you need to be super precise because one centimeter more or one centimeter or less, and things are just
gonna get out-of-focus. Now, if we render again,
nothing's going to happen. We're still not activating
depth of field because we have not finished using
the last thing that we need, which has this thing
called the aperture size. So the aperture size is very important because we're
gonna be using this one to, to like tell Maya how much distortion or how
much depth of field we want. If we were to set this
all the way to one, you're going to see
that everything becomes really, really blurry. This would be the
appropriate aperture size if we were using like a
traditional camera, as you can see right now, we don't have a specific
f-stop that we're using, but this will be like
the traditional kind of aperture that we will have with this sort
of like distance. And it looks quite nice. You can see this horse right
here, the pons right here. They are distorting or
disappearing quite a bit. And then these guys
are really in focus. Then this guy's
disappeared again with this sort of like
very nice camera blur. However, I do think this can
get a little bit too much, so I recommend always playing around with how much you want this aperture size
to be like 0.5 is perfectly fine for this one. I would say that the way we still get a little
bit of focus here on the pieces without
losing too much detail. So again, those
are those sort of things that you always
want to take into consideration to make sure that things look as
nice as possible. Now, I'm going to stop
this one right here. And let me get a model real
quick because I want to show you a couple of other
material things on this, that the field thing. So we're gonna go
to File Import, and we're going to
import this wine glass. Fbx is another model that I have from a long
time ago as well. And we're gonna
be using this one too to add a little
bit more again, visual interests of
the whole thing. So let's go through a shotgun
panels looked or selected. Let's go to the shadow where we're using
this one right there. And then we have the
panels tear off copy. There we go, so that we know where we're going
to be placing these cups. So imagine there's a couple
of gentlemen playing around or maybe Beth
Harmon swinging around and they're having
a cup of wine, right? So what I can do is I
can push this cup of wine back here
close to the pawn. So that's right there on
the part of the scene. Then the other competitor
would of course have HIS on this side. We probably wouldn't see it, but I'm still going to add it. And the reason why
I'm going to add it is because the reflections, refractions over things that are gonna happen with this one could potentially affect the
overall look of the render. So now that we have this, we can go back to the render. And if we render, we're
of course going to see this wine glass over here. Now, the reason why I wanted
to bring this wine glasses, because I want to talk
about glass in conjunction with the distortion that we're getting from the depth of field. Because glass tends to be really clean and
really efficient. And when we start adding more and more layers
on top of things, you're going to see
how things are going to definitely change. So I'm gonna grab
this guy right here, right-click, assign
a new material. We're going to assign an
Arnold AI standard surface. And we're going to call
this m underscore glass. Glass has no color, so we're going to turn this off, but it does have transmission, so we're going to turn this on. And this is now a
glass material. So if we were to render this, you would see that this now it looks like a glass material. However, it looks a
little bit weird, right? Like it's reflecting things that maybe are in the environment, but I don't want to reflect. So here's where we
need to decide. Do we want the main
element domain that like a world to be
refracted in the glass. And if we don't want this to
be available in refraction, we need to get rid of
this in transmission. So now when we render, this is no longer visible on the transmission
and we're only seeing the reflections and
the diffuse of the glass. So this is going to look
a little bit better. We're not refracting the world and it's going to
look more believable. Let's say we want to
add a liquid to it. This is one of the big questions that a lot of people asked him. I wanted to use the scene to show you how can
we add a liquid? Well, there's a couple
of ways, but the easiest one is I'm going to duplicate this
object, isolate it. I'm going to select one ring where the liquid is
going to finish, which I think that
would be a nice line. And then I'm going
to delete that one. I'm going to delete all
of the external ones. So we're just gonna be left
with this and then this one, we're going to Control E to
extrude Our to scale in. And then do one more extrusion. And we're going to fill this. I'm going to say
mesh, feel whole. Select this one, Edit Mesh. And I'm going to say poke. We're going to bevel
this one right here. I'm gonna go probably
middling level. Let's do two segments
and this mole fraction. So I'm going to
press number three. It's like soft and smooth. We of course need to mesh, display and reverse the normals. And this is the most
important thing. When we have this on
top of the glass, it needs to be slightly bigger. Almost nothing. Slightly bigger,
just overlapping with the glass itself like this. The reason why this is we have to do it this
way is so that the refraction on
the rendering work properly because this again,
it's a little bit technical, but usually when
you have a glass of water and then you
model the water, if these things are
not overlapping, there's going to be
pocket of air right here, and the render is going
to try to render that as a pocket of air and
then you can get my GED. We're refractions. However, if you overlap them, it doesn't detect
that pocket of air, any parenthesis the proper way. So this one, I actually want you guys
to see the difference. Let's start with
a normal Lambert. So it was just like
a basic material. It's just standard surface.
There's gonna be the wine. We're going to add
like a wine material here. There we go. When we render. This is like a solid
effect, right? But it looks like the
company now has something. Sorry. Now to make this water. The other thing that
we need to do is we need to go here
again to the color, get rid of the
color, bring the way in and change the
color to a wine color. So let's go for this or like
purplish red, dark color. And now there's gonna be one. Now the reason we're
not seeing the wind is because of course the scene
is way, way too dark. So here's where again, once we have something
that's looking good, we can start pushing it further and getting it
to look even better. So why not add a very nice rim light coming
from the back of the scene? I'm gonna go to Arnold
lights and we're going to add an
area light green. I'll make this area
a little bit bigger. And maybe this is like a window or something that's
here on the back. And we're going to have this
push some light into my, into my composition,
into my scene. We're gonna make
this a cool light. And we're going to
increase the exposure. It's not gonna be
like super big, but definitely needs to be
big enough to be a seeable. And there we go. So
now as you can see, we have this very nice light
coming from this side. You can see it here on
the little elements. It's going to shine here
on the cup as well. Now, we can try turning on
the transmission again. Here on the image, it might change slightly
how things look, doesn't look half bad though. But there's one more thing
that we need to change it. This has to do with glasses
and I'm actually going to grab this cup right here. Let me actually delete
this one. Let's grab these two elements and
let's duplicate this. Let's duplicate. There we go. Now let's imagine
that for some reason this cup of wine is right
here on top of the, of the chessboard so that we
can see it a little clearer. So let's, let me save this
with a different name. We go. So when we render now, you can see that the couple of, the glass of wine is right here. The glass looks a little bit not as shiny as I would like to. I'm gonna go here. And
let's bring the roughness down. Same for the wine. Let's bring the roughness down so that when we render,
things are way, way cleaner, clearer and we can see through the
elements right. Now, here's the thing. It looks really dark,
it looks really black. Why? Well, the, every ray
tracing engine in the market has a certain amount of default or right depth, which is how deep
each ray is going to travel and gathering
information from. Right now, what's happening
is we need more depth to really see through
the elements. So I'm gonna go to
the Arnold setup, Arnold Render Settings up
here on the Arnold renderer, down here on the right depth. As you can see, we only
have ten total erase, eight for transmission, one for diffuse and specular. We
need to bring this up. So I'm going to bring
the diffuse to 66. And this is gonna be honest, 16. This of course is going to
increase the render time, but as you're gonna
see, it should allow us to see more
through the glass. So now we're going to be able to see a little bit of more
of the color that we're getting right there in the cups are going to start
looking way, way better. Okay? So, yeah, this is
pretty much it. Now one thing we
can do, this color is a little bit too dark. If we make this thing
a little bit clearer, what's going to happen
is the colors also going to be clear and we should
be able to see through. So you can see how we're
getting this sort of like refracted pieces through
the glass, right? And we get this nice little
purplish hue on the cups. I do want to have a little
bit more of a reddish tone. So let's go back to
the reddish effect. But that's pretty much it. That's one of the
ways we can do that. Now, we can also
change this thing called the index of refraction, which is the way that light is being refracted
through the element. If we bring this down
to something like 1.3, which is a little bit closer for water, we're just
going to go through. So as you can see now, we can actually see
through the glass. We're seeing things through
the liquid, through the wine. Glass usually has a, an index of refraction of 1.45, which is what we
have by default. But water, it's usually
a little bit lower. So as you can see, this is giving us a very
interesting result. Those red points that
we're seeing right there look a little bit weird, but I mean, it's fine, right? So I think I think
two cups look nice. But this one is definitely
not where I want it to be. So let's bring it back here. There we go. And over here
a little bit out of focus. Now we're going to have this
two elements right there. And as you can see,
the composition starts looking
better and better. Now. Now that we have this, now we can start seeing what our little effects
over here are doing. And for instance, this
de-noise, your optics. It's of course going to
clean the whole thing. It really struggles
a little bit, as you can see with
glass, because glass tends to be really noisy. So this is where I would
definitely go back and change the amount of samples
that I get from my image. I'm also working at 960 by 540. So we know that when
we go to full HD, we're going to get
a better result. But this one is
going to work well. The little glow and the vignettes also
going to work nicely. Maybe the beanbag we
can make a little bit stronger just to get a little bit more
contrast on the scene. And then we have
this color correct to two doll things out. Maybe it's a little
bit too much. Let's try 0.9.
That's a little bit closer to what we
might like, right? So, yeah, I mean,
as you can see, the composition is looking
quite, quite nice. I still think we can make the marble pieces look
a little bit better. And the thing that
we're getting with this marble is the
fact that it's too perfect and that's one
of the main issues that we tend to have with what's the word with with TG things when they
look too perfect. So the way to break this down is by changing
the roughness. We only need to
modify the roughness. Let's jump real quick
into a polyhedron. If we look for textures, we can look for a
marble texture. And we have this ones. But no, that's not what I'm looking
for it because it's gonna give me this like lines. That's not exactly
what they want. I just want to look
like a random noise. Even like that
leather could work, but I'm not sure
that one's not bad. Even like this white plaster because I know this is
what I want, right? Like this map. That's,
that's perfect. So what I'm gonna do is I'm going to go
to the Options and I'm actually just want to
download the angular motion, rough this metallic,
or if I want to, I can just download
the roughness like that. Just keep download. We're gonna get this
one right here. And it's just a
matter of exporting into our source images. I'm going to export
it on the table. So if you guys are looking
for it's going to be on the table. And there we go. Now the one thing
I don't like about that texture is
it's probably gonna be a little bit too much. So here's what I'm gonna do. I'm gonna go real quick here, and we're gonna go
to our white marble. Let's start with that one. And if we drag and drop
the texture, where is it? Or we can just go. Right-click, we let right, right texture or file,
sorry, final texture. And we're going to go
for the wood table. And here we have
the white plaster. So we know that the higher the roughness or
the wider the roughness, the Bradford, it's gonna,
it's gonna look very mad. So I want to invert this one. And there's a way to embed this, which is using an
inverse is not them versus reverse, reverse node. So we're going to
input the color. As you can see, it
reverts it needs, it makes it darker
instead of wider. And then the output X is gonna go into specular
roughness. Just like that. Take a look now at how the marble is going to
look on the pieces. Let's save a copy of this one. And let's render, pay
attention to again to the sharpness of
the white marble. What should happen now is that we're going to
break down or where you're going to break up that that shininess and it shouldn't
be as clean as it was. Especially the white,
the white marble. We might not see that
much of a difference, but we're definitely
going to see it on the on the other ones. There we go. You can see it there. It's not as perfect anymore, but we're going to see it
here in just a second. So let's start real quick. We're gonna go to the, the black marble. Now. This one, same deal, we're going to look
for a file texture. This file texture is going to be the white plaster roughness. We're going to do a reverse
to flip the colors. And then we're gonna get this into the specular roughness. You can see it here
like the way this is not like the shine is really high, but it's
not the perfect anymore. You can see like slight
changes there on the surface and that's what those surface
scratches and stuff, That's what I'm going for. So let me say real quick. And let's do one more render. So there we go.
That's it. With this. We've managed to create
this very cool composition. Now, the last thing
that I'm gonna do is I'm gonna go
back to the samples. I'm going to use my
adaptive sampling. I'm think probably I'm going
to go for like 200.015. Yeah, look at that. A little bit noisier. And that's going to
definitely help, definitely help
the overall field. And then we're going to
talk, I'm gonna show you one very cool little trick into Photoshop to give this thing
another sort of filter, another sort of effect so
that we can get a really, really, really cool finished. So let me stop this real quick. I'm gonna go again, as I
mentioned here to the samples. I'm going to, oh,
it's already enabled, so it has enough samples. I think that's good enough. So I'm just going to
let this wrong guys and I'll see you back
on the next one. Once we have the image and
we're going to get it ready for the final
post-production part. So hang on tight. Make sure to get all
the way to this point. And I'll see you
back on next one. Bye bye.
12. Look Up Tables: Hey guys, welcome back to
the next part of our series. Today we're going
to take a look at something called a look up. Tables are most commonly
known as loops. And loops are one
of those secrets of the industry that not
everyone tells you about, but they are super,
super important in the post-processing
side of things. So what I'm gonna do here is
I'm actually going to read, get rid of the color
correction node. I am going to keep the bloom and the denominator of course. But I don't want any
color correction. I want to dislike natural look from Maya we have right here. Actually, I forgot
to do something. This is not the full
HD image, my bath. So let me change
this to full HD. Let me render real quick. Very well. So as you can see, it took quite a bit of time, three minutes, 45 seconds. So if we wanted to do
like a full animation, as you can imagine, this will
take quite a bit of time. And the reason it took
so long is because there's a lot of things
going on, right? Like we have, again, subsurface scattering and all
of the pieces. We have several texture
maps and most importantly, we have the wine glasses over
here, which as you can see, are refracting and
reflecting both of reflective surfaces and
subsurface is elements. So there's a lot of
calculations going on. Yes, we could stop this
way, way, way sooner. We can increase, for instance, the focal, focal depth, the depth of field to blur out all of these
elements over here, but I wanted to keep it
as clean as possible. Now we're just going to save
Image File, Save Image. And in a very similar way to
how we saved the fruit bowl, we're going to save this
as chess set underscore rendered Dr. TGA. Remember, at TGA is the one that we want
because it's a lot better. It's just has more information. So lookup tables are
certain filters that color correcting people use to create specific effects
for your elements. Now, here I am getting
a weird result though. It could be the alpha channel. So one thing that we
might need to add here is like a black. It's actually really weird. I'm not sure what No. Oh, yeah. I didn't want to re-render. I hit Spacebar again, which
are re-renders things. Let's just stop this even
though it's a little bit weird. So I'm going to save this image, and let's try to save
this as a JPEG instead, which is not the best one, but I'm a little bit concerned about that sort of Bloom effect. I'm guessing it comes
from the what's the word? Yeah, it might be coming from the from one of the filters. Know. What they said was softwares today
just crashing around. Really weird. Anyway. So let's just open
this real quick again. And as I was mentioning, so lookup tables or lose
our way of color grading. That makes sure to save
certain types of information. I'm not the best person to explain how this
word because it's a lot of technical stuff going around, but it's pretty mad. It pretty much maps
certain types of colors to certain types
of values, right? So the way this works
is you would get your ungraded effect
and you would just literally load one of
this lookup tables. And they would automatically graded in such a way that
it matches everything. And lookup tables are super important, especially
for instance, in film, we have several
scenes going around. And if you were to
manually try to recreate the same color correction on every film or in every scene, you might not get the
exact same result, right? So that's why I look
up. They will sort of super, super important. The cool thing
about lookup tables is that you can
actually download them. So I've included on
your project files on the data folder 35 loops that I found online that I
think are gonna be really, really helpful to help you
get this cinematic look. Again, this is not the solution. If you have a very bad render, even if you add a lookup table, it won't make it look better. You need to have a
cool looking render before using this lookup tables. So the way this works is
again, with adjustment layers. I'm gonna go here
to fool the filter. In. If I double-click here,
you're going to see that by default, I'm sorry. For the filter, my bath. It's adjustment layer is a
tendency for the filter. There we go. But we're going to change. That's weird. The Color Lookup,
sorry, Color Lookup. There we go. It's the final will not follow
from there called Luca. So by default, you
actually have a lot of color lookups loaded
with what's the word? With Photoshop, you can
try and check them out, for instance, late,
late sunset, right? And it changes the color
to make it look like this. You can try moonlight and it was going to give you
this sort of effect. You can try candlelight
and it's gonna give you this very nice effects. So these are pretty much like
your Instagram filters or any social media filters that you can use to
change things around. But most of the ones that come
by default are not really, they're not really good, right? So even though you might get
some interesting results, it's not exactly what you want. So you're gonna hit
this button right here that says load 3D. Look, if you'd navigate to the Data folder of your project, I included this
loads file and it's all of those ones and some of them are really, really good. You're going to have
to try them out and see which one works
best for you. But as you can see,
you're gonna get some really, really
interesting effects. Let's look at another one. Let's try this
Coby for instance. And all of this, what
they will do is again, they will change
the way your image look and they will
readapt the colors. If you're doing pretty much what we did with the fruit bulb, but automatically in
this dot cube file. So let's try, for instance
this arabica, right? And this really matches or it's really close to what
we were going for, right? Like it gives us a very, very close effect
to what we were seeing on the queens
can be the facts. So I really liked this queen
arabica or arabica effect. Now, what we can do is even
though we already have this, we can still play around
with more adjustment layer. So for instance, let's throw
in another like curves. And let's do a little
bit more contrast. And a couple of areas like
right there and right there. Let's throw in like
a color balance. I know that we don't
have as much color, but why not go to the
shadows and maybe make the shadows a
little bit warmer? And just because
I wanted to make the shadows a little bit warmer, it makes it kind of
reminds me of my grandpa. This sort of like older, old timey fashion or old
timey got fashioned effect. So there we go. So again, if we were
to duplicate this guy right here and bring
it to the top, we already had a
very good effect when we were coming out of Maya. But once we add
this sort of stuff, now we introduce the
cinematic feel to it. Again, it's a little
bit difficult for me to describe what makes
something cinematic. But the best way I
can try to explain it to you is if you've
seen it before in cinema, if there's a lot of movies
that use this sort of effect and you nail it and
you managed to get it, then that's going to give
you a nice cinematic effect. There's one more
thing I'd like to do. This is a very obvious thing, but I call, they're called
a letterbox effects. So if I add two black lines, one on top and one
at the bottom, this is going to look like
the frame of a movie, and it automatically makes it look a little
bit more cinematic. I don't know whether this
with those two little frames, but it's very common. You'll see this in
movies all the time. So I like to add that the sum of my composition is whenever
I want to get this, it kind of gives us sort
of like a super dynamic or stretched like inhibition
effect to the things. Now, this is again
where we can add a couple of camera
effects are cameras, blooms, camera a dirt
cameras, scratches, all of these things that
you can look up online. For instance, I do
think that we would benefit from having a
little bit of that. So if you go online, you can also look for old
camera grain texture. And you're gonna find this
sort of stuff, right? Like this thing right here. This thing is right here. And it's fine, especially
for still images when you just have a one single
image, either worst fine. However, be careful
not to overdo it. You don't want your compositions
to be destroyed or like, like you didn't want
the noise to be the hero of the shot, right? Like you want all of
your work or loved the work that you did to
be telling the story. So in this case, again, we're just going to use
a screen with this one, we can press Control L to modify the levels and push the level so that we
don't see as much grain. And make sure to bring
this really down. You usually don't want
to go more than five or 10%, maybe. Like just a couple of
scratches here and there. See, it's just dirt is the
composition a little bit, and that's the kind of stuff
that you'll wanna go for. Maybe, maybe we can
add one more vignette, like a manual vignette. So I'm gonna go with
a soft round brush, really, really big brush. Not that big. I'm just going to
darken the colors here. One thing you can do is play this into overlay so that the shadows are
a little bit darker. And again, you don't
want to overdo it. You want to go for
this sort of like very soft transition,
maybe like 18%. So it's just something,
it's just like a little something
there that's going to give you this very cool
looking effect, right? So this looks like an old
timey classic leg, right? Like, I don't like maybe some
sort of LPA Adreno things. The Godfather in Spanish us and bothering that the
Godfather sort of stuff. And again, I cannot
emphasize this enough. The better rendered you're, you're gonna have
the best renders when you have
really good models, really good textures,
really good camera work, really good
compositions, and all of the effects that
we've talked about. Now, here's another thing that
I want to share with you. All of this information that we just saved, all
of these layers. They can stay right here. And one thing we can do
is we can go back to the compositions and look
for other compositions. So if we jumped here, for instance, say Hey,
you know what, I wanted like a really
low competition, like, like really close to the border, maybe something like this. That's fine. We can totally do this. What's going to
happen is of course the main focus point
is going to change. It's going to be like
right there on the middle. And when we render, when we save this image
and we export it, let's push this a little
bit more like this. Always look for the best
possible composition. When we rendered
this, what's going to happen is we just bring this, this new composition
into Photoshop. And all of the
filters that we have, we can save this and they're
all going to look the same. And this can be replicated
in After Effects. It can, it can be replicated
in a new key, Cadbury, replicated in any sort
of image software. And you can render a whole
animation here from Maya. And then once you export things, it's going to look just amazing. So, yeah, I think that said, let me look, for
instance, stop this. Let's save this
image real quick. File Save Image. It's gonna be a File Save
Image, chests and render. Let's call this is 002 dot JPEG. To get rid of the
halo, thinking, let's go to Photoshop
real quick, File Open. And literally would just bring this guy into this
scene right here, all the way down
beneath all of the, all of the elements. And it's going to look
exactly the same. Look at that beautiful, right? Very, very cinematic. So, yeah, that's it guys. I'm going to stop you or I'm going to stop the
video right here. Make sure you get to this point. Make sure to get some
clean renders out of this scene and play
around with the filters, play around with the loot table, lookup tables to see which
one you find looks the best. I think this first one
looks really, really nice. It looks like this very
old timey classic effect. And yeah, that's it guys. I'll see you back on the next
chapter when we're gonna be talking about
interior lighting. So hang on tight
and I'll see you back on the next one. Bye bye.
13. Interior Scene Setup: Hey guys, welcome back to
the next part of our series. Today we're gonna
be talking about the interior light setup. This is gonna be a whole
chapter on a spooky, very, very spooky scenario, which is this one right here. I'm going to turn off
with the textures because they definitely make
everything look really, really dark unfortunately
or fortunately. And unfortunately, the newest
Maya has this thing called the aces 1 SDR video sRGB, color correction
mode, which it's technically supposed to
be the most accurate one, but it darkens everything
quite, quite a bit. So if you want to
work with this, you can go into on tone map, SRGB, and you're
gonna be able to visualize the kind of
texture toward using. However, due to the way that normal maps are being
used right now, it doesn't really
look that good, so I'm just going
to keep assist. That's fine. And we're just going to turn off textures since we're gonna be seeing all of them
inside of our render. So for this one, we're actually
going to jump into what's the wording to the
horror type of things. And there was this series of moving is called a conjuring. Hopefully you guys
saw them recently. There's some series is
like a whole universe, kind of like the Marvel
Cinematic Universe, but we'd like spooky
things and they have really good cinematography
like this one right here. Release carry very
high contrast stuff. Lot of cool elements, sometimes warm elements, usually single points
of light or very, very specifically
placed the lights on the scene that we're
gonna be using some of this as a reference
for the whole thing. But before we jump onto actually like lighting
of the scene, There's two main things
I want to talk about. One of them is the how we're going to be lighting
this whole thing, right? Because this is an
enclosed spaces. You can see most of the
geometries is working fine. We have like cables and stuff. And as with everything, we first need to set up where our camera is
gonna be, right? So as we've mentioned before, the camera inside of our rendering elements is always supposed, supposed to be. Let me save this by
the way, I'm going to save this scene S,
let me save it. Normally. There we go. And I'm going to Save Scene As I'm going to
call this finished because this is the one that we're going to
finish off course. And if you want
to start, you can use the hallway stopped. So one thing before we
move, quick parenthesis, if for any reason your textures are not
properly linked up, you need to go to the Windows, a general editors file
path editor window, and all of the images
should be here. If you see like a little like a dangerous sign or
like a error sign, just select the top
root right here. Go to repack files, select your source
images folder, and make sure that you have this search subdirectories
for files and repack current free
resolver files and we'll just repack
and as you can see, we should have green arrows
indicating that all of the textures have been
properly re-pattern. There we go. One thing that I
definitely need to do is as what we did with
the with the other one. Like, oh my God, thinks
that's a that's annoying. Let me let me go
back to before I did that because I
already had done that for the repeating. Let me just open this. I changed all of the metallic
and the roughness back to rock into a linear
essentially beat. Well, it's under one hallway. Finish, there we go. So technically, if
we take a look at the geometries and then
we go to the roughness. It should be said,
it should be cetera, man, already did this. Anyway. I'll do this off camera
just to save some time. But remember all of
the normal maps to be set to raw and stuff like that. It's, it's just to make
sure that everything renders the way it's
supposed to be rendering. I don't know why
it's not working. I I could've sworn
that they did this. So just a quick reminder, normal maps should be set to
row and then a roughness. It should be said
to rot as well. And it should be set
to Alpha's luminance. Same for mental illness. So Alpha's luminance, it, this should be set to row. Again. I'm not going
to bother right now doing it because it's
going to take awhile. I'm just gonna do it off camera. But you need to I'm gonna
make sure that you save that one for you guys as the start, so you
didn't have to do it. But if you find yourself with a renderer will look
a little bit off. That might be it. So we're going to start with our basic sky dome
light right here. And as you can see, the
scale is quite big, right? So we might need to scale this
up just for a visual sake. Remember, we can always
leave this at one, or it's 0 scale. And it's gonna be just
fine with the sharp cam. We need to find a specific place where this camera
is gonna look fine. So we have a lot of very cool Like environments inside of
this house, for instance. On this side we'll
have just a walls and a hole in the wall. This one right there. I have the stairs. So we can go all the
way over here and check out the scene from
upstairs like this. We can be at the base
of the stairs like there's so many different
options that we have. So I'm gonna go to one of these corners and I'm going
to position the camera low. Whenever we play around
with the camera, it's important again to
understand that it's nectar. So if the camera is really low, We're kinda telling
the audience that we are either kids or like a mouse or we're not supposed to be there and
we're kind of hiding. That's the kind of
psychological message that we are portraying
whenever the camera is positioning and weird place. On the other way. If we were to place this like
let's say over here, which is not that common
place for someone to be. We're more like an expert,
expert theta, right? Like a security camera or a vigilante thing
where we're just Seeing something that's what we're, we're not supposed to be. I'm going to bring this
focal length down to like an 800s so that we can go
for this very creepy vibe. And again, I'm going
to start down here. Let's start with
like a shot from downstairs and then we'll
move upstairs as well. If we turn on the
resolution gate, this is of course what we're gonna be seeing on our rendered. As you can see, by
lowering the focal length, we're gonna be able to
see more of the scene whenever we're doing
interior shots, It's usually better to use wide angle lenses so that we
can see more of the room. Yes, it's going to distort
the characters quite a bit, but it's going to
allow us to see more. That's why usually when
you check in on a hotel and you're looking for
a booking or something, the rooms look very spacious. And then once you get
there, they're like, really like normal rooms. That's because they
usually like for publicity saying for marketing, they will use a wide lens
just to make it look very, very big and ample when
it's really not that much. Okay, so we're gonna do
something like this. I would say, again, I'm just going to select
the camera and hit S to save a keyframe to make sure to save this
one right here. And that we can actually go, let's say to frame
1040 like another, like another one like right
here, something like this. So now we have this
camera going up and down and it's gonna give us two different abuse
of the whole scene. So let's start with this one. I'm going to go back
to perspective view. On this one, we're
going to actually load the same file that
we had before, which was the theme of you remember from
our source images, It's this little chapel basement because
it's pretty much, it reminds me of the moon, would like a very
intense full moon and just like the
street lamps, right? So again, you don't have to have the exact photograph
for your HDRI. You can use things that look similar or at least give you
a similar sort of results. And it's going to work
exactly the same. So I'm gonna go here to the
options to make sure that the GPU is set up so that
we get faster renderers. And we're gonna say
Renderer, renderer, and we're going to render
it through the shotgun. Actually, I run them through the traditional Maya RenderView. That's fine. I'll just show you
how this works. There we go. Let's close that
up and let's just render on the Arnold GPU. Let's just wait for
the render over here. And this is what we got. Let's of course go
to the shop cam. And this is what
we're seeing. Now. Again, we're having the same
issue that we had before, but now it's a little
bit different, right? Because when we were
doing traditional lights, we always need to push
the exposure all the way up so we could see some
light on the scene. Since we're now in
an enclosed space, the problem is that yes, we are getting
light, but it's so, so few rays that are
coming in here that we're not really getting as much information
inside of the scene. So we really need to push
the exposure as you can see all of the lights quite
a bit to get a difference. So what I'm gonna do here is I'm going to grab
this guy right here. I'm going to push the
intensity to five, or sorry, not the intensity of the
exposure down here, five. Now, if we're render again
with exposure set to 0, of course, this is what
we're going to get. So now we're at least
to seeing something. It looks very nice, very
moody, very spooky. But still not enough, right? Like the amount of samples that we're getting here,
it's not really enough. So let's do a couple of things. First of all, let's turn
off the camera visibility. I don't want to use the camera. We're going to use a
different image later on to place here on the window. As you can see, the problem here is we don't have
enough samples, right? Like all of the indirect light that we're getting from the HDR, It's getting trapped,
if you wish, on the outer walls
of our geometry. And we're not really
getting enough energy inside of this, in this scene. Now, technically, technically, there is one way to
solve this and that's by using these things called the lights and they're
called the light portals. So light portals
are supposed to be these big shapes,
pretty much like, like area lights that will push more sample information towards
the inside of the house. I've mentioned this once before. So they're kind of like,
like filters, right? Like like doorways for
phonons and for all of the information on
light information to get in here and give
us a better sample. The instructions, if you were
to go to the documentation, will tell you to place one of this board lights everywhere. You're going to have
like a light entrance. So in every single window, we should have one
of these things. So I'm going to position
four of this because we have this three windows
and then we have this big hole on the top here. So this one, oh, this one right here. Let's rotate this
minus 90 degrees. There we go. You can scale it to make the shapes
fit as nice as possible. Now, here's the deal though. I don't know if it
actually works. What they mean by this
is we render this. I really don't see that
much of a difference. I was doing some tests
before recording this. And I think my problem here
is that we're not using CPU. So I think this is one of those lights that
only works with TPU, or at least it works
better with CPU. We're gonna get a better effect because they really have
no specific setting. Like if you were
to select any of these guys right here
and you go to the shape. There's nothing,
absolutely nothing that there's absolutely nothing we can calculate this bounding box, but it's not really
going to do anything. As you can see here. We
really don't have anything. The one that's going to
control a little bit of this is actually the dome light. So if we go to the
dome light and we go here to the portal mode, you're going to see that
it says Interior only. So it technically
should be using these elements to push light. Through the through
the portables and make sure that the lights
a little bit better. Again, unfortunately,
it's not really the case. I do like to add them just in case there's like
a couple of folders or elements here and there that are really being
pushed into the scene. But one of the things
that's going to give you a better result
is of course, the sampling on the
actual sampling size. So if we enable that, that subsampling now and we hit render by giving them
more time to render, we're gonna get a little
bit more information. So as you can see, all of those black pixels
are becoming more and more illuminated and we're actually getting some
light into the scene. So we'd interiors. One of the things that
you're going to know this is that we're
definitely going to have more samples. We need more samples. Usually when you're
in the exterior, a lot of light is
hitting the scene. And therefore you don't
need high samples because there's a lot
of light information. But for interior, since you're definitely going
to need and that's usually going to bring
your render times quite a bit higher. Okay, just keep, just
keep that in mind. But yeah, as you can see, now we're getting
something interesting. We're getting this effect. And it's now time to
help this effect, this like very basic
ambient light effect, give us a better result. Now here you can
already like if we were to push this
a little bit more, like we could get an idea of how much more we
want to push it. So if we push it to six, we're gonna get a
little bit more light, but I don't want to do that. Whenever I use my HDRI. I like to keep them as
a secondary character. I don't like them to be the main the main light
source in my scene. They're just there to help me
support the general thing. So how are we going to
support a general thing? Well, we do know that we have a moon coming from
the top right. So why not just add
a light, airy light. Change the area light to
a shape with the Vicky. I'm just going to snap it
up here, make it bigger. Rotate it so that's
pushing down like this. Almost there, almost there. Sorry, there you go. It doesn't really matter. And we're just going to
position it right here. So we're going to
have a big spotlight, like a big window that's just like getting
light into the scene. Now, of course,
there's one really needs to look like a really
high number, like 15. And this is one of
the first things that you're going to
know this as well. Since we're working with a
real-world scale element, we are going to
need quite a bit of light if we want to see
light coming down here. So there's two options here. We already know the
two options that we can use to get more light. We can either lower the spread to make this thing
more like a spotlight. And now you can see
that there's more light coming down here on the hallway, or we can definitely just
increase the exposure. So if we start
increasing the exposure, there's gonna be more and more light going into the scene. And we're gonna be able to
get this very cool effect. Now we can play around again with this breath to soften it up maybe and get a
different effect. I actually don't like this effect because
it looks like a, like a white lamp and I will have more like
a light shaft. So I'm going to bring this thing down or the spread down rather. I'm going to kick this
pusher kinda high like this. There we go. We're going
to have a really nice, interesting light
effect over here. And of course, all of this
light bleed all the way here. We're definitely going to use cold temperature and
let's push it to the, towards the blue side. We get this very
interesting, creepy look. Now, we also have
this sort of like streetlights right
coming into the scene. And here's again where you
can decide, do I want, do I want this like nice or interesting
orange shadow right here? Because that orange shadow is coming from one of
this like a thing. He's on the outside and it's
going into this wall and going right there's probably
like that one right there. So if you don't
want that shadow, we can use the light blockers to start blocking on our lights. And you can say,
Hey, you know what, I'm just going to have a big, huge Blaine over here. Let's rotate a little
bit and push it up. And now if we take a
look at the Render, what's going to happen is
we're going to get rid of a lot of that orangey color. It's gonna be a lot less
because we're not letting all of those rates of
information getting here. That's the kinda stuff
that people don't see. Like you're not going to
see how we're manipulating the scene to generate something a little
bit more interesting. Now, as I've mentioned, we can tell stories through the way in
which we place lights. We can tell stories. So why not tell the story
of a really creepy door and really creepy room that we're not seeing
right now, right? Like maybe we want the
shadow of a door right here. Can we do that? Yes, of
course, we can do that. We're gonna go Arnold
lights and we're going to introduce a new area light. In this area light, we're going to make it the
shape of a door. So we're going to make this
quite big over here and tall. And let's position this door where we would imagine it to be. So probably like maybe maybe
one this corner right here. So we're going to
rotate this around. And we're going to
position it right here. Now, even though we
don't have a door, even though there is no door
where no wind or nothing, we can still make it look like there's light
coming from here. Okay? So we're gonna go to our
render and then we render, we're not really going
to see anything, but as soon as we
start increasing the exposure, Let's try. We'd like exclosure of
ten when we hit play, or maybe even more.
Let's try 20. Like really intense. We should
start seeing something. You can see this
whole pillar is now being illuminated
due to the light. Let's bring the spread
all the way down. Hit Render. And again, here's
where we're not. There's no one holding our hands and saying
you can't do this. The most important
thing is the shot. So why not push this thing
to the side like this? Let's push this out of the wall so that we can
see the whole thing. And maybe I want the element or the shadow to be
projected right there. So just move it around,
move the light around, bring the spread even lower. And now we're going to
have a very creepy, interesting light
looking right there. That's the story
that we're telling. Like there's a doorway right there That's
giving us this slide. Let's change the
temperature of the light. Let's go for a very warm light. Maybe there's like a
fireplace or something. And now we can think
about modifying the intensity of this thing and just changing
it a little bit. So there's not that much light. And look at that super,
super creepy vibe. I'm the true like
that to be honest, it's creating a sort of
like a weird composition. So what I'm gonna do is
I'm going to keep it, but I'm going to move it. And instead of having
it on the side, I want to have it on the
back. Let's just play here. There we go. That's a lot better. So let's push this back. There we go. Look at that, look at how nice this effect
looks right here. And we can see a
little bit of the shadow back there on the stairs. I'm actually going to push
this a little bit more. So we get a little
bit of the series and all of the projection
that back there. So we have this very intense soft light coming from the top. And then we have this very cinematic get red light
coming from the front, probably going to decrease
the intensity a little bit. I don't want to overexpose
it and maybe not as, not as a warm,
something like this. Now you guys read it for
the next thing right here. What have we set about? Playing around with things
that are not really there or the character or the audience is
not going to see. What if we add like a really creepy silhouette
right here on this door? How can we do that? Let's just grab the
sphere. Very basic sphere. Let's flatten it out. So it's this sort of
like an M&M, like this. And then I'm just going
to grab all of this faces, extrude them down. And then grabbed
a couple of them. A sudden something like bare. And it's pretty
much like treating it like a mannequin, right? So just grab a couple
of these phases, Control E to extrude, and then R to scale. And we're just going to
scale this out like this. And what we're gonna do
is we're going to place this silhouette right
in front of the light. On the position, of course, where the audience is
not going to see that. But it should project this very creepy
shadow onto the scene. Let's see if we can see it. Probably needs to be
a little bit bigger. There we go. Let's bring it up. I want to see the shadow
right there on the back. See that? Very
simple, very subtle. But there's something
hiding there, something that's going to tell a story when people will look at this are
going to be like, Well what the **** is. Well, what the **** do we
have back there, right? And that's the kinda
stuff that you want to hide or do you want to play around on your
productions to make things look a little
bit more interesting. So, yeah, this is it guys, I'm going to stop the
video right here. This is just the basic
block of unforeseen. We're going to
continue adding more stuff because as you can see, everything is really
dark right now. We can't really see anything. And even though this is a very cool and interesting
composition, we need to eliminate
this a little bit better to get a sense of how how big and how
dangerous this hallway is. So make sure to
get to this point, guys, make sure to set
up your scene properly. As I've mentioned, I'm gonna be changing some of the materials
because for instance, I remembered this was a little
bit more shiny like gold. It's just a matter
of going there. Remember roughness, normal and metallic should
be set to raw and metallic and roughen it should
have the Alpha's luminance turn out to make
sure everything is working as accordingly. So yeah, make sure to get here, guys and I'll see you
back on the next video. Bye bye.
14. Creating Fog: Hey guys, welcome
back to the next part of our series today
we're going to continue with the next part of the rendering here and we're
going to talk about Fock. But before we go
and talk about fog, we need to understand
what's going on here on the scene and the reason
why we needed of course, we're doing a creepy scene, like a spooky scene, and we want things to look
the best possible way. And fog is one of those
things that gives a lot of atmosphere and the law of effects
to the whole thing. But the real reason
why I want to add to the scene is because as
you can see right here, even though we have a
really nice setup so far, it's really dark, right? Like we really can't see anything on the walls or
on this pillar right here. And yes, we're gonna be adding
a couple of more lights. I'm going to show you a
couple of new tricks here. But the fog is one of
those things that's really good for
illumination purposes, even, even if it might
not seem like it. Because what fog does
is, as you know, it's just like
particles of water and they diffuse lights kinda like having
a lot of really, really, really small
mirrors all over the place. Now, I'm going to
preface this by saying that fog is really expensive. So this is not the
only way to do fog. There's a lot of
post-processing things that they do in post-production, where you can add certain things like smoke and things like that. Because having a general
formula where we're about to do is really
expensive or render time. So I'm gonna go here to
the Arnold renderer setup. And we're gonna go here too. But the environment and
on the atmosphere option, we're going to click this little button and
we're going to select Create a atmosphere volume. Now why atmosphere
volume and not ****, because atmosphere
is going to be like a global effect and are a global judges to
look for this one. It really doesn't play really
well with the GPU options. So we're gonna go with
atmosphere volume. By default, nothing's
going to happen. Give me just 1
second. There we go. Sorry, I don't know why my
taskbar sometimes shows. Anyway. So when we do this by default, nothing's going to happen, like we're just going to render. And that's gonna be exactly
the same because we have not properly done
the render to work. Now as you can see, I'm
getting this error right here. This is something
that I discovered while preparing this class. It says optic stack overflow exception
encountered, blah, blah. What's pretty much
telling us, Hey, you need to close this and
just open it up and get it. Because anytime we add something new to the scene, we've talked about this before. Anybody? Anytime
we add a material, a geometry, a light, whatever the Arnold render
package has to update, right? So you can also go here
to update full team, but I prefer just to close
it and open that up again. So if we go shut them
again, as you can see, we no longer get this
error right here. It's showing here, but
it's, it's no longer there. You can just clean
this and this. And anytime we select anything else and we just click again, it's going to, it's
going to work. So make sure to
refresh your scene, make sure to save
your scene as well. Sometimes when you
don't have like it's untitled scene, it
doesn't work as well. There are several
things in Maya that break when you haven't
saved your scene. So make sure you do that. Now, where is the node? We can't see
anything right here, like the outliner does not
show where the fog is. And that's because this is
actually working as a sort of like global variable that's
not available to us. So there's two ways to get here. First of all, you can
go to the atmosphere and click this
little black arrow. And that's going to
bring us to the node. And the other one which
I actually prefer is going to display options and turning off this thing that says DAG objects only back objects. So now as you can see, we're going to see a lot
of different things here. We don't need all of this is pretty much every single thing that's on the scene or it's being referenced by the scene, it's going to be now shown. Normally when we
don't have the thing, we only see what's
being displayed. So in this case, when
we turn this off, it's everything, the textures, the files and notes, everything. So if we look
through this nodes, you're going to find
this one right here that says ai atmosphere volume. You can click that one
right there and that's it. So both of them work. I actually, I said I prefer
that OneNote through this. I prefer this one
right here. So just go again into render settings, go into Arnold renderer, and we select the
atmosphere right here. Now, here's where we're going to have the different
things that we can change around to make sure that this looks
as nice as possible. The first one is of
course a density. If we bring this to
a density of one, it's going to be really,
really, really high. And then what's going to happen is there's going to be so, so much fog that delights, which is going to diffuse
pretty much everywhere. And we're gonna get
this overblown effects. So you usually don't want
to have super high numbers. Let's try something
like pointed one, which might seem like a
very, very small effect. As you can see, it's
still quite a lot of light like there's so much fog that every single particle
of light is being refracted and bounced around. And that's where we
get the super wide. The fact if that's what you
want to go for it then fine. But in our case, we're going
to go super low, 0.01. Let's try that. And if we render again, That's looking a
little bit better. Now we can see this
very nice God race. This is one of the cool
things about the default using fog is that objects
and lights will be occluded. So we're gonna get this
really interesting effects. Now let's bring
this even higher. So let's do 0.001 and that's pretty much
as low as we can go. And that's a little
bit unfortunate because I would like to
go a little bit lower. But if I tried to place
another CEO, yes, it's going to work, but I'm not going to be able
to see it here. So it's a little bit
counter-intuitive, but my only shows three float values even
though I did input the 0.001. So if I do 0, let's say five, for instance, it should
be more than this. And if we take a look, yes,
it is indeed more than this, but it's going to
display it as 0.001, even though I know
it's not 0.001. Just keep in mind that a little
bit hacky, but it works. So we're gonna have to work with very, very small samples. Now the reason why we need
to work with small samples is because we're in
that very small scene. It's just a room, so we need
to bring these things down. Now, another thing we can do to attenuate a little bit of this is this thing
called attenuation. So we bring the attenuation
up, as you can see, it's kinda like toning down the amount of fog that
we get is we're telling the light that it's
gonna be dying as it goes further and further
along the path of the file. So now if we go back to 0.001, we should get a little
bit more ******. Still a bit too
much for my taste. So 0.0005, That's what
I'm going to go for. This looks a little bit
better because I can at least see the things that
are back here. So yeah, there we go. Very, very simple
thing that we can do here and that's gonna
give us a nice result. Of course, we can change
the color of the fog. So if we go for a pink fog, this is going to
be a pink frock. If you were gonna go
for the sort of like haunted mansion, sort
of like green frog. Then we go and get that. So you're free to
change the color on your composition and that's gonna give you a
very nice result. Be very careful when changing this one right here, because
this is going to darken. You're seeing even more. This is more like smoke. If we bring this down into a darker color is more like if we're having Smoke on the scene. And so I always recommend
keeping default on the white color so that we get this very, very cool effect. And I think 0.0005
still too much. I'm going to go
0.0003 and hit Enter. It's going to be a
little bit less. And it's gonna give you
a, give us a nice result. Now, as you can
imagine that this is also going to increase
our render time because you can see the progress
bar here is trying to go higher and higher
and the samples, it's going to be really,
really noisy because there's a lot of particles in
the air that's gonna be, gonna be changing this effect. Now, here's one
interesting thing. I'm going to pause
this real quick. Color at the end of the day is nothing more than a Mac, right? Like we can, we can
chart or we can load the map in here and we can generate
interesting results. So for instance, if I were to go here to the color options and lowly in a checker
pattern and render this. What's going to happen is
certain parts of the fog are going to be completely white and certain parts of the, of the other parts
that are gonna be completely black and
we get this really, really weird result, but that's not exactly
what I wanted to do. Of course, lets go back with this little
arrows right here. There we go. Let's break the
connection right there. And what we can do instead
of say, hey, you know what, like don't use a checker, use a fractal for instance,
like a fractal noise. If we do this, what's going
to happen is there's going to be a little bit of
irregularities on the ****. It might be a little bit
difficult to see them right now. But if we were to
increase, for instance, the threshold or
increase the ratio, play around with some of
these things right here. We're going to start seeing
a little bit more berries. And so not going to look as uniform as what we had before. There's gonna be a
couple of spots where the fox is not gonna
be as, as evidenced. And it's a good way
to add variation. You can of course map your
own textures over here. Right now. I think just doing this sort of thing
should work quite nice. I like that one right there. Cool. So you can see it's a little
bit difficult to know this, but there's a little bit
of a weird noise going on. Now, if you want to
have this sort of like a super realistic clouds and fog leg with a smoke machine. Then we're talking
about volumes, we're talking about smoke, and that's a whole different
thing here inside of Maya, you can use Bifrost
to get there. But for the purposes of this
tutorial of the series, we're not going to be
able to cover that. So now that we have this, I still feel like we need
a little bit more light. It looks good. I liked the
overall feel and tone. I know I can play around
with the Gamma and Gamma. I'm always pronouncing
like in Spanish gamma. The gamma and ring the colors
in any different direction. What I mean by this
is if I were to add an image or a color
correct image, you guys know that we can push
the gamma up a little bit. And that's going
to make sure that the blacks are now this black. Blacks are not as
black and we can even bring the contrast down. And things are gonna
be like flatter, but it's also not great, right? So before doing any sort
of post-production thing, we should always try to
solve things by utilizing what we have here on the
engine, on the render engine. So here's what we're
going to talk about, something called soft boxes. And you've probably
seen this one's around. Let me show you. So if you've ever gone
to a photo studio, you've probably seen
this soft boxes around the softbox
is are really good. I actually have a couple of Mexican neither soft boxes
here on my on my recording. So you probably have seen them before in some of
my other content. But this off boxes
that they have are just like a big lamp. We they like what's
the word with a white the cloth
on top of it that diffuses the light and therefore
we get softer shadows. And so foxes are really, really good because you
can hide them very easily. They're usually small. I mean, these ones are
quite big, but you can have really small soft boxes and create an
interesting effects. So for instance, if I were to
see this thing right here, I need a little bit of light here and I need a little
bit of light here, but I don't want to have a
light source because that's going to create a
different effect. So what I do here,
Arnold lights, we get the area light
and we go of course, for a big, big, big area like right here. This big area light
probably not as big. We're definitely
want to have this on one side of the camera
so we don't really see the element which is going to be pushing some light to the
side of the scene like this. And I'm going to
start quite high. One thing I like to do this is a nice little trick
that I was taught by one of my teachers back in the day is usually
a weird color. Go for a pink color just
so that you can see where the samples of those
pink color are going. So for instance,
right now, I do this and I really don't
see a lot of pink. I see a little bit
of pink right there. I'm not even sure if
that's my light or not. So let's bring this even
higher. And there we go. Now, we can definitely see
the pink effect, right? So we know a 20 is gonna
be way, way too much. 15 seems to not be enough yet. So 16, 18, for instance. Okay, aliens gave
me a better result. 17 looks a little bit better. Another thing we
can do, of course, this is not forgetting
about one of the most important principles of light and that's physicality. If we bring physically like if we physically move this light to this area right here and
we have this sort of like pink light on S area. We're going to be able to eliminate this
thing right there. There we go. So now that we have
this, we can go back to a normal white color and always, always play around with colors. So in this case, since we have this very warm color coming from the door under the
downstream section, I would definitely go
for something similar. So I'm going to bring
this thing into a warm tone right there. Again. I'm not sure how I can
stress this enough. Hopefully with me repeating this so many times you
guys are getting the idea. Is this a scenario
that you would find normally in this
sort of hallways? No, never, you will never find like a floating
light like this, but it makes it look better. And that's the kinda stuff
that we need to look for us as we're like
lightening up a scene. When you go to the movie sets, you're going to find on a
lot of lights everywhere. Sometimes there's like
super small lights pointing specifically to specific
parts of the set that directors want to make sure that there are emphasized
enough so you don't have to follow the sort of realistic everything has
to make sense a workflow. You can play around and do very crazy stuff like
this one right here, adding one extra light just
to give this sort of like nice warm effect on
this specific part. Let me bring the
spread down within. Want to bring the spread
down for this one. Quite a bit. There we go. And of course the
exposure has to go down. Just play around here with exposure until we
get something that just indicates that there's
something there. Right? Okay. That's that's the that's the pillar that I
want to emphasize. Maybe even like a little
bit lower like here. And now that I have
a nice emphasis, It's all a matter of, of getting a proper balance
on the composition. Something like this. So it makes it look or it's gonna make it look like there's a little bit of light bleed
going onto the stairs, right? We can use this or like framing device up here to have
like dark colors. But I didn't want
this thing to be like over, all over the top. Maybe I'm tempted to
just kill this slide. I'm gonna go Art click and I'm going to go to object
mode. There we go. So we can scale this up. And again, it's gonna be
like a weird spot like that. We're going to have right there. There we go. That's looks way, way better, slower this
a little bit more. That's it. Now since I already liked this one and I feel
like it looks good, we can duplicate this, move it around and pointed to work with
this other pieces. So now we should have, Let's bring this closer to
the pillar right there. There we go. See that. So now we're beginning this
pillar into the action. We're adding this extra, extra light of the whole scene. And we're, we're
making sure that the composition from a
competition standpoint, we get a really, really
cool effect thing, maybe a little bit back, so we don't have as much light. There we go. That's going to give us I really, really,
really cool effect. So as you can see, the amount of flights
that we're going to add, we're pretty much free to add
as many lights if we want. There's no limit to
the amount of light. So we can have as long as they make sense and as
long as they look good, I think I would like
to add one more light under the original model
right here, there's a lamp. You can see this one right
here. And I'm going to add a mesh light on this
light bulb so that we get some soft lights going and Indian dating or
flooding the whole scene. So I'm gonna grab
this guy right here. I remember for mesh lights, we're gonna go Arnold lights and we're going to
say Mesh light. This is going to
create a new note. We don't need this to be
visible, that's fine. We definitely need
to increase this. So let's go for
like 15 exposure. I'm definitely going to
use color temperature is going to be even warmer. Let's go to like a 20. There we go. So that's, that's giving us
a lot more light. This is of course
it's hoping one of the issues that we
had before and I do like how it looks like
it doesn't look that bad, but I do think it's adding a little bit too much noise or too much light to the scene. So let's lower this down. Let's go 17. And it's still gonna be there. It might not look like
much, but it's there. I know that we're
getting those elements. Those are called
Fireflies by the way. That's one of the
things that we're gonna be focusing
with the samples. Remember, when I mentioned
that some lights, we can change the samples.
This is one of those lights. You can see that the samples on the slides are not
high enough and that's where we're getting
those horrible fireflies. So here for instance,
let's bring this to five. And that should clean up
some of the fireflies, should give them a little
bit more and more detailed. Now, one of the things
that's going to definitely solve that problem
is going to be that the noise that inertia
will immediately detect that there's an
outlier right there and it will soften it out to
be appropriate measurement. So yeah, maybe 18
or safety too much. It looks good. I
think it looks good. It's not too much,
not too little. So I think I think we're
in a good position here. Cool. So yeah, that's it. I do think it would
be cool to move the r creepy guy here to let the wall to this
section right here. I'm going to grab the creepy guy and the creepy line right here. And I'm gonna move this
thing a little bit to the side so that we
can see the shadow. Again from a
competition standpoint. There we go. Something like this. Or I mean we can, another thing
is we can keep the light. I kinda like it there. Let's just be very
careful how we, how we approach this because I don't want to have a
lot of light here. I don't mind having the light
there under the stairs. I do think it's a little
bit too high on the light, so I'm going to bring
the light down. So we just see the, the framing is going
to look really big. So let's just move
him down there. There we go. What
do you guys think? I kind of liked
him being a little bit hidden by that,
by the stairs. Give it a little bit
more of a mysterious RS. So let's just create a
little bit of overlap there. Just a little bit
because I don't want him to be like an invisible. I want I don't want
people to miss it. I think it's a very, very important part of
the whole thing. Now there's this beam right here in the
middle of the room. That's kinda like
creating a weird effect. We can just move it to the side. I think it will be, I think it'd be better if we
move with a little bit. That's another thing. We haven't really talked
about composition that much. I mean, we've talked about
like the rule of thirds and the Fibonacci
or the golden ratio where there's sort
of like spiral going on and we want to
follow it a little bit. But if you find that something's not working for
your competition, the best thing you can do is
just move it out of the way. Move it, tweak it a
little bit, change it. Unless of course
you're following a concept and you need to
be super truthful to it. But more often than not, you're
going to have the chance to just like a more of a
couple of things around. So in this case, that
thing right there, I think it's working
quite, quite nice. So I'm going to stop
the video right here, guys, there's one
more like that. I want to show you that
we're gonna do up here, maybe something
over here as well, a little bit of a
light bleed as well. But yeah, other than that,
I think we're in a really, really good position,
so hang on tight. I'll see you back
on the next video.
15. Using Gobos: Hi guys, welcome back to our
next part of our series. Today we're going to continue
with a light, a gobo. This is a very,
very old concept. This actually, I think
it might predate the, what's the word cinema and
film, even in theater. There has been this used for things called
a light Goebbels. Goebbels are nothing
more than a mask. It's just a mask that
they placed on top of a light so that they
create interesting shapes for the scenario for stage two to have a more
interesting look. So, for instance, this
one imagine that you're doing a play where the main environments like a factory and besides the prompts and the decoration that
you have there, you add, this sort of goes to your lights so that it
looks like there's like beams and the
scaffolding and things being projected on top of your
characters and the actors. So there they're easy way to introduce a global
instead of Arnold, but it uses an image. And the problem with using
an image, as you guys know, is that images can come in
really low resolutions and that resolution gets transmitted down into the Gobo
inside of your scene. So for you guys, I'm providing a another, I'm actually going to be showing you another technique
that we can use. So first of all, I am
going to, what's the word? I actually want to
grab this thing and let's just scale this down to 0. There we go. Shouldn't change anything
as we've seen before. But in your Assets folder
view, say File, Import, Assets folder,
you're going to find this thing called the old joke. I actually got this from SP3, so you speak tree to create
this tree right here, as you can see, it has
this information right? Now. The only problem with this one, this is you can see it
actually comes with the foliage of the elements. Let's see where this out. And I don't want that. If I were to go into
the attribute editor, it's just going to see that
there's several materials. We have the bark, the cluster, the white coat, white oak
33 materials pretty much. If you go to the, to the Hypershade real quick. And, uh, we are right-click
and select faces. We can look for this one. It's not the bark. It's
probably going to be, the worse it it's
probably gonna be the, the cluster could be clustered. Right-click, I'm going to
say select objects material. There we go, and we'll
just delete that. That's, that's what we want. So I'll just delete the faces
of the, of that cluster. We don't even need to have
a material because we're not actually gonna be
seeing these tree. We can actually assign just
the basic Lambert material. Once you're assigned
a Lambert material, you can go back to
the Hypershade. And one very cool thing
that you can do is say Edit optimized scene size or
delete unused nodes, sorry. And this will delete anything that we're not using currently. So therefore, it's
just gonna be free. And the advantage of using
like an actual shape like this one is that if we place a light outside of the house, we can actually get all of the branches projected
onto the wall. And this is going
to make things look way, way, way more real, realistic right now if I if
I were to just hit Render, yes, we might see
a little bit of light block because
there's more shapes. So the general
elements and gentlemen effects from our environment are gonna be slightly blocked, but I want to have
more intense light. So again, maybe it's the maybe it's the
moonlight or something. Let's go to Arnold
lights and assign an area light or add
a new area light. And remember the
secret with airlines, especially if we want
a harsh shadows, is to keep them small. So this is gonna be
like a spotlight. It's gonna be shining
towards that area. There are some very cool trick. Let me see if it works still
now doesn't work anymore. That's a shame. There's a couple of
vendors that allow you to point this thing
to specific places. I'm going to show
you another way to do this. This is a
little bit more. It has to do with rigging,
but if you follow along, you're gonna be able to create a very nice a connection here. I'm going to go File, I'm
going to create that. I'm going to create a
locator right here. Then I'm going to do, we can make the locator bigger. Ace, I can select the
locator and then the light. And we can go to
rigging constraint. And we're gonna do this thing
called an aim constraint. And if you leave it by default, really doesn't matter that much. What's going to happen is now this thing is going to follow
this element right here, but as you can see,
it's not following with the proper axis. So the axis that this
thing is going to be using is the negative z-axis. So the aim vector is going to be negative one over here
because this is x, y, and z. So again, just an aim constraint 00 minus one on the
Inspector and hit Apply, the driver driven apply. And that wherever this thing goes, the light is
going to follow. So why is this useful?
Well, because I can just place my thing right
here on the window. And now I'm completely sure that this thing is
gonna be following it. And if I were to move
this thing around, it's still going to
try and follow it. So it's always going to
follow the direction of the constraint right there. This is, again, a
little bit of reading, but it's going to be useful
for word about to do. So. Just move this thing closer
to the window like this. And we definitely
need quite a bit of expulsion and start
something like 20. And again, as what we did with the lights and since we have
more lights in the scene, It's important that we know what new light we're getting there. So let's just start with
this very pink color. And then we hit Render. As you can see, 20
exposure is not enough. And the reason
it's not enough is we haven't changed the spread. So even though yes, we're
using a small light, the spread still quite big. So let's bring this
all the way up. Actually, let's
go render and I'm going to say update full scene. And now when we render,
we should be seeing, we should be able to see some light coming
from the window. Let's wait for the
render to start. Let me pause real quick. Wait for this to start. There we go. So as you can see, we
are getting the light into the scene through
this elements right here, which are looking
interesting but not good enough just yet. That's fine. Now,
this is of course, going to be yellow bit
noisier and stuff. But so far I like
how this is looking. Let's go back to
this guy right here. And let's bring the spread even lower. Let's try this again. There we go. So now we can see
the rate that the superintendent a ray of light
coming through the window. I think I'm actually
going to make this thing a little
bit bigger, taller. I'm going to move this a little
bit to the side because I want this light to be reflected on the back wall right there. So there we go, That's
a little bit better. And as you can see on
the shapes right there, we should be seeing some of
the shapes from a D tree, which is this one right here. Now to make or get
some better shapes. Let's the tree closer to the light source
because it closer, actually closer to the window. Because the closer we are
to the target of our scene, the nicer the
shadows are gonna be remembered that the
farther away an object is, the softer the
shadows will appear. You can see some of that
interesting shapes right there. And we're also creating
this interesting pattern where light is bouncing in some of some sort of like
different directions right? Now if we want to
make this thing a little bit more inclined, we can definitely
like push this up. There we go. Something like
this looks interesting. Now we have this very nice ray of light going into the center. We could even, again, talking about giving more importance or
more storytelling. We can rotate this
around so that the light is shining
right there on the other wall that we're,
we're still missing. We can of course grab
our constraint right here and move it around a little bit so that we find the perfect position like that. Let's move the tree. As you can see, it's a little
bit difficult to know this, but there are like some god rays coming there from the tree. Let's see if like
pushing the tree for up can block some
more of those race. Creed, some harsher shadows. Cool. There we go. Now that we have something interesting
now where they have all of those rays of light
coming into the scene. Now we can of course, modify the color back to
a normal color, white color, and play around
with the color temperature and maybe make this thing
a little bit bluer, right? Like a lot cooler. Technically, the light of
the moon is supposed to be warm because it's reflecting the light of the
sun which is warm. But we've been conditioned
to think that it's not that way due to quality
wouldn't films. So yeah, but I mean, in this case, that's
totally fine. There we go. We have that the light shafts. I can see some of the
light shafts right there. I think we're getting
some nice results and other thing we
can do if we want a little bit more occlusion, let's just duplicate this tree. Just add one more right there because we're never going
to see this tree, right? It's only helping us with
the geometry side of things. And it's just again,
blocking some of the light and we're getting some
interesting shadows right there. Because I don't think we can
go any lower on the on the, what's the word on the spread. We could try making
this even smaller. If that works a little
bit better, yeah, that works a little bit better. Because you can see now there's some more interesting
shadows there on the wall. Give it even smaller, kind of like a,
like a spotlight. Now we can actually see the sum of the random stuff there
on the shadow. There we go. So that's the kind of
stuff that we can do. And as you can see,
it's going to add another level of complexity
to the whole scene. Now we have this
very interesting like light shafts coming from the kitchen or from wherever
this mysterious figure is. We always have this guy's coming from that
from the top right. Now, technically we could add
more of this if we want to, like if we want to add
some more coming from the top or maybe from this
window, we can do so. But usually you don't
want to have a lot of light sources
competing against, against each other
because you're going to confuse the audience. Yeah, I really like this one. I think it looks quite, quite nice wondering
what will happen if we duplicated this slide
to create a second one. Because they're
really narrow, right? So I know that by duplicating, I'm not really adding
more likely to the scene. I'm just I'm just doing this. I do think they're a little
bit overexposed now, so I'm going to
grab both of them. And let's bring the
exposure down to 17. And yes, we're going
to have that sort of nice shadow coming there. Maybe 17 is a way to go. 18. Cool. So now the whole scene is looking quite,
quite, quite nice. I think it's time
that we start adding a little bit more effects
to the whole thing. And the one thing that is
really bothering me is the fact that we have a really
strong light on this area, like on the pillar here, on
the pillar here on the door, but there's nothing here
on the actual floor. So I would like to
add something there. And the best or easiest
way to do that is by just duplicating
the one that we already have or using a new one. Let's, let's hit the
silhouette and hit F. And again, breaking a little bit of what would be in reality, I'm just gonna go Arnold
lights, Area Light. And I'm just going
to use an area light here on the floor. I just want to shine
a little bit of light on the floor
following pretty much the same direction that we're
following from the from the door to get something. So let's start
with 15 big light. It's definitely
going to be warm. So let's bring this down
and let's take a look. Again. What I want is
I want a little bit of light bleed here on
the underground. Let's go back to Shotgun. I can definitely see
a little bit more, but I definitely want a
little bit more as well. So let's increase this. Whoa, something like this. And then again, what I'm
gonna do here is I'm going to break a little bit of the rules. I'm just going to bring
this thing down like this. I might even just like
a royalty this around. So that's only like a
illuminating the floor. We definitely need to
bring the spread down. There we go. This is the kind of stuff
that I was looking for. So again, this will be
quite difficult to achieve on what's a word on
a more traditional, on a more traditional
process right on the set. It's definitely possible, but it will be a little
bit trickier. But thanks to the CGI world, we can play around them, break some of the
physicality or things that we would normally
expect on it and a scene and get something a
little bit more interesting. So I think I think I'm going
to stop it right here, guys. So far we've looked at the
whole all of the setup to get this very nice,
interesting elimination. We definitely need something like I feel like we're
missing something here. This is a very cool scene, but we're missing something to make this thing
look even better. I'm thinking about adding
something creepy here, a child story or
something like that. But maybe, maybe we'll
leave that for another time because there's still a lot of topics that I
wanted to cover. And there's a couple of other things that we're
gonna be exploring. I think I'm going to leave
it for like this for now. And in the next video
we're going to take a look at the post-production
because we still need to do a little
bit of post-production on this thing on the scene to get the final frame
for our horror films. So, yeah, hang on tight and I'll see you on the
next one. Bye bye.
16. Adding Details: Hi guys, welcome back to the
next part of our series. So I couldn't control myself. And we're gonna be adding details because I felt like this was it's looking so good
and it will be way, way better if we just add one little extra touch on
the cinematic n, right? So one of the biggest movies in regards to scary
stuff is of course it, you hopefully saw that remake. Or if you saw the
original meaning series back in the 90s, then you'd remember this
super creepy clowns. And one of the signature
thinks about the Klan west, of course, a red balloon. So I thought it will be quite
easy to do a red balloon. So let's do it. I'm actually going to do it
real quick for you guys. And I'm going to do
it here on the scene. Normally I would do it
this as separate scene, but super, super easy. We're just going to grab
his fear like this. And I'm going to grab
the lowest buzzy. I'm going to press B,
which is soft selection. And then if B and
middle mouse click and drag to get
trade this thing, which by the way,
I'm not sure when this gar nicht thing
is now turned on. There we go. And now
we can just push this thing down. So you
can see right there. And then that's just going
to give us a sort of like a baloney, baloney shape. And I'm going to make
this in a little bit thinner because balloons tend to like thin out a
little bit like this. If you want, if you
want to be like super, super perfect about this, we can just believe a couple of this edges
to make sure that we get this very nice,
like elongated effect. Now for the little thinky
that it has right here, I'm just going to use a cone. I'm going to V doesn't
have the cone right there. Make this thing bigger. And the cone. So really weird
shaped because it has an angle right here
which we don't want. And then I'm going to use my
cut tool to cut the tip out. So just cut the tip like this. Don't worry if you don't, you don't feel so
confident and modeling, I'll share this model
with you as well. Control E to extrude this. We're just going
to extrude this. So when we smooth this out, and then usually
there's a little bit of an extra border here on the, on the edge, like this. Now you might say that we
really need to model all of this and we could keep
it really simple. But I think one of the
things that's really adds now to give this a
little bit more natural, LET I'm going to use
again self-selection. And with a small element here. I'm just going to
switch this around. There we go. Now of course, make
this smaller so that it matches the proper. Why do you would expect
from a proper size? Let's give it a little
bit of a switch there. I'm, one of the
most common things we 3D is that it's too perfect. So by making it not as perfect, slightly skewed and stuff, That's what's going to give it the look that we're going for. So let's bring this
to the center. What, let's combine this
into a single object. Scale it down and
look a little bit. And it's gonna be right
there floating on the, floating on the, on the
center of the stage, right? Super creepy. Now, I do want to add a tooth That's like resting
on the underground. So to do this, I'm
going to isolate this. I'm gonna go to the front view. And I'm gonna go to Create
curve Tools, EP curve. There's going to
start right there. I'm just going to start
clicking a couple of times. I think we'll go
there underground. And then a couple of
more now, I know I can't see it because it's isolated. It's right there. So you can see. Now again, just to give
this thing a little bit more for believability, let's spare around with how
we will expect the gravity to fall and to get this
chord on the ground. So all of this chord, the team would be on
the ground like this. Should look like It's
actually like Hanging. Let's go to the right
view because as you can see, it's really flat. So on the right view, we're of course going to move the chord back to the
balloon like this. We can play around with the perspective on
the right B as well. I know this is not
like a modeling class, but hopefully, hopefully you understand that having this
are like little details are. That's what it's going to make our compositions
even better. Now. Um, if we grabbed the Earth, it's way, way too thin. I thought it was
going to be longer. That's fine. We'll just scale
it a little bit. It seems like it's fine. Let's just bring this down so
that it touches the floor. Again. I rotate the chord a little bit. And then I'm gonna go into
the control vertices again. And this one is
we're just going to push them up a little
bit like this. Maybe this one's, one
of them can go up. Again. It should look kind of
like relaxed, right? Let's go to the object mode. This, I'm going to
freeze transformations. I can move this back like this. And a little. There we go. Now we're going to use this tool which is called the suit mesh. You can also find that
here on Create sweep mesh. And it's pretty much just
going to create a course. That's pretty much it. I'm just going to reduce
the size of the chord. And that's it. Now we
have a very nice effect. I'm going to say real
quick, this guy, I'm going to add a new material, Arnold, to the surface. Let's call this a red balloon. On the color of the object
is going to be red. I actually got to
make this metallic, sort of metallic and
metallic balloon. I'm going to increase
the roughness. And for the course it's
going to be a white courts. So just Arnold extender
surface and just increase their office because
it's supposed to be a rough material. Let's call this M course. Again, we say real quick, we go here and
we're going to see a render update full scene. So it loads the new
materials and he loves the new models. And look at that. Nice, nice, nice,
nice, nice, nice. I think the metallic effect, it's a little bit too much. So I'm going to stop it. Let's go, let's
delete the history here and we're going to
bring the metal is down, so it's plastic plastic balloon. I'm kinda wondering
if we want to add a little bit of surf
surface, sea surface effect. Or maybe like transmission, like a little bit
of transmission. Like if we had a love
of transmission, we might be able to see
through the balloon. So it's or like a
like a thin plastic. I think that could
work in the front going to change the color of
the transmission to read. So we can see through it. There we go. Now, again, talking about a composition, we need to be sure that
we understand where we, we positioned this balloon in the most like,
creepy possible way. We're going for a very
symmetrical composition. Now, if this is a
shout and we want to, we want to imply
that this shadow, is it the clown? It will be cool if it looks like the shadow is actually like a
holding the balloon, right? So I'm going to grab the
balloon and the core. And let's bring this
thing towards this side. Again. It's to kinda imply that he's
holding the balloon, right? I kinda wanted them to
be out of the light. So like this. Now the court of course, to scale it a little bit so
that matches the new scale. So right about there, the court is going to be important
as you can see, because it's going to tell
us how the bonus attached. I do think that courts a
little bit too thick steel. And the cool thing is we still
have the node right here. So I'm gonna go half
this appoint one. It's gonna be like
really, really, really think cord
is just going to barely a bounce some
of the light around. So we can kind of see it there. Even that one seems to be
a little bit too thin. So let's go 0.05. I just want to like a super, super thin thread,
like floating around. That's also going to give it
this very creepy by right, because we're barely seeing
the thread that's holding it. And now, again, to imply that this shadow is
holding it subconsciously, subconsciously with telecom
nieces or something. Well, we can do is
we can add like a, like a cylinder or
a box or something. So doesn't really matter
which shape we grabbed. But if we make this like a
elongated shape right here, and we bring it to
the side right there. Now it's going to look like
he's holding it right? And you're not really
going to see it because of course
he's not holding it, but it's just the
imply that he is. Now. Here's where I'm, I want to try and do
something interesting. And again, this is that there's a famous quote that says The devil is on the
details, right? So, well, first of all, let me lower this
thing right here. Because it was looking
a little bit weird. So it says, there's
a very famous quote, I repeat that says the
devils and the details. So I kinda wanna see the shiny creepy eyes
of the character. Even though again,
this is going to break the physicality of things. But if I were to delete
these faces right here, technically, if things work the way I'm
expecting them to work, we're going to see two holes
on the shadow that are going to read like or
could read like ice. I don't want to have
two more spotlights. They are too low lights, but just that little
effect right there, I think works quite, quite nice. It's, it might be
very, very subtle, but I think it's there, I think it's there and
it looks interesting. I do want to grab some of
those vertices right here, like scale them out. Maybe. Now what we're going for
this sort of like it, the buyer might as well go for full Crazy Clown
right here, right? So there we go. We've managed to create this
very interesting effect where we have the shadow. I think the shelves have a
little bit too big though. No, I have to find
the perfect balance. There we go. I think that
looks a little bit better. So there's the secret. Now. Now I'm actually thinking
about like, yeah, I like that thing, but let's
hide it a little bit more. It's two on your face, right? So we hired a little bit more. We might be able to create this sort of like
mystery effect. And these are the decisions that you're constantly
going to be taking whenever you're working on a project around the scene, especially when you get
the artistic liberty to explore this kind of stuff. It's really, really
cool because you're able to think about all of the different
things that can be done and create amazing
compositions like this one. So now, the final thing that we need to do
is we need to go, of course, to come on, we
need to set this to full HD. We're going to turn on
our de-noise. Sure. So Dino is your optics is
going to turn on and I do want to turn on my lens effects. We've used this once
before. I don't think we want to do any sort of depth of field in this one. I think we want everything
to be in focus, but we definitely
want to look at the vignette and a little bit
of this thing right here. So let's render real quick. Oh my God, look at that. Not that much vignette. Stop it and give it another go. Just a little bit of vignette. And as you can see, right now, all of this fireflies are
glowing thanks to the bloom. But as soon as the
noise your kicks in, most of them are gonna be gone. And we should only
get a little bit of glow on the stairs, on the balloon and
other different parts. So yeah, there we go. So you see how all of the
fireflies get cleaned up. That's what we're going for. Shadows working really good. It's definitely going
to take a while. It's, as you can see, things are getting more complex and more
complex even though I have a powerful system,
still going to take some time. So just be patient and
make sure everything is set up the way you
want the patient. And yeah, I'm going to wait for the render to
finish and then we'll see the result of
the, of the whole thing. Or we'll do a little
bit of post-production in the next video. So hang on tight and I'll see
you back on the next one. Bye bye.
17. Post Production: Hey guys, welcome back to
the next part of our series. Today we're going to talk about the post-production
of our scene. Now as you can see, the
renderings still going. But 10%, I'm pretty, pretty happy with the results that we got so far. Oh my God. I press Space-bar again, my bad. So it's going to
render it again. I'm just going to wait
for this finished, but that's what I wanted to say. I find that a 10% is
just like good enough. So we already know how
to deal with that. We can go to adaptive sampling. And if I know the ten
per cent is good enough, then maybe lowering the sample. So something like six
should be more than enough. It's definitely going to be or should be a little bit faster. And as long as the
user does its job and cleans things nicely,
then it's fine. Usually for single images, like if you're just gonna
do a couple of renders, but they're not
going to be moving. Then as long as you have
a cleaned rendered, that's all you want
when you add in motion, when things are gonna be
moving from 1 to another. That's what you'd really
need to make sure that your samples and your
cleanliness that the noise turned everything is
working as nice puzzle because the blurriness that you get from the denoise will be visible
on the animation. So you really want to crank your samples up on
that specific point. But as you can see,
like right now, this is more than enough. I know that the denominator
is going to be able to solve all of these little points very easily and the image is
looking quite, quite clean. So let me pause this real
quick for this to finish. And then when it finishes, we're actually going
to save this image with a different format to talk about a couple of
things before we jump into the post-production
in Photoshop. So give me just 1
second. There we go. So the thing we're gonna
do differently is we're actually going to be saving
this as a multi-layer XR, which is just an EXE file. If we had layers, we will be saving all of the
layers, but we don't. So it's just gonna
be spooky hallway. And if we go into Photoshop real quick and
we opened the image, something interesting
is going to happen. What's going to change
here is the fact that a now we're going to set this as alpha
channel, very important. And this is what we get and it won't look the way
it looks in mind. And this is very important
when you export as EX Rs, we're exporting as a raw file. Remember when we talked about
the raw files and the sRGB, thanks, Well, that's exactly
what we're doing here. So when we see this in Maya, This is the sRGB. This right now is the raw file. But the cool thing about the raw file is that
we actually have a little bit more room to work with several of the
things that we have here. So what do I mean by this? Well, what I can
do for instances, we can add some adjustment
layers and we can add the exposure adjustment layer if we start changing the gamma, now we're gonna be able to
lighten up a little bit of the scene without destroying
are overexposing things. As you can see where
our way, way, way, way more room to play around. We can also play around
with the exposure. And it takes quite a bit of time until we start
breaking things up. And even when we
break things suddenly when we read the
overexpose things, It's not really breaking them. As you can see, it's
not like creating super ugly colors or anything. It's just like making the
lights quite, quite intense. So we can play around with
this elements right here. I wouldn't recommend playing around with the
opposite as much. Once we're happy, once you're
like, Okay, you know what? I've done a little
bit of tweaking, especially kinda wanna recover a little bit of the ground here. I don't want things to be
extremely, extremely dark. Now we can convert this image
into an eight bit image and work with it or tweak it
in a more traditional way. The way you're gonna do this
is you're gonna go image. You're going to say adjustments
there, sorry mouth. And we're going to bring
this back to 16 bits. And we're going to say merge. What's going to happen? This
is going to happen at first. It's gonna try to do this thing. We don't want to do
this. We're gonna say exposure and Gamma,
very important. And if you leave it like this, it should remain exactly
as what you had before. Gamma is set to one
exposure said Syria, we just hit, Okay,
and there we go. This is now a 16-bit image. And all of the
filters that we have right here are going to
work a little bit better. So let's bring back some
of those cool colors that we had because right now
we're losing some of them. And I'm going to start by doing this with a color balance. So we're gonna go
to our highlights. We're going to bring some of
that nice golden elements. We're going to go to shadows. And let's go really, really cool on the
shadows. There we go. Again, at any point
we can either, we can even change
the blending mode of this things and create
some interesting effects. For instance, overlay,
freely crunches or colors and mix things
look way too intense, but we can lower this as
with anything here inside the Photoshop to
15%, for instance. And we'll get a very
interesting look. Now another thing we could do is before we add any
sort of effects, we could play around with the color lookup tables you guys remember from
the last chapter. And we can load some of
the lookup tables that we have available for us
on the data folder. For instance, are not
like this chemical one. That's interesting, that
looks quite nice actually. It gives us very
interesting cinematic look without really like
breaking a lot of the things that
we're going for. So do I like this
thing right here? I might bring the
intensity a little bit down to something
like like a 70%. And now we can even like
on top of these things, use this color balance
to punch things look a little bit higher in certain, in
certain directions. Let's go for a curse. I really like using curves. Let's see if we can. Like, I think I want
to go to the reds. I bring the rates down a
little bit on the shadows. And then let's go to the blues. Go for this very nice,
interesting yellowish effect. I do think we could benefit from a little bit of exposure. So just a tad bit here. It's something that's
also very important and I strongly recommend
you do this. Make sure to try the images
in multiple monitors or multiple screens
because sometimes the screens will look a
little bit different. So for instance,
if I were to grab this one and bring it to my
other monitor real quick, it's really bright, and this one is a lot
more contrast here. So some things you're
gonna be like grading stuff and making sure it looks very nice on your computer. And once you bring
it somewhere else, it looks a little bit different. Just keep that in mind. Let's have the vignette. We lost the vignette or we lost a
little bit of vignette. So let's add it back. Here we go. And again, we can play around
with the vignette, maybe in set to overlay so we don't lose
all of the effects. Yeah, I mean, that's
pretty much it. One thing that I definitely want to add this is film grain. I think, like some scratches and this one will be quite nice. So I'm going to say film
grain texture again. And we can look for
something like this, sort of like a camcorders stuff that you find like
destined right here. This is great. Let's copy this image or this one looks a little
bit better actually. You'll want to try and find the best possible quality like this one's a
little bit small. So it's probably going to
pixelate a little bit. When we do the overlay
or the screen. I think we're going to do screen and we'll definitely
going to bring this down. It should be very, very
subtle, very subtle. Because one of the bad things about this layers
is that they tend to flatten your
image because it's just like having a screen
on top of everything. So they do tend to flatten
the image is quite a bit. So just be careful there. You don't want to, you
don't want to kill all of this very cool things
that we've created. Another thing that I
have seen some people do for the renderers is looking
for textures, for instance, like grunge textures, and adding a little bit of this
effects in different parts. And especially if they have color like this one right here. If you have, like our
desk things right here, this is the stuff that you want. It, it does add some very
interesting effects, even if it has linked
the watermarked X, that's fine because it will add texture to
the whole thing. Especially if,
like in this case, we don't have everything
like super, super textured. This could potentially add some interesting effects
to the whole thing. Again, you definitely
want to go soft on this. Things like you don't want to overdo it because they will, or it will flatten your image. Okay, so as you can see,
it looks quite nice, but it is flooding the image. One thing I suggest
here is using masks, this little button down here, and you can mask
out certain areas. So for instance,
I really like the effect that we're
giving the pillars. But maybe we don't want that
on the back walls, right? Or in the other parts
of the picture. So we can just soften it up a little bit
in certain areas. And yes, we do have it. It's still there, but
it's not as obvious. It's not really like destroying the whole composition
or making it look super, super intense. This is where we
would definitely add like decals if you want to. Like, usually you would have this in texture
showing the moles. But if you don't
have time to do that and you're gonna do this
in post-production. That's fine. As long as it holds a single
image, it's perfectly fine. I'm going to add my letterbox thinking that I love adding. Because again, it gives us
very nice cinematic look. Kind of like cleans up
the image a little bit as well. I think it really helps. And yeah, that's I
think that's it. I'm not sure if I want
to add anything else. To be honest. Particles, like light particles, sometimes work. And again, that's the
kind of stuff that it's easier to add in
the post-production. So for instance, let's
go for something like soft light particles.
This one looks cool. As long as it's copy this image. There. Since it's black,
could just hit Screen. And then with a
soft round brush, we're going to fade
them out a little bit. You can blur them out as well. Filter Blur, Gaussian
Blur, something like that. Of course we can lower
the opacity as well. So those are the
kinds of details you, you don't see this because
it's not super obvious, but every single
image that you see on the Internet is
probably going to have a little bit of
post-production done to it, even if it's just
like a basic contrast or saturations and
stuff like that. It's going to have something, that's something it's what's, what's gonna make things
look a very, very cool. So I like now that I
mentioned saturation, how would this look like
a black and white image? Quite nice. Maybe a little bit
less saturated. The works fine as well. There we go. Oh, yeah, There's one more
thing I want to show you, but for this, we're
actually going to have to combine all of the images. So this is one of the, one very cool trick. They use this a lot
in sci-fi movies and in scary movies like this. It's called chromatic
aberration. So in old cameras, in defective cameras,
there's this effect, especially towards the border. Of the image that's called
chromatic aberration. So usually in any perfect lens, all of the colors should reflect and then moving the same way. But sometimes, sometimes
especially when cameras again, there are a little bit faulty. What's going to happen
is that the red, green, and blue channels of
light are gonna be split. And towards the edge of the image you're going to
see this sort of like, well, it's called
chromatic aberration when things don't
perfectly line up. And it really adds this very uncanny
valley feeling to it. So here's what I'm gonna do. I'm gonna go all the way
down to the, to the image. I'm going to grab
everything here. I'm going to hit Control
Shift E, or sorry. Let me control C,
Control Shift Alt E, that's the shortcut
Control Shift. Alt eats four keys
and that's going to combine everything
into a single image. Then I'm going to
duplicate that image. I'm going to grab this image and I'm gonna go
to the channels. I'm going to grab
the red channel, and I'm gonna move it
with my arrow keys. I'm going to mark key, select the whole image. And I'm going to move this
channel to two taps to the, to the right, so 12. And then I'm going to
grab the blue channel. I'm going to do the same
to the other side, 12. So now what I've done
is I've pretty much shifted the colors slightly. Okay, So each, each
channel is slightly, slightly different channels
should be they not move. Try that again. That's really
weird. There we go. So let's, there we go. So
12 pixels to the right on the red channel and 12 pixels to the left
and the blue channel, as you can see, that's
a little bit too much. Let's, let me go back one pixel. So just gonna be one
pixel to the right, one pixel, one
pixel to the left. But as you can see, we get
this very cool effect. Compare this to the other image like this, say clean image. And this is the chromatic
aberration image. And we get that interesting
rainbow effect. And it might not look like, much like people
won't really know this. But it's
going to be there. It's gonna be there on your
image and it's definitely going to give a different
feel to the whole thing. As you can see right there. Now, usually it gets a little bit more intense
towards the edge. So I've seen some people go to the edges and extend
it even more. I didn't think that's
really necessary. But if you want to give it a try before feel free to do it. But yeah, that's the, that's the chromatic aberration effect. And again, that's
one of those like a real life artifacts
that happened on cameras. And that can really help you
get a very, very nice image. So I'm just going to save
this image real quick. Let's call this spooky hallway. We're going to save this
as a JPEG, of course too. We able to publish it online. Unfortunately, the JPEGs do suffer a little bit
of compression. But yeah, there you go. After about an hour, I would say for work, we got this very, very
cool interior image. Now, I wanted to do
one more render, or actually a couple of more
renders from the scene. And let's see how they look
from different angles. I wanted to show you a
very nice camera trick that we can do to create
a cool little effect. And then we'll jump onto
another interior scene and where we'll explore a little bit more of
a friendly light, a little bit more, more
whimsical, more magical. So yup, hang on tight, and I'll see you back
on the next one. Bye.
18. Camera Angles: Hey guys, welcome back to
the next part of our series. Today we're going to cover, today we're going to continue with the next part
of our series. And I just want to
show you a couple of extra angles that
we can get here. Now, remember, if at
any point you're like, Man, I actually really
liked this one. And I felt, I felt like after the competition we
got a little bit too clean. Don't worry, we can
just save this one. Let's go back to Maya. Maya, we can just save this
one as a JPEG. So if we go here and
we just save this as a hallway, that's
called What's wrong. The jpeg could just bring
this into Photoshop. Let's open a real quick. There we go. This is the rock hallway. And then we just bring
this thing in here, even though this
is a 16-bit image. Let's just scrub with M,
grab the whole thing, V, drop by, drop it here. There we go. The RGB channels, sorry, my bad. There we go. And if we turn this guy off, and we'll just bring this
all the way down before the effects and the
layers and everything. We're of course going to
get a different effect. This one right here,
it's a lot darker. I wouldn't, I wouldn't publish something like this because
it's really, really dark. And sometimes when things
are way, way, way, way too dark, It's difficult
to see what's going on. That's why I prefer
this one right here, which is a little bit
more illuminated. But yeah, of course
you are free to do whatever works best for
your specific beats. Now, let me get a new camera. I'm gonna go rendering camera panels looked
just selected. And I want to find another, another view like this one right here from the top of the screen. Now, of course, the light setup from the
top of the screen is not going to look the same as what we have
from the bottom. Because all of this
composition that we did was specifically made to make it work from that
specific angle. So as you can see, when
we do this right here, it's going to make
it look horrible. It doesn't look nice at all. The materials are not showing. And this is one of those
things that allow people don't think through as much. But when you are working
on the set, on a film set, there's gonna be
lights in the ears for specific situations. Yes, there's gonna be
certain scenes where the illumination is going to work no matter where
you're shooting from. But you will always be
moving lights around depending on the setup of where the actors are
going to be a standing, where the main
action is going to be happening,
etcetera, etcetera. So what I wanna do here is, since this is the elimination, It's working from this
angle right here. I just want to show
you very quick, like camera trick
that we can do. This was made famous by
a super famous director, which is called Hitchcock. Alfred Hitchcock. And Alfred Hitchcock
creating a movie or a film, a movie called vertigo. And I believe it was in
vertigo where you had this, a very interesting effects. Where the camera, where
the character was looking from a tall building and it felt like he was
being stretched out. And this effect is he's
super, super cool effect. We're not gonna be
able to see it under render because it will take
quite a bit to render. But I'm going to show you
here on the viewport. You're going to see
how this changes the way we see the scene. So the effect happens
thanks to two things. We're going to start with
a normal focal length. Let's say something like a 24, something like this, actually now Let's start with
something like a 35. We're going to start with
the 35 focal length. I'm going to hit S right here on the camera S. To
save a keyframe. Then what's going to
happen is we're going to be bringing the
focal length down. We're gonna go from a 35
to something like a 60. It's going to be like super,
super long, like this. Okay. Maybe not that much. Let's go like 18. There we
go. Something like this. And we're going to hit S again, or we're just going to click
here and hit Set Key because we did not so keen on the first one actually
fund those ones. We do need to right-click and manually set the key
for this specific one. So set key. So now what happens
is as the movie goes forward or as
the animation starts, you can see this sort of
like stretching going back. But this is an
interesting thing. We have not moved
the camera just yet. We're just keeping
these things are now on the same place. We're just changing
the focal length. If we go to the first
frame to frame 0, let's select the
camera right here. It's this one. If I'm not mistaken,
if we go to frame 0. And then as we move the
focal length, the back. So as we get more of the room, we push the camera for worth. What's going to happen is
we're gonna get a super, super creepy effect where it looks like we're
being stretched out. Look at this. This is the typical leg when something's going to go
wrong and you're like, Oh my God, the monster
is going to attack me. Or like maybe you just turn the corner and you'll
see this balloon and you just immediately field is like your stomach sinking down. This is where you would get this sort of trigger
when you will just move this camera in a
super, super intense way. And the effect is
achieved because we're both pushing
the camera in, we're moving the
camera in towards the scene and we're bringing
the focal length down. So we create this
juxtaposition of things where two different
though like a perspective, are competing against each other and we get the
super intense effect. So the effect, or the most intense part
would be here at frame 70. And if we take a
look at this render is going to look like
super, super stretch. Let's go to camera shape one. Yeah, that's the one. This
is what we would get. Now, if you want to use this
one as your final render, then you're welcome
to do so as well. Feel free to just
render this will now then use all of the post-production and
things that we just did. And you're going
to have something that looks really, really cool. Again, if I wanted
to render this out, I will need to render the
full animation sequence. And it will look really, really cool, really, really scary, but it's definitely going to
take a couple of hours to do so because we have 17
frames in this case. If it's taking, let's say two minutes per frame or
one minute per frame, it's gonna be a little bit
more than an hour, right? So if you have the time to
render, go ahead and do it. It's going to look
very, very cool. I'm actually going to see if
I can render this 70 frames. It's a little bit too
fast and prolly gonna do a 120 frames to make sure
that the effect is really, really nice, really consistent. But yeah, I'm probably
going to have to leave this
overnight rendering. So that's it for this one guys, we're finished with
our first interior, a lightening, hopefully
all of the tips and tricks that we saw here,
how to play slides, the Goebbels, using
shadows to create interesting narratives
and everything are of course useful to you
and make sure to practice, make sure to get all
the way to this point. Try to get an interesting render out of this haunted the hallway. And I'll see you back on the next one where,
as I mentioned, we're gonna do one
more, one more interior seat and then we'll
jump into the final project. So hang on tight and I'll see
you back on the next one. Bye bye.
19. Interior Golden Hour: Hey guys, welcome back to
our next part of our series. Today we're going
to continue with at the interior rendering. We're gonna do a couple
of more renders. And I want to show you some very important concepts that
we're gonna be using. Or it can be used a lot, a lot, a lot in a
renders for production. So when we're talking about architectural visualization
or when we're doing the rendering
of an interior scene, you're usually going
to have to define what time of the day you're
going to be doing this. And as you can see, this is the first one
that we're gonna be exploring and it's
called the golden hour. Golden hour occurs at them in the morning when the sun is rising and also
in the afternoon, it's more usually referred to
as in the afternoon because no one really likes to wake up super early to go and
take some photos. So everyone waits until
the end of the day, right? So this is the kind
of shots that you're going to have and they
tend to be very warm, very like what's the feeling like your home or you're
about to get some rest. Like there's, there's hope, there's happy
feelings surrounding this sort of our renders. And it's again, very,
very common to have them. If we take a look, for instance, at Toy Story, story three, final scene, it
happens in a sort of like it's not precisely the
golden hour in this case. But that's the sort
of feeling that will try to evoke, rightly. We tried to get this sort of like everything's
gonna be alright. We have this warm tones. I remember there was this scene in Toy Story chew with Jessie. Jessie scene where
she is, There we go. That's what I'm talking about. So this is what I meant. This is the sort of, again, the golden hour sort of
effect that we're going for. And again, as I mentioned, it evokes the feeling of, of good, Good Feelings,
Good elements. So of course, this is not
the great scene, right? Because it's, hopefully I'm not spoiling this for everyone, but it's the scene
where she gets abandoned after the
end of the day. And it could also evoke
nostalgia and things like that. Now, how are we going
to set up our lights? Well, first of all, I have a
very cool file for you guys, which is this robot room start. Unfortunately, I don't
have this one texture. We're now going to
be using textures. This chapter is going
to be a little bit, a little bit shorter than
the ones that we had before. Because the concepts that
we're gonna be covering are, I would say, rather simple. And then we can jump onto the more interesting things for the next couple of chapters. If you've seen the intro video, then you know what
I'm talking about? So yeah, this is the
one that I actually did this scene probably
like ten years ago, about ten years like
it's seven years ago. It was a really,
really old scene and it was one of my
first Maya projects. So it's here for you. We're gonna be using all of
the techniques that we've learned so far to create
a very nice composition. So I'm gonna save this scene S, so that we don't
have the same issues that we've had with
the other ones. Robert room. Let's
call this golden hour. There we go. So the first thing we
need to do as always, is create a camera, right? So we're gonna go rendering. We're going to create a camera panels, look
through selected, and we need to decide where
we want to place our camera. Remember that the
camera is an actor. So depending on where
we place the camera, It's the kind of message that we're sending
in the original, the original time or when I did this project several years
ago, a lot of years ago. The decomposition was meant
to be something like this. But you can change it around
if you want to go like this or maybe like up here
from the stairs, you're free to do so. Now, one thing that
you will know this is the fact that we
don't have walls, right? We don't have Watson, we
don't have a ceiling. This is something that we
definitely definitely, definitely need to
change if we want our lights to be as
realistic as possible. Because otherwise, when we create our very
nice sky dome light here, we're going to have light
coming from everywhere. And yes, this could give us a very well illuminated effect. But I want to go for this
again, cinematic effect. And the more control we have over the lights, the
easier it's going to be. So I'm going to
create a couple of planes here real quick. I'm going to create
this one real quick. Here's a quick tip. If you press E and click,
you can select the screen rotate so that the snaps
probably know this already. But for those of
you that are not. There you go. We're learning. What's the word? We're learning? Modeling stuff as well. So this is gonna be our
back wall or right wall. And then we're gonna have
another wall right around here. And we're going to
have one final wall. One final wall right here. Thanks. Sure. It does
not overlap with the little arc that
we have there, just so that we get a
couple of a nicer shadows. If you're doing
this, by the way, if you ever do some of these techniques while
using a render engine. Like if you want to do this in real or unity or
stuff like that, things change a little bit. For instance, those
engines don't really like things to be
completely thin. They don't react as
well with lights. So you would probably want
to have something like this. Now here's one thing
that I can do. Even though I do want to
have all of these walls, I can save all of them in a render layer or
in a display layer, sorry, and just turn
this into templates. And once we render, we just turn this
on and that's it. Now, here's my tip for choosing a good HDRI for when you're gonna be
doing golden hour stuff. It's perfectly fine. If you go here to, for instance, to sunrise, sunset, you're
going to find a lot of this. It's perfectly fine
to select one that has the exact terms
that you're going for. But as you can see, it really changes the
way things feel. Depending of order not wearing
the nature rocks in a city like things change
quite a bit like this sun setting that Chuck
query, it looks very good. I usually like selecting images that have the
tones that I'm going for. For instance, like this,
this guy is on fire. And I usually like to go for
images with soft shadows. And the reason is if I want
to add a long shadows, which is what we're
gonna be doing. I'm going to have
more control over it. Because if we were to select sunsets like this one right
here, that this cape heal, it already includes this
very hard long shadows and it's going to be very, very difficult to move
the light around to make sure it matches exactly
what we're going for. So in this case, I think
since we're gonna go for this very nice colorful sky,
this one is really good. This overcast
pinkish oranges sky. So let's download
this real quick. Let me go to my Downloads here. Add this one is also
gonna be included, of course, in your
source images, you can download it again,
or you can download a different one if
that's what you want. And I'm just going to
select this one right here. My sky dome light. We're going to go into our color and we're
going to select a file, and we're going to
input the file, which is the sky is on fire. There we go. Let's select a
camera, I guarantee Let's call this a shotgun. And let's go panels and
look through selected. Now we need to decide
about the focal length. Remember, the focal length
is super-important. That's another way in which
we can control our stuff. So give me just 1 second guys. So with the focal length, we're going to be playing
around with a low focal length. You never want to go super, super low unless you're
going for a super extreme, like if you go to eight, it's kinda like a fisheye lens. And I mean, it could work for a certain types of things,
but not for this one. So let's go for something
like an 1818 is it's good. No, actually that's a
little bit too much. Let's go with a 24. There we go. 24 is it's a little bit better. Now it seems weren't really thinking about the competition. We also need to think about
whether or not we wanted to have a little bit
of what's the word, the depth of field, is
that something that we're interested in
having here in our scene? And to be honest, maybe yes, maybe just a little bit
the focal depth of field, but not yet, not yet. Let's take a look at
how this looks first. So I'm going to say real quick, make sure to set up or
whatever you're working with. In my case at GPU, I'm not going to
change my samples right now. I'm going
to keep them low. And I'm just going to
say Arnold Render. Now, I know that
throughout the series, I have not actually made use of the initial advice that
I gave you guys of bringing these things
or are playing with the elements with a
really low resolution render. That's because I want
to make sure that you guys can see as
much as possible. But again, if your
computer is struggling, trade rendering really low, and then I'll bring
up the size of the samples as required. One very important thing we
need to bring this back. We can keep this as
reference actually. And if we keep it as reference, it should be working. Should be able to see this. A lot of light though. Missing something feels like
there's a lot of light. Let me delete this layer. Could be affecting the way this is looking at,
shouldn't though. I'm not sure if this is
actually responding with what I just showed you or
I just mentioned about Arnold, are first of all, let's grab our HDRI
and let's rotate it so that the sun is actually
coming through the windows. We have a beautiful
look at the sunset. There we go. We do have a very big windows, so that could be it, that could be the factor here. I feel like we should have
a little bit more depth. I'm going to grab all of
these guys right here. The, the initial walk
that we created, I'm going to Control E to keep them on love with an extrusion. Let's see if that helps. Because it could be that
light is bleeding through. Let's do render
update full scene. It could be the light is
bleeding. There we go. Yeah. Bleeding through the
through the plains and we're getting we're getting like super lit surface and that's
not exactly what we want. So as you can see, we are getting this very nice
soft light into the scene, but we definitely need to help the fold and a little bit more. So here's where we can use
the portal light again. I apologize for my
dogs are usually record at night when they're not making that much of a mess, but it seems like
something's out there. We're going to use
this border light. And if you remember from the
haunted hallway that we use, this portfolio is
supposed to help us, are supposed to help
the image here. Let's update the
render scene again. It's supposed to help the
photons get into the room. You can see yet there is a
little bit of something there. So I can definitely see some of the light going
inside of the room. So let's go to the samples now. I'm gonna go to adaptive
sampling enabled us so that we can see
a little bit more. And I really don't want
to bring the exposure up. I know we can grab this guy and bring the exposure to
something like a four. And I know that this
is definitely going to like it's going to add a
lot of light into my scene. But I feel like this is not
the right way because it's going to overexpose
especially the image. That we might get
some weird results. So I am going to expose
it a little bit, probably like a two,
but not that much. There we go. This is
like the soft light that we're getting
from the ambient. Like if there was absolutely
no lights turn on our scene. This is the sort of like bounce light that
we want to have. Now, I'm also going to turn off the with the word
divisibility of this thing. I don't like seeing this
thing because as you can see, it's, it's really overexposed. It's gonna give us a
really weird result. Though. Let's talk about what kind of
images we can have, right? So if we go for, Let's go sunset
CD window, right? Like if we can try to get like, what's the kind of like I'm sort of images that we
would see on a sunset. We can grab something. Like imagine that we're looking literally
through the window and see what we
will be looking at, are taking a look at something
like this, since fine. Just going to save this image. And I'm going to save this on our image folders because
we're going to use it. Hey, those formats. So you can grab again any, any sort of letters. Isn't
something different? Let's look sunset,
see the skyline. If we look for this, we're gonna get this
sort of pictures. And again, you can
imagine that if we're looking through a window, this is something close to
what we would expect to see. Maybe whirling one of those
super big skyscrapers. I'm trying to find something
that's like not super, super like this one.
This one's fine. It's a little bit high and they were really high, but
it's going to work. So I'm going to copy this image. I'm going to bring
it into Photoshop. So let's paste this image. Let's make a little bit bigger. I'm going to blur it. So I'm going to say Filter Blur, Gaussian Blur quite a bit, not a lot, which is quite
a bit something like this. And we're going to
save the scene. And of course I'm going to save the scene on source images. And that's a JPEG file
and we're going to call this sky line. There we go. You can do this at the very end then in the post-production
part of things, somethings like cool to
have this in here already. So I'm gonna create the plane,
just make it really big. I'm going to assign a
new material and this is very important on
the Arnold options. We're going to assign
something called a flat, this one right here. So the air flight
is just a color that receives no
shadows or no shelves. There's no there's no
elimination or anything is just literally a flat
color, just the texture. And we're going to append
this one right here. So if we press number six, we should be able to rotate this around and position this. Let's go to our camera, pounds electro selected, and
we can position this plane. Let's play right here. It's just the one. Hand, the wrong section. There we go. So we're going to position
this plane right there. Let's go back to our shock camps panels looked for selected. We can grab the plane. Yes. You can scale it up. Push it back. There we go. Let's move the competition
down a little bit. And that's it. Now, very
important on this one, we're gonna go to
Render sets and we do not want to cast or
receive shadows. We don't want that. We actually, we do want to be invisible
and refractions, reflections. That's fine, but we don't want to to receive anything and what's going to
happen now if we render, render, update the full scene is that that image is going to be exposed at the intensity
that we have, right? So as you can see, that's exactly the same amount of color. There's no more light. Even if we expose
the HDRI super, super heavily, this image would still remain at
this exact element. And as you can see,
it looks quite nice. So as a backdrop,
it really works. This is a perfectly valid way to add images to your compositions. Usually again, this sort of thing is done in
post-production. But if you feel like, it feels weird or you don't like the
competition or something. This is a great way to do it. Now how do we get more light
into the scene like we, now we want those long, nice shadows going
into the scene. This is where we're
gonna be using one of our area lights. Right? So we've actually yeah, let's just
the area lights. Let's go Arnold lights
and we're going to use, and they're like, what can
show you another light? You can actually use the old
Maya like directional light. But what I don't like about the directional light
is that the angle of the shadow doesn't look as good and we don't have as much
control over things. So I prefer working a
little bit more naturally. Now, how can we
fake a son, right? Like Is there a way to focus
on in the answer is yes. If we make this thing
really, really small, remember the smaller
the object is sharper, the showers are
gonna be and we'd like rotate this thing around. Let me get rid of the screen. Rotate now that we
have this sort of really flat long shadows going to words like
that part of the wall. We're going to increase the
exposure here quite a bit. And we're going to start
seeing how this looks. So 25 is a way too much. Let's bring this back. 101515 is working a
little bit better. As you can see right
here. We definitely need to work with this breath. So in this case, we want
the sun to just like give us this very nice long
shadows that we're seeing right there.
This is also too much. Now, I think this is seen as
not in the real-world scale. So that might be why these numbers are way,
way, way too big. Let's go back to
something like a 12th. Hello folks, a
little bit better. We're definitely going
to use temperature. It's definitely going to
be a warm temperature. Really nice warm temperature. Or, or if you feel like you can match the
color of the element, you can turn this off and
go to elect to the color, like you maybe want
to go for this sort of like reddish, pinkish, sort of like interesting.
Interesting. What's the word sunset? Let me bring this back. Push to the side a little bit. There we go. So now
as you can see, we're gonna get this
very nice long shadows on the objects that are very, very close to what we would
expect from us and said, I think it was a
little bit too much. I'm going to bring this back. There we go. And I do think the shadows are a little bit too harsh
like normally yes, with sun, so we
get harsh shadows. But I like when the border of the shadow is a little bit soft. So I'm going to add a
little bit of softness to that border right there. Maybe we can rotate this
a little bit more so we get a little bit more
light on the coffee table. Let's keep the shadows
more like this. There we go. And we can increase a
little bit exposure. No, not that much. There's something like,
well, there we go. Now let's bring the temperature down a little bit
more so it's warmer. And that's it. We get this very
nice, cool looking. What's the word? This very nice cool looking? Golden outward effect. Now, once we have this, this is where we can actually
start thinking about, okay, what kind of lights would we
have on the setup like this? I can see this light
right here, like a lamp. I can see this other
land right here. And that's when
we think can take some decisions like maybe, okay, it's the afternoon
and I'm gonna be reading a magazine here
on the coffee table. And I want there to be a
little bit more elimination. I want to have an extra, an extra source of light. So maybe I'm not going to
turn on all of the lights, but I will definitely change
a couple of things, right? So for instance, here, I don't remember
modeling a light bulb, so we're gonna get a
sphere right there. It's going to be a big sphere. Remember the bigger the
shape, the softer the shadow. So it's gonna be a big sphere. We're gonna go Arnold, lights, mesh, light, color, temperature. I'm going to keep it white. I think I'm going to
keep that one white. Let's go with a ten. And when we render, well, we should have right here. Let's stop this real
quick and always, always remember to update the
scene whenever you create a new light or you
create a new geometry, it's important to update this. In other words, we're
not going to get rid of salt that we want. Let me pause real quick. There we go. So as
you can see, this is, this is close to it and
this is one of a very, very common mistake that
a lot of people make. They don't like to
exaggerate things. They're like, well, isn't
the sun supposed to be the most intense light source
in the scene right now? Yes. If we were to
measure them bright, but if we're taking a photograph or if
we're doing this stuff, I would expect this time to be quiet, illuminated as well. So maybe ten is a
little bit too much, but we can keep it at
eight and see like a really nice light
contribution here on the couch. Now again, if we want to
go for this or like warm, nostalgic feel, yeah,
we can definitely make make the temperature
a little bit lower, right? Like if you want to
go super, super low, I think we're going to
like this is going to fall more into the super warm effect. But it could be,
it could be one of the good, good,
interesting result. There we go. Now, since we already
have this globe, we could duplicate it, but I actually don't recommend duplicating or
duplicating elements or lamps that you are using a light mesh width
or mesh light with because it could
cause some issues. So it's better if you
make them from scratch. So for instance,
this one right here, this one we can
actually would benefit more from a spotlight effect. So that means that would
go Arnold area light. And I'm gonna be using
this area light. I'm going to press V and
snap it right there. Just position it. So that's pointing in
a very similar way. And changes to eat disk. There we go. Push it back and we're not going
to see the desk, right? We definitely want
a little bit of spread or reduce the spread. And let's see how this looks. Let's try a high exposures
get again. And there we go. So as you can see this
thing right here, this is one of those parts
where it might be useful to set the visibility
of the camera or the, or the light to on.
20. Extra Lights: Hey guys, welcome back
to the next part of our series today we're going to continue with the golden hour and we're gonna be doing a couple of more
lights that we need on the scene to make it
look really, really nice. Now again, remember, we don't have any textures on the scene. This is just a basic
illumination pass or elimination process. And actually this is something that I
wanted to talk about because a lot of times when
I'm working on the project, especially if I know that I'm
gonna be doing some sort of like final animation or
something like that. I like to light my
scenes even if I'm not done yet with modeling or
rendering or stuff like that, I'd like to just play some
blocks and play a little bit with a life so they can get an idea of what
things are gonna be, seeing, what things
are going to be. What's the word more important
on the whole element. And that way we can focus on making sure that everything
looks as nice as possible. So don't don't be worried
if you are working on the scene and you want to start lighting and creating
some renders. This might not be
the final renders because of course,
we're missing the, what's the word, we're missing the other textures
and everything. But he will give you a really, really close idea of how
all of this will work. Now, I want to talk about
a weird shapes that you can use to create interesting
illumination effects. So imagine that we
have this lamp. It's made out of, Let's end. This lamp is not a circle, it's not the light bulb,
It's actually a ring. So we can go Create
Polygon Primitives and create something
really, really crazy. I've actually seen some
really crazy stuff. That's your left.
Let's go crazy. Let's go. We'd like a helix thing. So what I'm gonna
do here, so I'm going to grab this helix and I'm going to make the
coils little bit more intense. I'm going to make the width or the radius definitely
thinner, something like this. There we go. And I am going to reduce
the amount of subdivisions. Because the more
subdivisions you have, we're gonna be using mesh
lights, as you might imagine. And the more subdivisions
here you have, the more intense
this is gonna be. What they can do is I can
create a really complex shape. You've probably seen this sort
of like modern art pieces. Where were they? Just
like well together, a lot of like crazy
looking stuffs and it's just like a really nice
looking magical lab. We're not gonna,
we're not used to. Or what I mean by this is we're not actually
going to see it. We're just going to combine this whole thing into
a single object. It's going to be above
our whole thing. You can imagine this thing
hanging from the top. Maybe it's made out of
a lot of LED lights. And this thing is just
gonna be a mesh lights. I'm going to go Arnold lights. I'm going to create
a mesh light. I do want the shape
to be visible. So I am going to make
the light visible. And if we go to
the render setup, so we render of the full scene. By default, of course nothing
is gonna happen, right? We render. Yes, we do have one
extra light up there, but it's not really
going to do anything. We need to increase the exposure because we have a
relatively big scene and without having that
exposure is going to be a little bit difficult
to, to see anything. Let me pause real quick
because this thing seems to be stuck. As soon as I said
that it got unstuck. So there we go. And now, Yeah, Let's just
going to increase this into a more interesting effects. So as you can see, I'm sampling are making this exposure or setting
this exposure to ten. And as you can see, there's a lot of samples everywhere I'm definitely
gonna be using color temperature is
gonna be really nice, warm color that we're gonna
be getting onto the scene. So we are not mandated
or we don't have to always use traditional area lights are
spheres and stuff like that. You can use weird shapes and it's definitely
going to give you a more interesting look
right now we're not getting any weird shapes
because remember, an object won't create shapes. Like if you have,
what's the word? If you have an object
emitting light, It's not going to be
projecting any sort of shadow. Now if you were say, Hey, I would love to have some
sort of shadows here. Well, there's a
couple of functions. Maybe we can grab this
object right here. Let's duplicate this. And this, duplicate it.
Let's delete the lights. Let's grab this thing. I think it highlights
it or something for for recent or let's just
right-click assign existing material and let's
assign the lumbered one. It's very weird doing it. Let's duplicate this again. Don't want this. And then here we do have primary visibility
and everything set up. That's really weird,
I'm sure other ego. So the object display disability was thrown off when we
created the shallow. So maybe, maybe what's
happening here is that we have this very cool lamp and like in-between this whole
like clothes and stuff, there's like this
metal framework and others like let's embed it in-between all
of these elements. And we have this geometry, like this actual meshes that are intertwined like a
Medusa head or something. Let's close this and
just render again. And then now, now that should
project as you can see, some very cool
shadows right there. If we go back to our shop camp, we might expect to see some interesting shadows being projected on some parts
of the floor, right? Yeah, that's that's the way we can illuminate this
in right here. Now we're going to talk
about illuminating this bar right here, because I don't want
to add more lights. I think we have enough lights. I think this looks
very nice, very warm. If we were to add, for instance, the lens effect and
we add a little bit of the bloom that we have
here and we increase or decrease the threshold
to make things like Bloom a little bit more with play around with
this sort of like again, golden hour south sort of thing. But I think we're missing some light here,
like on the back. And again, I don't
really want to have like one
specific light bulb. It wouldn't even
make sense, right? Because we don't
really have anything. So here's where we can
use something called a light feels very similar
to what we did on the, on the, what's the
word on the whole way? So what I'm gonna
do is I'm going to create an Arnold light. It's going to be
another area light. And it's gonna be
it's kinda it's kinda the gunner help the ceiling bounce more light
into the scene. Because we know that
in a normal house, when light enters the room, it bounces everywhere, right? On the floor, on the
walls and the ceiling, and it fills the whole
the whole scene. But I know that right
now if I only left my HDRI doing all of the work, it wouldn't be able to
feel the whole thing. So by adding this like super, super big panel of light
here on the top part, I'm gonna be helping the ceiling bounce more light
back into the scene. Okay, so we're gonna
start with exposure for, and again, as I've
mentioned before, when you're trying
something and you don't know what the contribution
is going to be, try using a weird color. So for instance,
right now I'm using the syrup purple color, not really seeing
much of a change. Let's try eight. Not
seeing much of a change. I'll change, sorry. Eight. Now I'm seeing a little bit
of that purple over here. Let's try at 12. There we go. So we 12, I can definitely see the change. So I know that 12th is gonna be a good number right there. I'm going to change
the color temperature and we're of course
going to be bouncing this sort of like nice warm
light coming from the sun. Now of course, this is
a little bit too much, so we're going to bring
this down a little bit. Maybe something like nine. And there we go. There's gonna be a
little bit more light, pretty much all over the scene. If we were to, let's
say, let's take a quick snapshot
here, stop this. And I'll take a quick snapshot. Turn the intensity off so
we don't have that light. Let's wait for this to render
and now we can compare. So this is width delight
and this is without light. And you can definitely see
that there's a little bit more like ambient light
going into the room. Again, this is not
something that you might find in every single
set physically, but in the digital world, we can cheat with this
sort of stuff and make use of this
very nice slides. I still think that they need
a little bit more balanced. Like I would like to see
a little bit more bounce. So what I'm gonna
do is I'm going to duplicate this light again. And now I'm just
going to move this around and have it
only hit those areas. In this overlap angle way. We gotta be very careful though, because as, as this
is a big shape, I don't want to have
a lot of energy or light hitting like the
like the lamp or anything. I just wanted to those
particular areas right there. Let's take a look at this. Let's hit Render. Let's play around with the
intensity on this one's going. I just want to make
sure that we see it feels like I need to update. Let's do a quick update. We go, I'm not
seeing the change. It's a little bit weird. Let's try more intense light. Really. Oh, silly me. I forgot since I duplicated this one from the one
from the ceiling, it had its intensity. One of course is going
to completely yep. Going to be way, way too much, that's too much
exposure right here. So let's go back to nine. Let's take a look. There we go. Now as you can see,
we have this very nice illuminated a
section back here and doesn't look like there's another life because this is such a big shape in
such as a soft like, sort of like like a softbox
that we have right here. It's kind of like
faking the fact that we're just adding this to, to bring more life
into the scene. This is a trick that's just all, all the time in CG. Like we add this or
like fake lights, fake bouncers to get more information into areas that we want to be a little
bit more illuminated. Same thing could be said about
this section right here. Like I, even though there's,
again, there's nothing. I don't have anything.
I could very easily just grab
one of these guys. And let's move this back. Scale this, and use this to push some light into that
specific section. So when we do this,
as you can see it, there's gonna be a little bit of light flooding
into that section, which is what happens
in the real world. Unfortunately, we don't have enough bounces out which we
could change by the way, but it's going to make
our render so much, so much more time-consuming. But it doesn't happen on what's the word on the
real-world, right? Usually everything happens
naturally in the photon's. Worked in a very
interesting way. If you're wondering node
like this is just a quick wildest thing
is rendering. This is just a quick history
of how Golden's work. I'm not like a physician or
anything or physics master, but from my understanding, photons will hit a surface and they will transfer
energy to that surface. Then the phone will bounce off of that surface and it will bounce
into other surfaces. And eventually all of
the energy is gonna be gone and it's going
to decay into, into all of the
different elements. So when the photons
that have bounced all over the place in their room bounced into our eyes retina. That's when we see, right? Because we're seeing all of that information being bounced
onto our, onto our eyes. So yeah, there we go. Look at this with just
a couple of minutes. It's been like about 30
minutes with the scene. And we've already have
something that looks very nice, very warm, and it makes it
very normal place that we could use others. Another film that I want to, I want to reference,
which is the Incredibles. And in the Incredibles, they use a lot of this
golden hour sort of stuff. So you can see right here,
like this golden hour, this close to golden hour, this is more like midday, which is the next one that
we're going to do. Here's another golden hour
and look at the tones, look at the sort of color balance and stuff
that we have, right? That's what we're looking for, that's what we want to
emulate or imitate. And as you guys know, we're still not done here. After we're done with this
one, we can of course, add things such as a little bit of
vignette, for instance. Just to give a little
bit more contrast there, I'm going to have
like 0.9 vignette. And we can have, of
course, our Dino is your optics which is going
to clean the whole image. Has this renders. Didn't know she was going
to do a better job. And for instance, we can
already add something like a like a color, correct. We're actually know rather
than the clerk, correct. There's another mapper here or another thing
that's really cool. Let me remove that one, which is called a D white balance. White balance is really
good because it works in a very similar way to
how the temperature works. And we can change this. And as you can
see, we can change this to, for instance, sun. And it's gonna give
us a little bit of a different effect, daylight shade overcast. Well, that's incandescent
overcast for instance. So I'm gonna go with sun.
You can see that makes it warmer or we can change
this to temperature. And in the same way as
how we control the lamps, we can make this thing cooler
in this case, or warmer. So it's, it's kind of like a, like a global color balanced
that we can do here. Again, I wanna do this as a different setup
inside of Photoshop. We're going to do a very quick, very quick pass
with a filter and a couple of layers as
we've already done. So yeah, so we don't
really need this one. Let's remove it. And that's it. We have our very nice golden hour effect and feel free to play around. Feel free to use more shadows, less shadows, more
light, less light. So you're free to experiment and find the best possible solution
for this kind of rooms. But again, this is something
that's super, super common. Golden hour is one
of those things that you're always
gonna be doing. Directors love to shoot
in the golden hour. The only unfortunate thing about the golden hour
is that you only have it's about 30 to 40
minutes, sometimes even an hour. It depends on where
you are of time to do that because after that it's
just, it's just a sunset. It's very red, very warm. And before that is still
quite high the sun, so you're not gonna
get the best shots. So, yeah, this is the first
part of this exercise guys. This is the again the
golden hour part. And I'll see you back
for the next one, which is going to be midday. So hang on tight
and I'll see you back on the next one. Bye bye.
21. Interior Midday: Hey guys, welcome back to
the next part of our series. So do that. We're
going to continue with the interior midday. So this is a more, I would say, traditional look on the
rendering and stuff. It's actually gonna be
super, super short. This is one of the easy ones. The reason why this
is, tends to be a lot easier is because
when it's midday, the sun is up high and shadows are usually
underneath the subjects. So what I'm gonna do here real quick, and this is really cool. I can actually grab all of the
lights that we've created. You can actually go
Select all by type. And I believe we
can select lights. Now that's just highlights how that's a, that's a shame anyway. So I'm going to grab all of
the things that have lights. I love this guy is
this guy, this guy, this guy Control
G to group them. And it's gonna be
called the golden hour. Let's grab all of this for airlines and group them
all there as well. So as you can see,
we have all of these elements right here. And if we were to hit H to hide at that specific
layer and we render now, we're not gonna see
anything, right? Like there's absolutely nothing. Maybe just the I think it's
just what do we have here? The helix, right? Yeah,
it's not the one, so let's grab this
helix as well. I've got it here inside
of the golden hour, and there we go. Now, technically, if
you were to render, it will be completely,
completely black, which is fine. I'm also going to grab the
plane and get it in here. That way, when we render now it should be completely,
completely black. Now we're going to start
building from scratch. And you can actually
create multiple lights, like even multiple
sky dome light. And it's perfectly
fine as long as you don't have both
of them active. Okay, So right now, one of
them is hidden and that's it. Now if I were to render it out and now what's
going to happen? It's just a big white light
coming into the scene. When selecting HDR eyes, you want to select
a wants that again, are easier to control. And in this case, if
we go to just skies, It's better to select a sky
that is a very overcast, overcast skies are always
better because you have more control over how the
whole light is going up. It's going to happen if
you select this guy, the skies where there's
again a directional light, you aren't going to have
that directional light on your render. And it could be a little bit
more difficult to control. You can try it. Of course
you're free to try it. But I personally
like using ones that are like this one
where it's just the song up high and we have a very simple
normal effects. So we're going to
download this one. This is a Shank hi, Riverside. And we're going to
of course copy this into our source images
because that's the one that we're going to be referencing On this one would just go here file and we graph our
Shanghai at Riverside. There we go. Just 1 second. So yeah, now we have
this Shanghai sky. Of course you want to
rotate this thing so that this guy is closest
to the window if you want to get
the most possible. And if we were to check a render now we have something
very similar. We have this very nice blue hues going into the scene, as
you can see right here. Long shadows is what we hear. So we have a strong light
coming from the window. Of course, if we move this
around a little bit like this, Let's move this on a
little bit to the side. We're gonna get this just again, just normal light
coming into the scene. Let me turn off the lens effects so that we can see
what's happening. You can see that
still quite warm. And we didn't have
any temperature. I'm pretty sure we don't have
any other any other effect. So even though we're
using a very nice, like it's supposed to
be a neutral light. We're still getting
this very warm color. And here's where
we need to learn a little bit about
color balance, right? Like color balance,
balancing our lights. So I'm going to start
with an area light. Again. Big area light that's gonna
be coming from the window. I'm now going to
change the spread is gonna be a really soft, softer light coming
into the scene. So something like this. And I'm going to use
cold temperature during this a little bit up. So if we know or we see
that the light that we're getting into the
scene is quite warm. We can use a cold one, a cold light in this case, to balance that out. So let's bring this up to
a ten that was like that. Like the magic number two,
we're getting maybe 15. There we go. So now as you can
see, what's going to happen is that it's
not going to look as warm because we have a
different approach to things. So I'm going to try something
a little bit lower, maybe like a twelv food
that looks really nice. Try 13. There we go. That looks
really, really nice. And here's the trick. That's why I mentioned that
this one was going to be a little bit faster
than the other one. I'm going to assume that whoever lives in this department
is not home today. He went to work, he went to the park or something and he
turned everything off. But that doesn't mean that
there's not gonna be any light on the department as
you can see right now, the shadows and everything
is still quite, quite dark. So here's where we can, again, use the trick that we
use on the last video. Hopefully you saw the
whole video of course. And you didn't
just skip ahead to the cool parts because
we use this very, very big panel here that it's helping us a bounced the
light's kind of like a, it's kinda like helping
the photons bounce around and it's kinda like
giving them a second life. And that's gonna give us way, way more light here
on the interior. It's gonna look a little bit
more like a clear render as you can see right
here. But I like it. I'm definitely gonna
bring this down. Let's try 11. There we go. And feel free to add as many
of these ones as you need. So for instance, I would
expect that the back wall, the back wall here, to also serve as a balancing point for
the, for the elements. Now when we render, as you can see, we're
going to have this now. This back wall will definitely
have less energy than the, than the ones in front of it. So we can bring this back to something like ten
or even like a nine. And that we still get this very nice cool shadows here on the back parts
of the elements. But it's not gonna be like over, they're not going to
be overdrawn, right? Like we're going to have
this very cool effect and it's gonna look
like an overcast day. We still have this very nice
effect here on the window. Actually think I want to
rotate this around the HDRI. So I'm going to rotate it back. So you get the, there we go. Look at that. We get this
very nice effect on the, on the, the, what's the word from the
bars and the window. It's now being projected
here on them, on the walls. Again, here's where some
directors might be like, Whoa, wildlife, the shadows down
here are way, way too dark. Is there something
we can do about it? And that's what you as a surrendering artists
will need to use more of this feeling things to emit a little
bit more lights. For instance, I can duplicate
this one right here. I'm going to use
this one to bring some light here on the
underneath the stair. They started the artistic
decisions that you're going to have to make
every now and then. And yes, we are, as
I've mentioned before, breaking a little
bit of the things that you would normally find on on a set on your house. Like you're never going
to have your house with all of these lights
just playing around. But in CG, CG world, in the 3D world, it
really doesn't matter. What matters is that we can get these things to look
as nice as possible. So as you can see, I'm
getting some light there. Now be careful though,
because as you can see, this thing is getting
real close to the, to the stair and that's
illuminating the sterile, they're a little bit so we might want to just
like balance this out. Maybe you've been changed. Like here's where
we're using like a cylinder lamp is really good because
we could just get the cylinder in here. And since this is more of a
kinda like a three sixty, three sixty degree is going to make it look
a little bit more, a little bit more
natural thing we can rotate this like this. Usually the corners and the ceiling are gonna be
less affected by light. That's where we get the sort of like ambient
occlusion and stuff. But as you can see, by adding
that light right there, we're helping the
whole environment make it seem like light is bouncing in a more natural
and realistic way. And at any point, if we feel like that's a little
bit too much, we can just reduce it
a little bit more. So we do have a little bit of light on those walls,
but not as much. Same deal for this
guy right here. Like infant might seem a little bit stupid what I'm about to do. But believe me, I've had clients were like, Hey, wildlife, the renderer is looking great, but I don't like this shadow underneath
this object or back here. Can we get something? And
I always tell them, yes, of course we can do something, but just keep in mind that
this is no longer realistic. So if you tried to build
this exact set somewhere, it's not going to look
the exact same way because we are adding
more light than what, than what we're using, right? So we can add one big panel of light literally
underneath the table. And of course, lower the
intensity quite a bit. There we go. So now the shadows are done
or that they are not as big. Now that the closer
we can get it to the actual shape of the table, then the nicer is going to
look because as you can see, there's a couple of
additive shadows happening right there. And that's definitely
something that we don't want. So you'll want to keep
things as soft as possible even if we have to go above
or all the way around. There we go. So again, this is no
longer realistic. This is no longer the way physics works in the real-world. But it might save you from those clients that one things that are just not
possible, right? So as I mentioned, guys, this is a quick one. Honestly, when we're
talking about midday, like cinematography, there's
not much you can do. Like there's just a big, super big bright light in
the sky, which is the sun. And even if we were to turn
on lights here on the room, they wouldn't really make that much of a difference
because there's so much energy coming from
the, from the inside. And you can see
this on the video. It looks forcing
them photography. You can see this in scenes where it's like
I'm the outdoors. Like this kind of
seems like there's not much you can do on
the lightning department. There's usually
just gonna be one, maybe two or three directed
lights if you want to have a couple of rain lights and stuff, we'll look at this. There's just nothing or
not much we can do, right? And where you're gonna be able to play around
and make this thing look a little bit more
cinematography or a more cinematic
semantic is of course, with the filters, with the color balance using
this sort of like teal or orangey or pinky colors. That's where you're
gonna be able on to under post-production
side of things, you're gonna be able to
tweak this even more and get something looking way,
way more interesting. So I'm going to save
all of the slides. So we created here Control G, and we're going to
call this midday. And this is what I love about this exercise that we
can turn this one off. The other one on. It's pretty much the same thing, like we keep everything. So whenever I'm showing
clients this sort of stuff and we're playing around
with the lighting scenarios, it's always good to have
several options, right? Like, even if they're
not completely sure of what they wanna do, just show them a
couple of options. They don't take that
long to render. They don't think like
long to experiment with. And they're going to
appreciate it way, way more than just showing
up with one single idea. So I'm going to stop
it right here, guys. And in the next one
we're gonna talk about a dark scenes like in the night, like how can we light the scene? So it looks interesting
when we have a nine-hundredths on our rooms. So hang on tight
and I'll see you back on the next one. Bye bye.
22. Interior Night: Hi guys, welcome back to the
next part of our series. Today we're going
to continue with the interior night setup. And it's a very, very similar to what
we saw on the hallway. But they want me to talk about some very important things. First of all, as you can
see, I just grouped all of my lights over here and they are now part of the midday seen. And I've created this
new AI sky dome light, which is going to be my
night sky dome light out. This is the first
mistake that a lot of people make when they're
doing nine-hundredths, they will try and look
for a night HDRI. And the problem with doing
that is that you didn't have as much control over life as what you would have with a
normal traditional light. So as you can see, I went and downloaded this one called
Belfast the sunset. It's an overcast days. Yes, there's a sunset, but
we're actually going to be using only the
colors of the scene. It's a very empty scene and we're only going to
be using the colors. I'm not sure why we're
getting that sort of like super super rock color. There shouldn't be
that much of an issue. Let's just get rid
of this though. We don't see it. And if we go to
our camera panels, looked at selected
and we render, we should be getting a traditional like
normal looking scene. And here's the deal
with night scenes. Usually when people are
doing Nazis onsets, they're not waiting
until the night. That would be really productive. They will just make
sure that they have full control over lights. That's the, that's
the main secret to getting a very
nice night effect. So in this case, this is
pretty much all we need. I'm just going to grab
my sky dome light. I don't want to have
visibility on the camera. And if we turn this on, this, there's a little bit
of something there, but it's not really there. We can definitely bring the
exposure up if you want to. We know what's going to
happen when we do this, we're gonna get this
very nice like Uber, like global elimination
kind of thing. But usually the moon is
a reflective surface, so it will always try to reflect the warm light
that the sun provides. But unfortunately,
eat it doesn't have as much power because
it just bounces back. So usually at night, you will have a
very soft shadows like what we're
seeing right here. I'm actually going to
bring the exposure down to something like a
two because I don't want the light from outside to be influencing most of
what's happening inside. I wanted the lights
from the inside of the room to be the ones dictating what's,
what's happening here. Give me just one. So now that we have this, now it has this very nice
base to start working with. We need to decide what kind of like a night
scene we want to do. So again, the best
thing you can do, especially if you're doing, especially if you're doing some sort of like
architectural renderings, is just look for a living
room night, for instance. And you're going to find
this sort of illuminations, which is something that we, psychologically, What's
the word we connect, right, with this
psychologically, when we use like cool blue
lights like this one, you would never have
this over a blue light on a traditional home,
or at least in my house. We don't have this sort of
like super cool lights. But you can see they're
usually very soft light, very nice reflections on the
floors and stuff like that. Let's actually give the
floor a nice reflection. So I'm gonna go to the
floor, right-click and I'm going to
assign a new material. Maybe this is like
polish concrete. So let's do a AI
standard surface and just increase the roughness
a little bit. There we go. Maybe darken it a
little bit more. Remember, we're not working with textures in
this particular one. So the results might be a little bit different once
we texture everything. And it's always good
to do this sort of tests again beforehand just to get an idea of how
things are going to look. But also after you've
done all of your texture, because if you have a lot of dark furniture, dark elements, or really dark paint, then you are going to need a little bit more light
if you want to keep things as light as they
were when we were doing the traditional light
gray color effect. So in here, I do think
we want to bring, or I would like to
bring my TV back. I think there'll
be a nice effect. I actually want my land. Remember the Lambda
we have over here wasn't the golden hour and
there was this peak helix. I'm just going to duplicate this WikiLeaks and bring it out. And it should be right there. Perfect. So now technically, if
we were to render this, there should be a little bit
more light coming in here. I'm not seeing yet, so
let's make sure that we have enough exposure. That no, no. Oh, you know what? Let's do a update full
scene rendered now. That's really weird. Oh, it's missing. I think this is what I've mentioned before that you shouldn't be
doing this sort of stuff. So let me delete this
slide right here. This P helix. Let's go to object
display visibility. There we go, and let's
assign a new mesh light. There we go. So now when we do this
and we increased exposure to something like cat
pen, There we go. Now we should see a little bit more light going into the scene. Let's make this a
little bit bigger. And that's the 15th,
15th, way too much. That's the 12th. There we go. And let's go for a nice warm color temperature. Cool. It's a little
bit too much. I feel like let's get rid
of the normalization. I just wanted to have a little
bit of light right here. I don't want the light
to be going everywhere, so I'm going to keep
it really, really software while they
checked right here. This normal assumption,
this breaks away from the physically correct
way that lights work and it will allow me to just be a little
bit more artistic. So it pretty much
just disconnect some physicality
that occurs there. And give me just 1 second here. Now we need to decide what other light sources we
want in our scenes. And again, if we
take a reference on this sort of
like elimination, you're going to see that
we can go for some, a little bit more
stylistic choices like this or like pink
colors and stuff. But don't want to keep it
really, really simple. This is late at night. Maybe whoever lifts here is just waiting together a
little bit of rest. He's watching TV while reading the book or are
browsing on his phone. So again, I'm just gonna go, I'm going to create these
fear over here for the lamp. It gets smaller. And we're gonna make this
a mesh light as well. This is going to be a warm lamp. You can, by the way, duplicate the lights
that we had before. If there are a couple of
lights that you liked from the what's the word
from the golden hour? You're free to just
like duplicate them. But I want to go for a little bit more
contrast right here. So something like this. Now, if you remember or if
you were keen enough to see, we do have this little
lamps like over here. I think it would be cool
to have a couple of small light bulbs here as well. I'm going to create
a warrant, right. There are no lights, mesh, light, color, temperature. They should not have as much
energy as the other ones. So I'm going to add six
energy and keep this warm. This is something important
like even if we want to have a very similar effect to
what we have on this one, we need to understand
that the size of the light bulb will
definitely impact on, on the intensity
of the light bulb. Therefore, you
shouldn't expect to have the same amount
of light everywhere. It's just gonna be
like a little bit of an extra lamp right there. We're going to do the same
thing on this land right here. So again, we create a sphere. I'm using a trick here, a V and middle mouse click to snap to points so they didn't
have to see where the, where the sphere is. Just snap it. And we're going to go
Arnold, lights, mesh, light. Five on exposure, color,
temperature, warm. There we go. We're going to have another
nice little land right there. It seems like something
broke over here. It's weird. It's like they moved us. Listen backwards. Supposed to be. There we go. There we
go. So that looks a lot. A lot there. This is one
of those situations or specific elements where I would probably advise against using the bounce light on
the ceiling and stuff. Because again, we want to
have this sort of like dark like late effect on
the whole thing, right? So if we were to use a little
bit more balanced life, what's going to
happen is we're gonna get more, One more information. One thing that would
be cool though. I think it's a
little bit too warm. One thing that would be cool is indicating that there
is something else. This is always similar to
what we did with the shadow and the door on spooky hallway. You always want to
be telling a story about how things are happening. So one thing we can do is maybe we can suggest that
there's light coming from upstairs and that the main room or
the master bedroom or something is up here. So we're gonna go Arnold
lights, Area Light. And we're going to move
this area light up here to the beginning
of the of the steps. This is again, one of the
secrets not only of rendering, but in general about
storytelling is you always want to
leave little clues and things for
people to find out. If you spell out everything, if people can see every
single thing are you seeing, then it becomes
really boring because there's no mystery through it. There's nothing
really important. There we go, look
at that beautiful. Let's use the color
temperature and let's go, let's go blue in this case. And maybe decrease the
intensity a little bit. Just gonna be a little
bit of something indicating that there's
another light source up here. It could even be the moon, like it could be something from, from outside, just getting more information
here into the scene. But as you can see, we
can get this very, very, very cool effect where you have another extra
light coming from there. This is also where something
called rim lights. I don't think I've
mentioned this once before, but you probably already
know about them. But this is where we
can use a little bit of green light to give more, more visual interests
of the whole thing. So remember we mentioned that we wanted to have our TV back. Let's grab our light. It's going to represent the TB. Let's move it to work. I would expect it to B2B
just right around there. There, there. It's going to be quite exposed. It's gonna be bluish. And we're going to be
having this sort of effect. We can increase this
thing a little bit more. Let's go to like 679. There we go. So now with a nine, as you
can see, we have this thing. I'm really going
to push this into the blue colors,
really, really blue. And then we have
this, as you can see, a lot of the elements here on the table are getting this very, very nice rim light whenever you have a high contrast seen, this rim light is really
useful for two things. It will separate things from the background
so that you can more easily see foreground,
midground, and background. And it will also add a little bit more silhouette
to the whole element. So we're gonna be
able to appreciate where things are and what's the form that they're that
they're portray the yeah. I mean, that's pretty much it. This is what I would do for a nine-hundredths, to be honest. Now, one final thing
we can do here, and this is very cool. When we're working this way. We can grab all of
this controller G. Just call this night. If any point I can hide
this, unhide this, and if we render
the golden hour, we're supposed to have, or we should have the golden hour. It looks really nice,
really welcoming. And then we have our midday, which is going to be
really, really blue, really nice, really interesting. And finally, we have our night, which is gonna be a
lot more contrasty with a different sort
of a beaver effect. It seems like I
misplaced to one. Once fear right here. Change something. That's kinda where that
it's not showing here. Let's make the light visible. We might need to
rebuild that one, but yeah, that's it, guys. I'm going to stop it right here. With this. We're pretty much finished
with this chapter with just a general overview of different times of
day that you can use to light your
interior scenes. Feel free to explore around. As with everything
we've mentioned, there's a lot of options and the more creativity
you put into them, the easier it's
going to be there. As you can see, it's really
not that complicated. In the next chapter, we're going to jump onto
something called the Moral, what I like to call
Character presentation. Because I know a lot of
you might not be super familiar with
environments and you might be really good
at the characters. And there's also ways to present our characters in more
interesting ways. So we're gonna take a look at different kinds of
framings for the camera, different kinds of
light setups in that we're gonna be using a really,
really cool character. So hang on tight and we'll
see you back on the next one. Bye.
23. Character Render: Hi guys, welcome back to the
next part of our series. Today we're going
to continue with chapter five and chapter four. This is one of the
ones that I've been waiting to share
with you because I'm going to show you
several different ways in which you can present
your characters. I know a lot of you guys
watching this series, our character artists or
would like to present their prompts or characters
in a better light. Literally. So this character right
here as a character I did a couple of years ago and
I had a friend of mine, his name is Jose
or psychoanalysis. He helped me with the
clothing system here today clothing system using
marvelous and the lightsaber, of course, is supposed
to be a Jedi Knight. Creature. I throw in a very quick rig is
actually very dirty, like we can't really
move him that much, but you guys are free to
tweak it if you want to. We're just going to give it
a very, very basic pose. And we're gonna be talking
about the basics of the rendering process
for characters. What are the kinds of
things that we want to, we want to emphasize
and then make sure people know this about
their characters. So the first thing
I actually want to go over how this
whole thing is set up, because there is a couple of interesting things
going on here. If at any point during
the project you can't find the textures like
you tried to render and everything renders
without textures. Make sure to go here to Windows, general editors and file path editor and just read path,
whatever it is not there. Most of the textures that I'm using should be
on source images. But in the next chapter
and the final chapter, some of the textures are
actually not the source images, so you might need
to repeat them, just select, looked
for them right path. And that tip is everything
should be connected at the materials and you should be able to access everything. Now for this guy right here, he's actually using UTMs. So he's textures are
quite a bit heavy. I wanted to give you guys
the best possible result, the best possible quality. So he's using, I believe
like four or five or three. It's three for k textures, okay, for each map. So quite heavy, quite heavy. I get everything
should be set up. Everything should
be set up properly. So if you keep render, we should get, we should see something. Now when we're
presenting characters, one of the most basic
ways to present the character is through
something called a clay render. I actually always recommend
my students to do clay renders if their
characters have no textures, but this character actually
does have textures. So we should be able to do
a very nice clay render. A clay render is nothing more than a very simple
setup that we can use to present our
characters as you can see right here
in a very nice way. And as you can see,
something that's very, very common in clay renders is this background right here. This is called an
infinite background in, well, I like to call the
name from that background. I've heard other names
like in Mexico cure, they call it C Clarke Emma, which is just like
a round quarter. What we wanna do is
we want to create the plane like I just
did right there. Move this edge all the way up, and then either move this
edges a couple of more times, like so, or even double them. Bellowing them should
work just fine. You can scale this and decide where you want
the shadow to be. It's again, this is mainly the function of this plane
is mainly to make sure that it looks like there's no hard line on the shadows on the
background of the character. And that way the character is the main focus of
the whole thing. I'm going to create
a new camera. So I'm gonna go rendering camera panels, looks for selected. And we're going to find that
one very full body shot. We haven't really talked
about camera shots in regards to characters
because we haven't had a character until now. So in the next video, I'm going to go very
quickly about some of the different cameras
that we can have. This one is called
a full shot camera. And as the name implies, the character is gonna
be fully on the show. That's pretty much it. Nothing, nothing else now for characters and thanks
to social media, one thing that you can
actually do nowadays is changes to a wonky composition. That way, the character
is the focus of the shot and we don't have a lot of extra, extra elements. And the next thing I want to do, and this is very,
very important. Whenever you're doing
character renders and you just want to
show the character. Ask the character like
you don't want to make or do you don't
want to be telling any stories or anything? I strongly, strongly
recommend you use a studio HDRI is like
this ones right here. I personally love this one, this brown folders student, it was added relatively recently. This one is also quite nice. There's a Brownfield,
the students, you're one which has
like wooden floors. It's going to make the
colors a little bit duller. Of course. My advice is still stands as for the Lights like tried to go for things that are not super
contrasty like this. Shadows right here
could be a little bit difficult to
control later on. So lets this one, let's use
brown folders to the one. I'm going to download this
real quick for you guys. Again, this HDRI is
going to be available. Not sticking a little
bit longer than usual. That's weird. I'm not downloading
anything else. So this is going to be, as I mentioned,
available for you guys, your source images folder
and you can download any other ones that you might
want from pulley haven. Get this real quick here. There we go. Oh, where we're headed. So here we're just going to
go Arnold lights or actually, let me save this real quick. I'm going to save this
as a different scene. So do you have the
infinite plane? This is going to be Act rock finish or
Portugal's that we call. So I'm gonna go Arnold lights, sky dome light, and
the sky dome light. We're going to load of course, our very nice HDRI. We go for the brown photo
studio. There we go. And that's it. Now, again, we need to decide where we want the light
to be coming from. In this case, I'm gonna go for this sort of like
right side effect. And here's where the interesting
bit is going to happen. If you go to Arnold and
you go to Utilities, there's this texture manager. Here you can see all
of the textures that we're using quite a
bit for them, right? Like we have all
of these gyms for the character and then all of
these elements right here, as I mentioned, it is
a little bit heavy. So if, if your computer can handle it due
to memory space, you might want to try and
change the resolution. I always tried to provide the
best possible resolution, but I do know that it might
be complicated sometimes. So I'm going to say
Arnold render and we might get a little
texture file conversion. I'm actually also including
the texture files. I think for you, my friends. I don't remember if they were included or not,
but if they are, that could potentially make
things a little bit easier. Let's take a look
at the render here. Again, this is
quite a heavy scene because we have a
lot of elements and that's also a little bit of the unfortunate
side of renderers. The more or the cooler
you wanted your rendered to look, the
more information, the more materials and stuff
you're going to have to add, then therefore, things are gonna get or become
heavier and heavier. So yeah, this is, it seems like the belt doesn't
have the proper texture, so it's looking a
little bit weird. And of course we're gonna
go to camera shape one. There we go. So this is one of
the most common mistakes that people make when they're doing
a character render that just throwing an HDRI. And they're like, That's it. I'm good. I like how this looks or no
need to do anything else. And unfortunately,
even though it looks quite cool and
it looks interesting, it's not, it's not there. Like we really need
to push the lights a little bit more to create
a more interesting effect. So I'm going to show
you guys one of the most basic and
most common ways to eliminate or a light, a character to get
a good result. This is what I like to
call her here in Mexico, we call it labia confabulate, the old, the old
thrust worthy method, which is the famous
three-point light. In a three-point light setup, we're going to have,
as the name implies, it's three lights,
three main lights, and the first one is going
to be our key light. So I'm going to go to my HDRI and I'm going to
actually turn it off. And what I'm gonna do is
I'm gonna go Arnold lights. We're going to create a new
area light and we need to decide how we want
this light to be. I'm going to be
following you guys. Remember when we did
the little football back in the beginning and
we've talked about Rembrandt. Well, remember, not only use this kit Claros cool
technique quite a bit, he actually popularized a very famous lightening
technique that's used today. It has been used for
several 100 years, which is a Rembrandt
illumination. The way this works
is you're going to have a main point of flight, just 1 of light
illuminating the character. And you're gonna get this
sort of like triangular shape underneath the eye
that's on the shadows. Super, super, super
common to find that this effect is Rembrandt
triangle on a lot of stuff. If you've ever taken
a photography class, you've probably heard
about this one. So I'm going to do that. I'm going to create a light. It's gonna be kinda
high. Over here. I want to change this to a disk, so it's more like a spotlight. And I'm going to move this
around so we can see, we can hit that little triangle that I'm expecting to get. Now, one thing that
I didn't mention, the character can be
moved a little bit. So for instance,
if I grabbed like this three joints right here, I can't rotate him slightly. That's gonna give me a little
bit of a different effect. Of course. That's gonna give me a little bit of
this contrapposto. It's not rig, like not
all of the pizza rate. So for instance, the skirt here, we might need to just
move it around and just tweak it so that
it's not overlapping. Like the finger there. Just rotate a little bit.
For instance, the head. We can move the head a little bit just to make him look a
little bit more alive, right? Like we don't want things to
be in the perfect T-pose. Now of course, if
that's changed, we might need to go
to the camera. Fine. Like a good, a good
if I actually liked, I went looking to the side. It looks quite, quite
interesting, quite menacing. So there we go. Now, if we go to this one, we're of course going to
use a higher exposure. This guy is in real-world scale, so you might need to
use a bigger numbers. And if we take a
redder, as you can see, this is where we get. He has a really,
really shiny skin. He's supposed to be this sort of like amphibian character, as you probably can tell
from the colors and stuff. So yeah, this is the,
this is a character. I really liked the library now, but I think we can increase
this a little bit more. Let's start in 19.
I think that's going to be a little
bit too much. Let's start low wearing it. There we go. Let's go for
a little bit of contrast. Not that much, something like that, I think.
Yeah, there we go. Maybe 1717. That's going to work. There we go. Now, as we've mentioned before, depending on how we
want the shadows to be, we can go for really soft shadows are really
harsh shadows. I do think I want
a softer shadows. I'm going to go for a
bigger, for a bigger form. And that's immediately
going to give me a softer shadow because there's more area on the light and we
get this very cool effect. I'm actually going to break one of the rules that we've
been using so far. I'm not going to use
temperature right now. I want to show you
the basics first and then we're going to
tweak it up a little bit. So yeah, that looks good. Now we're going to go to
the folder studio and the photos today is gonna be the second light that
we're gonna be using. There's some little bit
of overlap on the code. Less. Rotate this a little bit more. Just like bring it forward. You can see the little overlap right there on those
specific areas. There we go. So yes, I was mentioning
we are going to be turning on our main
element right here, our HDRI, the
intensities back on. And when we render what's
going to happen is now working to be combining
two light sources. And it might not seem like
it because the main light, the key light is
actually coming from the same side as the,
as the other leg. I'm actually not using GPU. Gpu. There we go.
Let's go render, render or sorry, Arnold, render. Hopefully this
doesn't break because it's so a lot of textures. There we go. So as you can see, we have two very
cool lights coming. And you've seen this shots, you've seen this chart before. And the reason I'm the super certain that
you've seen this before is they do this all the
time for photo shoots. So if you look for
Star Wars photoshoot, like magazines, stuff like that, they always do this
sort of like characters on a white screen just showing you how
they, how they are. I remember them saying as a kid, I can't remember
exactly which magazine, but this kind of
shots are really, really, really common
in the industry. And they're really
good because you can focus solely on the character. You can get to meet
the character as a way of appreciating what,
what's gonna be on the movie. So there we go. Now, let's grab this
one right here. And what I'm gonna do You
usually the field like the main reason why
we have it feel like it's because the
field light will, as the name implies, feel the information or the areas of the character to
that are really dark. So if I run it right
now, on the other side, if I move this to the other
side of the character, as you can see right here, the exposure of the window is going to pretty
much get rid of those very nice shadows that we had on the
character on this side. So in order to avoid that, we're definitely going to bring
the exposure down because we do want to have a
little bit of contrast, but not that much. There we go. So as you can see
with a minus two, we still get this very nice light information
on the character. We're no longer like an
overriding this whole thing. You can go even
darker, of course, like if you go to a minus four, for instance, it's
gonna be like again, like super dark shadows. But the main reason why
we have this sort of like phyllite is to make sure that the shadows are not as dark. So I'm going to keep
this up minus G. There we go. That looks really good. And finally, finally, the last light that we're
gonna be adding. And this is like
the chefs kiss is the little extra light makes
everything come together, is called the rim light. We've talked about this one
before on the night scene, we're gonna go Arnold lights. We're gonna do an area light. And we're going to
position this area light. Like here, the side
of the character. It's usually supposed to be placed on the opposite
side of your key light. So if that's my key light, I
should place it over here. It's gonna be a
little bit difficult to find the perfect position. It usually has a
really small shape, like the beans are
really concentrated. So we're going to have a
bigger array, smallest spread. And the reason why we use
a rim light is because we want to separate the character
from the background. So let's go to a 1015. There we go. That's what we want. That very nice. Like a shadow, like illuminated bit
on the character. That's what we're going for. I'm actually going to move
this thing like higher up. So we hit the shelves and sometimes some things the
intensity of the rim light is even bigger than the one from the main light so that you get this really,
really intensive. It's literally like a spotlight. So we can play around with that. And I think I'm going to increase the
spread a little bit. That's going to make this look better. And
we'll look at that. We get this very nice effect where we have our main light
showing the whole character. Then we have this rim light, and then we have all
of the other lines. Now, one of the
important things is you can see right here is
worth kinda missing something there on the island were missing a little bit of a reflection because otherwise
that looks kinda death. He doesn't have any
texture, eyes or anything. So here's again where we can
start breaking away from some of the
traditional ways to do things and go into
the CG world and say, Hey, you know what,
I'm going to add just a super small
circular light right here. And I'm just going to
make this like lighter. Let's do like 20. Of course, that's
way, way too much. Let's bring it down. Let's go through a teen. Or do they change the material? I'm wondering if I change the material now the
material is there. There we go. I mean,
we can increase, for instance, on the maturity
nets, it sets the metal. There we go. That was problem. So let's get rid of the metal. So it's not metal is just
gonna be a reflective surface. There we go. But now you can
see that thanks to this extra little light
that we added here, it's not really affecting
my composition or eyelids. It shouldn't be that much and
I can bring this even lower to 12th it but it's
going to be on the eye. If I were to turn this off. We're going to lose a
little bit of that effect. It's super subtle,
but there's a little extra like pixel right there that's helping us
with the whole character. So, yeah, that's,
that's pretty much it. There's one more thing
that we can add for this, and this is also going
to bring your character renders to the next level. That's, I think, a little bit of a backdrop kind of like
framing the character. So for this, we're also going
to be using an RD light. We're going to place
this area light back here on the back of the character hidden by the robes or whatever
we have right here. Let's up like this. And that's like a ten. Let's lower this
bread a little bit. Let's go for like 15. There we go. See that. We can go even more
extreme like 17. And it looks like he is like
in front of a spotlight, as you can see right here. And it's another way to
frame the character. You want to hide this
as much as possible, or blink this as
close to the bus, almost to the character. So we don't have this
weird shadow right there. And it's not the
end of the world, but it could make things look a little bit
weird. And that's it. That's pretty much it. With this we have are very traditional
three-point light setup. So with this guys, if you know how
to use the brush, if you know how to model things. I hope that you never, never, never have to go back to just
like taking a screenshot of your ZBrush Bu board or just printing your screen
with Directory for Maya, you now have the tools. Yes, it will take you
about 15 minutes, 20 minutes to set it up. But as you can see, you can get such a better render from this. And now of course,
on top of this, we can add our images, we can add our answer, and we can add our
camera effects. Once effects. In this case, I just want to add a little bit of vignette to, again framed the character
a little bit more. You can see that the noise
we're doing its job, they're really nicely. Let's go to the Options here. And what I'm gonna do
is I'm going to render this as two K squared. So it's a little bit
more than them full HD. And if we go render now, we're going to have
way, way more pixels. That's not it. Let's go camera shape
one. And there we go. And we have this very cool, clean look at our character. You're gonna be doing
a lot of this renders because not everyone
wants to see a cinematic render
where the character is hidden by shadows or
there's a lot of folks, sometimes you'll want
to show your character just as it is, just like this, like just straight into a super clean light
and that's it. We are going to be doing
the cinematic shots. You've already seen those in
the intro video, of course. But it's also very
important that you guys understand how to do
this sort of shots. So in the next couple of
videos, we're going to explore. First of all, we're
going to go into the camera positions like the camera framing that you're going to have sort of like
a visual guide of all the different
cameras that you might get when you're
planning your shots. And then we're gonna
do a couple of more interesting light sources that we can have here
on that character. So hanging pipe,
and I'll see you back on the next one. Bye bye.
24. Camera Composition: Hey guys, welcome back to
the next part of our series. Today we're going to talk
about camera compositions. They, as I mentioned in
the last couple of videos, there's a couple of
camera compositions are known as like
industry standards. And it's very important
that if you're gonna be working in the
production environment, you know about this shots. Now, I am going to
be rendering some of them so that you can
see the difference. But it's actually a really,
really short lecture. I'm gonna go to my camera
up panels literal selected. And right now we're
going to start away the one thing that we
call the wide shot. Okay. So the wife Charlotte, or the ultra wide shot, It's usually used as
a establishing shots. So when you want to tell
the audience where we are, we're gonna be using
this very big open shots where we're going to see
all of the elements, usually in this long
shots or wide shots, we're gonna be using
a wide camera lenses. So we're going to
be like a 2418, stuff like that so we can
see as much as possible. And then we start pushing in, which they're pushing in
towards our character. And we're going to
get probably the most common and most
well-known shot, which is the full shot. The full shot, as
the name implies, is just a character
being completely seen by our camera and we get to
see their sort of stuff. You can have two people
in a full showed. You can have three
people on the full shot. And again, the full showed
is usually described as the type of chart where you're gonna be seeing the
full character. From here, we're
going to jump to a shot that's actually
very curious and they do, they do use quite a
bit in Star Wars, which is the famous cowboy shot. And that's known as the caboose shot because we're going
to cut the character at roughly a little bit
above the knee so that we can see whatever he's
holding on his belt. And it gets, if a
Jedi, that will be of course, the lightsaber. So this is what we would
commonly see as a cowboy boots. And cowboy shirts are really, really good if you're doing
a characteristic creature, usually the legs or the, or the lower part of the body is not as interesting
as the top part. So it's really cool to
have this sort of like a, kinda like a profile
picture for your character. You're going to see
the top part of the, of the, of the creature. This is what I would normally do for my, for my
characters as well. Like I will do
definitely a flu shot. But if I wanted
to talk about the lower or if I want to appreciate the details
a little bit more, I would definitely
go into this sort of close shell radius, which is called another close shot that's called
the cow ********. After this, we
have the mid shot, which is just cutting
the character at like literally at the half. So something like this. And as you can see, we
can appreciate more of the actual gesture
of the character. So if he, if he is angry
or sad or he is happy, this is where we're
gonna be seeing most of the movies nowadays. Whenever you are seeing like
a shot, like a normal shell, like someone talking
to another person, you're gonna see
this sort of stuff where it's a close-up. What's not that really close? It's like immediate
medium shot where you see half of the character. Then we go further in and we
go into the famous close-up, which is something like this. Now, thankfully,
our camera where a character array now he has
a texture so he can hold. We can see quite a
bit of detail even at this distance, which
is quite, quite nice. But if you don't have this much of detail on
your characters, you would definitely try to avoid having this
row shots because then you can start seeing the fragmentation of a
decimated character. Or maybe there's like a weird topology and
stuff like that. And that's of course not
something that you want. One thing that you do
need to keep in mind is once we start getting into
this a specific distance. So once we start seeing the
characters like really, really close that what
we're seeing right here, you definitely want to change the focal length to something
a little bit flatter. Because even though,
even though we're at 35, which is considered to be
a standard focal length, it will still destroyed your characters and they will make them look a
little bit weird. So once you go into the portrait mode like
this sort of stuff, you definitely want to go
for something like a 55. I really like using 55. You're definitely going
to have to push out to re-frame your character. But 50 fives, and
I've seen some people go all the way up to 90 on the focal length
are really good for portraits because they won't disturb your character as much. You will see things in
a not orthographic way, but really, really flat. I personally don't like the
nineties because there are quite a bit flat for
my for my taste. But I like 5555. I think it works
pretty, pretty nice. And we can get a really nice close-up here for our character. And we're going to
get a nice effect. And finally, on this
sort like shots, we have something called a super close or extreme close-up, which is where you're gonna be focusing like a specific
part of the character. Maybe the scar, right? Like if you think about like Harry Potter
when they're like, Oh yeah, Your scar and
then you have this super, assuming that version of the scar will that
that will be your, your your extreme close-up or you're just like super intense
zoom on the character. I would also avoid using low focal length
lenses at that point, I would recommend keeping flat lenses like this
55 or like a Nike ad, but that's of course up to you depending on what the
project calls for. Those aren't like
the normal shots that you're going to
have for your character. So whenever you are
communicating with a client, whenever you're in a project
and someone tells you, Hey, I need a render
of this character. Always ask them what kind
of render a full shot, medium shot, cowboy shot. Do we want to close off? Do you want a specific
part of the character? Like always asked for those kinds of
directions because it's, it's quite annoying when you send something to the
client and they're like, Oh, no, that's not what I meant. Well, you didn't ask the right. So it's it's a little
bit difficult. Remember that at the
end of the day in a production that
communication is key. So make sure you always ask for the specific shut
that they're going for. Now when we go back to the full shots,
There's a couple of The things that the camera
can do that are also important for
presentation purposes. So for instance, right now, again, this, if I mentioned, this is a full shot and
it's a really nice, I would say, balanced
close to full shots. However, there's two things
that we can do here. We can orient or rotate the
camera so that we stay in the same position where
we're seeing him from above or we can bring
the camera down. And it's usually
referred to as tilt, tilt upward, tilt down. Those are usually
deed the camera movements that you're
going to find. A tilde down will be
something like this, where you're gonna be
seeing the character from beneath like a more
of a hero shot. This are really, really
cool because it makes you, as the audience
looks more like a k, there were like a little
soldier or something. And it makes the
characters local, more, more important,
more menacing. Even if you are going
for the villain, you want to bring
this sort of like importance to the thing you can play around with the
angles here on the camera. One thing that you can
definitely do here is bring the focal length down. So if you bring the
focal length down and keep the camera low like this, then what's going to happen
is that character is going to look like super,
super epic, right? So playing around with
both the focal length and the position of the camera are important to generate
this sort of effects. I think that's a
little bit too much. Now, if we go the
other way around, I'm going to go
back to a 55-year. We go the other way around. If we tilt the camera up, now we're going to see, be seeing the cow, that
character from the top. That usually gives
you as the audience, a sense of superiority or
that you are more important, bigger or something, then
the character in this case, it doesn't seem like much because the character
is actually looking down so he doesn't care
that the word bigger. But if we were to go to
the neck for instance, this is going to
break the Rick and he is looking towards
us like this. Now it looks like we are
better than them, right? Like in some sense, we have the high ground,
haven't got that, or we're just like looking at them from a
balcony or something. Again, that's the
position of the camera. Like where are we actually
looking at the character from? And that's going to give us a different sort of impression. We didn't have something called again, the
extremes, right? Like that was still
down or tilt up. And again, it's gonna give us an interesting
effect right there. If we go really, really down like this. I've seen this thing called an enhanced view or like
a floor perspective. There might be reasons why you might want this sort
of composition if you want to seem like
something important that he's holding or if there's like, I don't know, like
there might be some justification on why you
might want to have a super, super low, like a view
of your character. But the one that I've seen more often is something like this, which is called a
bird's-eye view. And that's when you go
really, really high. And it's like if you were
a bird and you take a look at the character and
maybe they're about to babbled someone else. And you see them as a field, like kind of like a
helicopter, right? Those are the most common
shots that you're gonna find. Of course, there's
other things such as camera movements and
things like that. Like the one we saw
with Hitchcock, that are gonna get more
visual interests to the whole composition into the whole presentation
of your pieces. But as long as you know how to play around with how
close you want to speak to your character and how you want to
frame the character. You're gonna be able
to create some really, really cool and amazing
our compositions. We're going to now
talk on the next video about some more interesting
light scenarios. So I want to go for a
mid shot right here. I think something like
this is gonna be cool. Oh, that looks
really, really cool. We're not letting the
audience see everything. There's a little bit of a hint from the lightsaber right there, but we're not letting the
audience see everything. And then of course, um, what I'm gonna do here is a probably will not rotate
his face a little bit. I know that he's
Nick is breaking. Let's let's not do that then. Let's bring the face
down a little bit. I do want to hear I want
him to facing slightly, slightly to the side like this. Now we can fix that on
the rigorous as well. I'm not sure that's I
don't think that's great. So let's let's bring this back or let's just
rotate the camera. And again, find the composition. Usually there's this another interesting
bit of information. Usually the characters tend
to face towards the right. Again, there's this sort
of psychological reason why we place the shots
in certain ways. And usually psychologically,
we associate the right of the image to moving forward or
looking forward, and the left of the image we associated with looking
backwards or going backwards. So usually the character is going to be looking
towards the right. Usually not always. You
can of course have any, any sort of composition
that you want. Just keep in mind that
that's in general rules. That's what people think or see when they see this
sort of a compositions. So, yeah, this is it, this is the composition
that I'm going to keep against kinda like
a cow boy shot. I think I'm gonna go a
little bit more for that, sort of like cowboy shirt. Another thing I'm gonna do here, AS in regards to the focal length, because
that's important. I'm gonna go to a 55 to keep
things a little bit flatter. That means that of course
is going to have to move the camera a little bit. Let's stop this. Let me move this
around. There we go. And when you see this thing
right here, there is, we haven't really talked about like the way to frame things, but there's three main
things you can do. You can keep asymmetrical composition like what
I have right here. You can move this thing too, one of the sites like this, kinda like a rule of thirds. So keeping him on
one of the first, and then we have this thing
called the golden ratio, which is a spiral. You've probably seen it before. You don't have to follow those
things like Purdue rules, like you can always
break, break, break things and
move things around. But one of the things that you definitely want to avoid is having a lot of empty space
around the character. So in this case, for instance, if I were to render this way, way too much empty space here. So either I move the character or I pushed a
camera in a little bit more so that women have
as much empty space on this area where we are keeping this sort
of rule of thirds. So he's on one of the
thirst of the scene, but we don't want to overdo it, maybe even a little
bit more centered. But now we're losing the
cowboy shot the way half. Since he is very symmetrical,
something like this. There we go. So he's not perfectly in
the center of the frame, like most of his message you
can see is towards the left. And that's gonna give us a really, really cool composition. So I'm going to save
this real quick. I'm going to stop the
video right here, guys, in the next one, again, we're going to talk about very dramatic light
setups that we can do this ourselves that are
usually used in photography, in theater as well, but we
can definitely use them for renters to create something
really, really interesting. So hang on tight and I'll see
you back on the next one.
25. Dramatic Light: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with a dramatic lights and we're gonna go here
with our character. But before we jump there,
actually want to let you know that on our images folder, I've included a
couple of images from exercises that I've done in the past that are
gonna be really, really helpful and this is what we're gonna be going over. So first of all,
regarding composition, I created this little sequence
a couple of years ago where I explained my students the different kinds of
compositions that you can have. And they're basically as follow. This first one is called a
symmetrical composition. We talked about this
one on the last video. When you have everything
on the center and it's pretty uniform
and things are balanced. That's a symmetrical
composition. Think about Wes Anderson, and he really, really likes using these types
of compositions. Then we have this thing which I call equilibrium composition. You're gonna find them, by
the way, exactly the same. There's a little bit of
storytelling here as well. And in an equilibrium
composition where you're looking for is you want to have
the same amount of weight on one side of the
image and on the other. In this case, we have two points over here and we have
the queen over here. The Queen's a bigger piece and it has a darker
color, therefore, it has more weight
than £2 combined, and that makes decomposition
look at balance. Then we have this
one right here, which I don't remember how I called it rule of
thirds. There we go. Who rule of thirds? Which is when we have one
image and the other leg, the important points on
the thirds of the image, which we've already
used this one before. This one right here is the
golden ratio composition, which is this one. And the golden ratio,
we haven't really seen the graphic you saw in
the very phrase be this, this sort of like
spirally thing. And you want to
focus point to fall on that point of the
spiral-like there, there's a little bit
of movement going. It's a little bit more
dynamic in regards to the, the way this works. And finally, we have
this one which again, I don't remember how I call
it complex composition, which is where we combine
a couple of other things. So for instance, here, I
played around with that foregrounds backgrounds
and of course, a low angle, low focal length for the camera to create this
kind of competition. So again, just referenced them for your personal
use if you want, those are really, really useful. This one is not supposed
to be here. There we go. Now, this is where we're gonna be taking a look right now. This is what I like to
call dramatic composition. And we already saw
the first one, which is this Rembrandt effect. This is an old model that I used several times when
teaching this sort of topics. And when we're talking about
a dramatic composition, that's when we really
want to one to two, to communicate a
specific feeling or a specific presentation
of our work, I would not recommend
using this one for a traditional renderings like clear renders and stuff because
they're really contrasty. They're quite dramatic. Again, for dramatic shots or
for more interesting shots, it definitely, definitely works. So what I'm gonna do
here is I'm going to go over this guy's control
G. I'm just going to go call this 3 so that
I know that this is our three-point light
and let's hide them. The dome light,
this is important. Don't let these to be really,
really, really light. So we're going to go
all the way down to something like a minus six. Let's try that again. Minus six. There we go. So now if we were to render, this is what we have, right? Well, this is what we had before with the
three-point lighting. And now this is what we get. Let's go to camera ship one. And we're pretty much
like not seeing anything. I usually like to keep my light so that I at least
see something on the, on the image because otherwise it becomes
way, way, way too dark. So something like
this works fine. I'm going to turn off the
noise here and the effects just to get some faster renders. And there we go.
That's quite nice. Maybe even a little bit
lower, to be honest. This term minus
five, minus five. There we go. So for the first type of light, we're gonna go for the top lip. And the top line is one of those slides
that you have seen, again in a lot of movies, especially when
you're introducing the villain or something that's gonna be a
little bit creepy, a little bit of what's
the word drama and stuff. Like, again, the
best movie I can think of as The Godfather When he is on his
office and there's just one light coming from
the from the top right. So we would expect to have this in a really,
really high exposure, or at least high enough to see the character a
little bit higher. There we go. The interesting thing
about this sort of, what's the word this sort
of lightning scenario is that your eyes and your nose, they create some really
deep shadows that hide the actual like color and everything
about your eyes. So they're really creepy. I mean, this gives a very, very interesting, very,
very creepy Look. I love using this style
whenever I'm doing things like new R or when you
want to have again, the bad guy, if you really want to portray
that sort of stuff, this is a great way to do it. Another thing that
you can definitely do for this specific celebrate here is to go to the,
what's the word? Go to the spread, of course, bring
the spread down. So it's more like a spotlight. Then play around
with the exposure. And that what we're
going to have a very, very cool faith here towards the borders
of the character. And we're going to get
this, as you can see, it's a little bit noisy. We need to let this thing
run and we can of course use our denoise or two to
clean it up a little bit. But this is gonna give us a
really, really crazy detail. Like I really like the way things look when we're
using one-point light. Now, all of this extra space or all of these examples that I'm going to
show you right now. We're only going to
be using one light. There's usually going to be
more lights in the scene, but I want light to be the
main focus of the scene. Then on the next one we're
going to do two lights. But yeah, so this is the
this is the first one. So since I do want to save all of this guy's
for you as well. I'm going to enable my
adaptive sampling is going to lower this to
something like eight. I think we don't need that many. Let's try eight. And let's
get a clean, a clean image. This guy is supposed to
have this sort of like tattoos, like a cross, like a paint crust on top
of the of the, of his face. Not to brag, but I do
like that character. I designed this here. This is my own
creation By the way. I did it him a
couple of years ago. I think it was 2019
when I did him. So yeah, there we go. We get this very cool effect. Let's stop this and let's save the image or the snapshot
so we can compare. Now, we're going to use
the exact same light like I'm actually not going
to create a new layer. I'm going to use the
exact same light. We're going to change the focus. And instead of going up, we're gonna go down. And what this is going to
achieve as you're about to see, is we're gonna get the same
sort of like creepy vibe. But now he looks more like a, like a demon or like a villain. This is used quite
often on horror films. The other one, you can
use it for good guys, you can use it for bad guys. Like it's pretty universal. This one, I would recommend
only using it for bad guys because it makes
things look really menacing. As you can see, this
is the sort of like, you can imagine, maybe
this is some sort of like a fire pit or something. And this is the reflection
that we're getting, the way that the forms of
your characters are going to look will be quite different than that's something that you need to be aware of. Like you can see the
shape of this head. It looks really, really
different to this, right? And that's just due
to the fact that the elimination, It's a
little bit different. So just keep in mind that yes, this is very creepy, but now he looks kinda like
Dracula or something. It's still just
one light and see how nice we can make
this thing look. So I'm going to stop
this one right here. I'm going to save
this one as well. And then we're gonna
go for the Rembrandt, the rubber arm we've
already seen this one is just a single light that's
gonna be coming from the side. It can be right or left, whichever one you prefer. But the thing is, we want
to have this sort of like interesting in
light here on the ice. And it's super, super nice. This is one of those, like it's never going to
fail you if you, if you ever want to
do like some sort of cinematic render and you
don't want to think about it, just go for the Rembrandt
and you're gonna get an amazing result as what
you're seeing right here. It doesn't look as clean as what we had when we had the
three-point light. That one looks a little bit
more like a studio light, but this one looks
really, really cool. And the cool thing about this
one is we can play around, for instance, with the exposure. And now it's gonna look a little bit or even more cinematic. Something like this. I just finished watching
a couple of days ago, the Obi-Wan Kenobi
series from Disney. In the final episode, I'm not going to spoil anything, but they use a very
interesting lighting setup for a very important moment. And the highlights are
not super extreme. That surprised me like
they don't go for like super high highlights. They they keep things like very, very uniform like what
you're seeing right here. Now in here, we can actually combine a little bit of what we saw when we were
doing the spooky hallway. And if you're like,
Hey, you know what? I want to give it even more, more contrast to specific
parts of the character. You can use light blockers. Like we can introduce a plane. Usually a small plane really
close to the camera to cut off some parts of the light. And as long as it's not
visible on the camera, that one's definitely visible. So we need to move
it a little bit. There we go, or we can
just move that light as well to get more space. And then what's
going to happen is we're only going to have light, unspecific part of the care. Now since the light is a
little bit farther away, we could benefit from having a little bit more
light right here. So there we go. This
is going to give us this sort of like
remembered the fact, as you can see right here. It's gonna give us
a very nice effect. He's just one light. This is, this is what I want
you guys to get out of this exercise that
you don't need to have a ton of lights like what we like what we did on the room. The room is a different case
because there's more area to utilize her to work with. But for this sort of stuff, for a character like this one, you can get away with a very, very simple light solution. It's going to look amazing. Now, see this right here. That's important. As you can see, the
plane is visible, aren't refractions and
we don't want that. We will actually like to see the actual shape of the element. Can we change something?
Yes, we can go to the plane. And if we go to object display, we can go to render
stats and say, visible and reflections
and refractions. Know, we do want it to cast shadows because otherwise it wouldn't work as
a light blocker. We're actually right now, this has to do with
don't want to, we don't want to cast shadows. Now actually we do
want to cast shadows. So we're gonna get this.
And what I'm gonna do is I'm also going to go to the light and I'm going to
change the shape to a disk. Let's take a look now. It should look a little bit rounder. Can still see the blocker. I would like not to see it, but I think the only way
to fix that it will be to move the blocker or
a little bit out of the way so that we get a little bit more reflection
on the character. In the physical world,
we will definitely expect there to be
some sort of shape. There we go. That's
a little bit better. So yeah, we still see
a little bit of it, but now we get this oh, it's contaminating
our scene now. So yeah, just play around with the position of the element. Should be able to get something. I definitely need to set
this to cast shadows, otherwise it's not
going to work. What can we do? I'm trying to think if
I'm missing something, I don't think I'm
missing anything. Let's give them a shot. Go. I don't love
this one right here. Let's just make this thinner. That's really weird. Now we're seeing
that weird effect. Anyway. I'm just going to
delete this one guys. Don't worry too much
about that one. I would personally love to use like that tree that we
use for the old hallway. I think that would look a
little bit better to be honest to get some interesting shadows
because that blend, it could definitely create
a little bit of a problem. Another thing that
we can definitely do is like we can improvise a
little bit of an environment. So if you imagine
that this guy is going into some sort of like
Jedi temple or something. There's a column here and the light source is
actually behind the column. This will look
even more natural. There we go. So we're going
to have that big pillar. They're covering a
lot of the elements. And that's again, that I'll make it look more
and more realistic. That's one of the
best advice that was given by one of my
teachers back in the day. Always try to make it seem like your characters inside
the funding environment. If you do that, your renders are going to look
ten times better. Now, finally, let's
save this one as well. Let's wait for this to finish. There we go. Finally, the other one that
I want to show you is what happens when this is a
straight to the front. Like you have a completely
frontal view of your image. That's one of the other ones. We could also do it
like a side view, but sometimes you're going
to have a straight line. You're just looking
straight at it. And something really interesting
happens on the eyes. This is a really nice technique
to get that Very nice, like white reflection
on the ice. And that's to have the light
sort of be a straight there. Now, the only problem
with this one, the only thing I don't
love about this one is the fact that the ice will
or the digital rendering, the rent there in general, we'll look a little bit too
flat when the light source is exactly on top of your camera or at the same direction that
your camera is pointing, things will look a little bit
flatter, which could work. For instance, when
I am recording for any live stream or any video that I'm gonna be
submitting online, my lights are
actually hitting me from the front so that
my face looks really well illuminated and there's no weird shadows like
obscuring any of my features. It's just a way to make things
look a little bit nicer, but do keep in mind that it's going to look
a little bit flat. So let's say this
one real quick. There we go. We have one light, top light, one light, but downright one-line
Rembrandt light and one light frontline. And this is again, one of the main
things that I want you guys to understand
from this exercise, even though it's a
simple exercise, even though we're
just using one light, see how much storytelling we can actually create
with the character. One single light
and look at all of these different emotions
that we're having. Like super bad ***, super creepy, some mysterious
thing it's about to happen. He's walking
somewhere important. And then just like a
normal, hey, this is me, this is the name of this
erase that I came up with. It's AC rock. So i'm, I'm not grok and I'm
a Jedi master or whatever. So yeah, this is it guys. I'm going to stop the
video right here. And the next one
we're going to take a look at two pipes are using two lights to again
create more dramatic effects. Remember that this
techniques that I'm showing you are all for presentation purposes
we are going to be using are combining some of
them for our final project, which is going to
be next chapter. But just keep in
mind that you can, you're free to use
any of this for final renders for your character that you can add
to your portfolio. And believe me, if you present your characters like this,
people are going to know this. People are gonna know
this, as long as it's not just a
screenshot from ZBrush, you guys are going to
be on the next level. So make sure to practice. I know it's very simple and I know it sounds like
it doesn't matter, but believe me it matters. You need your brain
to understand it, to connect all of these ideas that I just explained to you. And you need to see
them in action. So make sure that your practice, and I'll see you back on
the next video. Bye bye.
26. Two Light Setup: Hi guys. Welcome back to the
next part of our series. Today we're going to take
a look at two light setup. Again in a very similar way as to how we saw the last one. We're now going to
be using two lights to create interesting
compositions. And the first one
that we're going to show as one of my favorites, by the way, it's called
the top-down composition. So we start with a
light on the top. I think I'm still rendering. Am I? Yeah, let's stop this. So we're gonna start
with a light on the top, similar to the super
intense one that we have. And then we're going to
duplicate this light and we're also going to have a
light from the bottom. Okay? So if we render now, what's going to happen
is we're going to have a very similar situation to
what we had with a top light, but it's gonna be diluted if
you wish or it's not gonna be as intense because we do have a little bit of fill light
coming from the bottom. My advice when using
the top and down, a light and setup is
makes sure that the, either the top or
the bottom one is slightly less intense than
the one on the other side. So in this case, if I
make the lower one that's slightly I'm slightly
lower on the exposure. Started like an 11
or like a 12th. That's going to give us a very interesting looking as,
again, as you can see, yes, he looks quite
intense as well, but this is not going to
be super, super intense. So we soften the
effect a little bit. And it really gives us like serious tone to it
without looking too scary. For instance, here I'm rotating this so that we can see
a little bit of the, of the reflection on the eyes. That's also going to
give him more humanity. So he's not going to look as
scary as what we had before. Yeah, that's that's,
that's the first one. That's the top and
down composition. After this one we
have a very similar, we just need to
take our lights and move them to the
left and the right. And it's called the
split composition, where you're going to have
one light coming from the right and one light
coming from the left. And I'm actually going
to do something that I saw very recently on a movie that I think
you guys might be able to tell which movie
it came from. Very easy. This type of composition
that I'm about to show, it's really cool because
it allows you to create the really, really
interesting contrast. Now, you can, you're
free to decide how far forward or backwards
you want the lights to be. In this case, I'm actually
going to bring them backwards. So if I were to render now, you can see that there's
very interesting composition where we have one shadow
going down the middle. Now that we have
this, we can grab each one of them and
say, Hey, you know what? This one is gonna
be a red light. And this one is gonna
be a blue light. So when we do this
now, we get this. Now this is way, way
too intense, of course, like the colors are
completely overriding all of the texture work and all of
the texture information. So how can we like a, make their change
this a little bit. Just bring the saturation down. Bring the saturation
down, keep the same hue. On the right one. We might need to keep it a little bit higher. So we actually have something, actually the red one might
be the one that needs a little bit more
punch right there. There we go. We're
going to get this. It's very common
to see this one. Like I've seen it on
police shows or cop shows where they're
about to arrest someone. And you see the
light from the cars, light shining on the character. This is very, very common and it creates
something interesting. Now, don't be afraid to play around with colors
and intensities, even if they might destroy the composition that you
have with your character. Because as you can
see right here, it actually makes it
look quite, quite nice. So, yes, we're not seeing the blues and the greens that
we had on the skin anymore. But now it looks again that
he's part of an environment. Now imagine adding like a fence or a couple of shadows being projected here
on the character. And we will have a very
interesting effect. The next one, we'll actually, I didn't save the
other one. Right. I think I I miss that 1 12th. It was just the top and down. I'll let let me redo
it there real quick. So this is down. And this was top. No, color wise, they
were both white. Because I'm studying
all of these images for you guys in case you
wanted to see them on. They're all in the image folder. There we go. So the next one that
we're going to do, we've already actually done it with the three-point
lighting setup. We're just going to keep
it a little bit more. More contrast here. And it's gonna, it's gonna look a little bit more intense. And the first time I saw this
one was in Blade Runner. There's a character named
Blade Runner and the original Blade
Runner call Rachel. I think her name is Rachel. And there's this very famous
scene, this one right here. It's like iconic to
the whole thing. And it's iconic
because they actually combined two lights on
the same direction, which is a little bit uncommon
normally you hear about placing one light
on one side and then another light on
the opposite side. In this one, they
actually placed both lights on the same side
with different intensities. The way they managed to do that, let me just save
this one real quick. Is first they position
their key light. So I'm going to select
this one and just turned it off for a second. So they position
their key light in a very like Rembrandt sort of way. You can see the little triangle there underneath her cheek. So this position right here. That looks good. I'm actually going to
go a little bit closer. Then they, they kinda overdid it were or exaggerated that light
with another light, sort of like a rim light coming
from the back like this. Now, this rim light, as you can see that
the first line right here is very soft. We have very soft shadows on
the fingers and or her face. There's not like a spotlight. It but this one,
the green light, we will definitely see
more of a contrast, the effect you can see that on her, on her cheek right there. So let's turn this one back on and I'm going to bring
the spread quiet down. And the interesting
thing that happens here, and to bring the exposure
up, where is it? Why am I not seeing
it to us too high? Let's bring this down. There we go. The reason why this
works so well is because we pretty much overripe whatever
whatever shadows we might be getting
from this spotlight, from this second spotlight, we're overriding them
with the frontal or with the Rembrandt light that
we have right here. So if I were to
turn this guy off, he would see like
super dark shadows here on the face
of the character. And that would obscure
a lot of the effects. But thanks to this
light right here, we're balancing that effect
and we get this super harsh, intense rim light on
the character without actually modifying
anything else, right? Like we just keep all
of the shadows and all of the illumination
in a very nice way. Now, of course, we can bring
those to the other side, to the opposite side back
here and get the rim light. But we've already done that
with the three-point light. So I wanted to show you
this other celebrate here. I think I am going to lower
this thing a little bit. So let's do 13.5 so that
it's not asking tense. And just let's wait
for this rendered. As you can see, this portrait
also looks very, very good. I really like using
this whenever a character is entering
somewhere and there's usually like a window or a
door, door frame or something. It's like combining two
light sources into one. And it looks very, very nice. Finally, we have, I
think in the folder, therefore the oriC
and there's also the reference that I call
the cinematic light. For the cinematic
light, it's pretty much just play around and find
something that looks good. My best advice for
this one is trying to look for a movie that you really like and try to gather how they did the cinematographer
that character. So there's another very
famous scene here on Blade Runner where
there's this dude, I don't remember his name, but this one right here. I don't remember his name or
the name of the character, but he is on the
rain and it's like, I don't want to spoil it. It's a great movie. If you haven't seen the movie,
definitely go watch it. It's just amazing.
And as you can see, the lighting is quite tricky. So if we wanted
to recreate this, the question would be, how like, what would be the
proper way to do this? And here's what I would do. First of all, I would
use this one right here, but with a very low exposure. And I will use this
one as a rim light. Because as you can see, there is some sort of
like very soft light. I can see they're
reflected on his eye. It's a very soft light that's
making sure that we don't see like complete shadows
on the character. And then there's this very strong rim light
here on the back. So if we do this and we render that brain or that the
room lids looking good, Let's bring it a little bit
more to them. To the side. Let's just move this down. Something like this. I
liked something like that. There we go. Stop real quick. Let's grab this one. And we definitely need
to increase this. I'm going creep this spread up so we get more
light information. And we can play
around with this. Now this is one of
those occasions where I will
definitely use color. And then we'll make this
thing a lot, lot bluer. There we go. I'll probably even make
this slightly bigger. And remember the
bigger the element or the bigger delight
software, the shadows. Just play around until we find something that looks
interesting like this. Now there's a couple
of highlights here. You can see this,
this highlights coming from another direction. Do we want to recover those? I think I think I would like to. So how can we do that? We'll just grab this
guy right here. This guy right here. This is no longer. What's the word
three-point light, of course now, or
two-point light. Now we have a three-point light. But if we did this, we move it to the other side. We can add some
highlights there. I would definitely make this
thing lasts less explosive. It's just a reflection that
I want to catch there on some of the elements. And there we go. We have an interesting, very, very interesting
cinematic composition. So, yeah, that's it guys. As I've mentioned
these two videos, the single-point light
and two-point light. They're just a general tools and general as scenarios that I
wanted to share with you. Because I do think it's very valuable for us as an
artist to have like a, like a toolbox of
different options, right? You don't always want
to have your characters illuminated in the exact
same way we extended. It looks very, very boring. So by playing around
with all of this, look how much like
variations we can achieve. I'm going to save this one
real quick and look at this. We have a different
variations of the character. We haven't changed
the camera and we haven't changed the character is the exact same character. And just look how much and how many options do we have now, here's where the
director would come and tell us to change
certain things. The client would ask for
moments here or there, but at least we have something that looks
really, really cool. I'm super happy with
this one's rendering is one of those things that
always makes me smile. It makes me really
happy because it's, it's like the final celebration
for our 3D artists. Like it's like seeing everything
you've worked so hard. Now being materialize into
something that looks epic. It's not just a
sculpture, it's not just the textures is not just the materials, it's
everything, everything. There's rewards so
far to, to create. It's now finally,
don't like this one. I really liked this one looks
really interesting as well. So play around with this
two-point light setups. Again, do the exercise, not just the watch the video. Because then your
brain says, hey, I know how to do it, but unless you do it
or until you do it, it won't really register on
your mind and you won't be able to apply this well once you really
need it on your job. So yeah, hang on, tight guys. I'll see you back
on the next one. I actually want to
do, I'm going to do a quick parenthesis. I
want to fix the cape. I feel like we can improve the texture to match the
character a little bit better. So, yeah, hang on tight
and I'll see you back. And the next one, Bye bye.
27. Displacement: Hey guys, welcome back to
the next part of our series. Today we're going to
talk about displacement. And this is just a
quick chapter to go over something that we
can fix here for the, for the main clock,
it is texture, texture it, but I think the texture is not really holding. And it will be better if we can create something a
little bit more interesting. So this is the pattern. And if we go into
modeling UV, UV editor, you can see that everything has a patterns like
everything is there, like it's working the way we
would expect this to work. This are actually the patterns
for a marvelous designer, so we just brought them here. Now, what we're gonna
do is I'm going to go into my Hypershade
real quick. We're going to clean this
graph with this little button. And I'm going to hit Tab
and I'm going to write a substance and we're going to open a substance,
note that texture. Make sure to have your
substance plug-in turned on. So this works properly. And then once this is turn
on your assets folder, you're going to find this
one called cotton denim. Jeans pleaded weren't
going to have to open that down here. We're going to make this a, an Arnold, Arnold network. Now in this case, I'm actually going to keep this thing which
is the height map activated because I do want to displace a little
bit of the fibers. So it looks a little
bit more interesting. I'm going to grab the
character for just a second. I'm going to hide it. So
that actually has this fine. I was going to say we
can hide that just to save a little bit space. I'm going to go here. I'm going to assign
the existing material, which is AI standard
surface two. That's the new one or
should be the new one. Let me just make sure
that it is the one. Always make sure to rename this. I'm going to call
this M cloak new. I'm going to hit and
just say, There we go. So if we assign that one
to this guy right here, which it has, now
we just need to say render, Update full scene. That should update and
registered on new things. And when we render, which
should start right now, you can see that the
texture is right there. Now, the big problem that
we have right now a, is that the texture is not working the way we would expect. The size of the texture
is way, way too small. So I'm going to select this one. I'm gonna go back to
the element right here. And if we go to the
place 2D texture, we're going to repeat
this out like 20 times. I think too many times
should be a good amount. Let's render. Now let's take a
look at the density of the fibers. There we go. That looks a lot better. As you can see now
we can actually see the little bumpiness
of the effect. I think this is still
a little bit too big to be honest, so
I'm going to stop it. And what I'm gonna
do is I'm gonna give it a little bit more. Let's try 2525. There we go. That looks
a little bit better. Now. Two displays it
because right now we're not really
displacing anything. I mean, it's trying to do a
little bit of displacement. It's not really working
as much to displace this, what we're gonna do is we're
going to select the object. We're gonna go to the
object's shape right here, ropes shape, and
down here, Arnold, we're going to select
a subdivision, Kevin Clark, and let's say let's give it
three subdivisions. So what's going to happen
now is add render time. This thing is going to be
divided a couple of times. It's pretty much like if we
were smoothing the object. And once the object is smooth, it's going to push the
vertices up and down. If three is too much. Tried lowering it because it could definitely be
a little bit heavy. Let's just wait and see if
this one actually works. It should should've
had registered. I want let me pause real quick
and we reset the render. There we go. So now, now what we should
see is we should see a little bit of the points
being pushed up and down. Now, if the intensity of the displacement, you
can see it right here. If the intensity
of the displays, it's a little bit too much and it looks way, way too noisy. Well, we should
definitely do is we should go back to
the Hypershade. And here under
displacement shader, we can reduce the scale, let's say 0.5, half-full
we had before. So now when we do this, yes, where he could still going
to have the displacement, but it shouldn't be
as syntax, right? So let's start with a quick render and
wait for this to run. Come on, my app and family
were doing so well and stuff. Okay, let me let me pause
it real quick, guys, with for Maya to unfreeze,
are There we go. So one thing I also
want to do this, I think the color is a
little bit too dark, and this is one of
the advantages. We've mentioned this
before when we use this materials that we can
change the way this looks. So if the color is a little
bit too dark right now, Let's lining up a little bit and give a little
bit more saturation. And what that should do, Let's keep one picture to compare. It should lie on the whole
thing up a little bit. I feel like still too dark. So let's, let's try
something really extremely. It's really saturated. This guy. That's a little bit better. I mean, even after that color, It's still like I feel
like still not there. But it's getting better, It's
definitely getting better. Another thing that
we need to check is, for instance, the roughness. Maybe we want this thing to
be a little bit more rough. So up here, we should have,
there we go, roughness. So let's just increase
a little bit more. And I think that's
pretty much it. Let's increase the
luminosity a little bit. That should give us
a little bit more like a nicer color
there on the garment. Cool. So yeah, that's it. I mean, again, the more time
you invest in something, they're more like texture
work we do and stuff, the better everything
is going to look, Let's stop this
thing real quick. I'm going to grab this slice
right here, Control G. I'm going to call
this a dramatic. Let's bring back the
three-point light because I wanted to see like a cowboy shot of
this guy with a new texture. Let's go to the sky dome light and let's do minus
two. I believe it was. Let's go to the camera. This one right here. Panels
look through selected. And that's gonna be my
cowboy shot right there. Let's render. I think that's the way
we too much right now. But the rope yeah, it looks a lot better, right? We haven't got this
sort of weird border. I think that's quite nice, quite, quite nice. I like it. We are going to get this effect. This effect happens with
any sort of like repeating pattern where you get
this sort of like, like pixels, not
really knowing what to do when the
image is too small. But yeah, this looks good. I like it. I really like it looks
way, way better, I think. So. That's it, guys. Uh, we're, we're pretty much
done with the character. We're pretty much done with all of the tips and
tricks that I wanted to show you for
presenting a character. We saw all of these different
variations along the way. And now with this new cloak, I mean, just, just
looks amazing right? Now we're finally going to
jump onto the final project. We're going to do chapter six, which is the decomposition,
the storytelling composition. And then it's going
to take a while. First we need to build
this scene, this scenario. We're gonna build a lot
of things following our traditional like
a competition rules. And then we're going to
jump into rendering. So hang on tight and I'll see
you back on the next one. Bye bye.
28. Environment Setup: Hey guys, welcome back to
the next part of our series. Today we're going to start with our final project and we're going to start with
the environment setup. We're going to start
working on the environment for this guy. This is the scene cold
final scenes start. I'm actually going to
save it a real quick. So before I forget,
I'm going to call this final scene finished. And we're gonna do three
types of light setups. We're going to keep the
environment pretty much the same. Maybe we do a couple of
changes here and there. The character is
also gonna be very similar on most of them. But I want to play around
with the feeling and the emotions that we want to convey with each
individual environment. Now, how are we going
to do an environment? Well, right now, or for this particular
series or tutorial, we don't have enough time
to do a full environment, so we're gonna be
using Quicksort, all of the assets
and I'm gonna be providing you came
from quicksort. Quickselect is now a has
been acquired by unreal and all of the content
that is instead of quicksort, is
completely free. So if you go here to products
and browse magazines, we have all of this mega scans and it's totally fine to use mega scans or any sort of 3D models to
decorate your scene, especially if you're not
in an environment artist. So long as you specify on your on your piece of the
portfolio and your demo reel, that those were not
made by you because the worst thing that could happen if someone calls
you and they're like, Hey, I saw the environment of your character and
I loved that one. Can you do that one for me? And yes, so always, always, always make sure to credit the artist and credit
where things came from. In this case, this
one's came from, uh, the I believe it was can't remember which one that was just one,
northern coastal cliffs. So what I'm gonna do is
I'm going to say file. And in this final scene
finished in your case finally, start, you're going to say
file, create reference. And we're going to reference
this one that's here for you that's called Nordic cliffs kit. When you referenced this end, what's going to happen is
all of the things that were on that specific elements
are now going to be here. There is a sky dome light, which we can use if you want to use this
one, that's fine. If you don't want to use
this, just don't forget to hide it because otherwise
you're gonna get two lights. I'm going to keep this
one just for now. And if I press number six, which is a texture mode, we should see the textures if things are not
linked, don't worry, we're gonna go Windows, general editors,
file path error. And we just need to make
sure that as you can see, all of these things are not they're not set. So no problems. We're just going to
grab all of these guys. We're going to say RightPath files and we're going
to browse them. Remember when I mentioned
that not all of them, we're gonna be in source images. This one's are
actually in assets. So here just select this
one, set and repair. And as you can see, those have
properly being repackaged. So now if I press number six
and turn this thing off, you should see everything
with textures. So all of the clips
have now been textured. So how are we going
to set up the scene? What are the things
that we need to think about when we are
setting up a scene. Well, first of all,
we need a camera. We've already know about this. It's very important
to have a camera. So I'm gonna go rendering. We're going to create a camera. I'm going to say panels
looked are selected. And I'm going to call
this camera shotgun. Now we're gonna be
working, as you can see, it will still have
the square element from the other scene. And we're gonna be
working with a full HD. So 16 by nine, proportion or aspect ratio. Full HD. There we go. Yeah, It's time to find a frame. So when we talk about framing a character
or creating a scene, the first thing we need to think about is the composition. We've mentioned composition. We've talked about several
things about competition, but now we're really going
to go in depth about what makes a good composition and what makes it
bad composition. So a good composition is a composition that
helps the story. We need to tell a story. And that's usually what you
wanna do through your pieces, especially if you're gonna
be doing things like this. So what I'm gonna
do is I'm going to grab all of the geometries from the cliffs and I'm just going to move them to the side like this. And I'm going to find where
I want my character to be. Do I want him, do I want him
to be on the foreground? Do I want him to be on the middle ground or do I want him to be on
the background? Right? That that will be or that should be the first question
that you asked herself. In this case, for
the first photo, for the first element
that I want to create, I actually want it to
be a establishing shot. And the concept of
establishing shot is any kind of shot that
establishes a scene. So establishing
shot, again, very, very common, and it's
usually a wide shot. You're going to see a
lot of the environment. There can be characters
that there is no problem, but it should allow you to
understand where you are. One of the best ones I remember are the ones
from Lord of the Rings. I loved Lord of the Rings, one of my favorites movies and this kind of shots are very, very common, rightly,
you have your character. He's looking towards
a direction. He's going to travel somewhere. And you just like you just
absorb the whole element. And I loved this
tablet screenshots. So this is what we're
going to start with. And I want to start
with establishing shot where my character is on the midground would be fine. So I'm going to
start right here. I'm going to grab this group. And I actually grew up
everything so that we can rotate him a
little bit easier. A double transform though, I think we actually need to grab the reference because
that's the skeleton. We're just going to
rotate this guy. I mean, we don't even
have to do that. We can just rotate the camera
or the other way, right? So we're gonna go with the
character right about here. This is going to
be my shot if I go back to the camera and that one needs to decide
the focal length. And as we mentioned for
establishing shots won't. The important things
is you want to capture as much as possible. So I'm going to try to go with a low focal length,
something like a 24. And as you can see, that immediately
changes how it looks. Now the characters on
the floor, right now, it doesn't really seem like
there's a little bit of perspective issue where we can't really
appreciate it as much, but he is on the floor. So where do we want him to be? Up here, in the middle
or down here, right. Like all of those
are the questions that we should ask ourselves. Usually, it's down here, it's usually in a
certain position where it works like this. And now that we have this, we can start working on placing all of the
different stones. So we're gonna go
panels, I'm going to say tear off copy to have a copy of the
composition right here. And I'm going to go to
my perspective view. Now as you can see
when I move out, since this is going
to be a really, really big scene and it's
part of what we're gonna do to make this looks
as nice as possible. Since this is gonna
be big scene, we definitely need to play around with something
called the clip planes. We haven't actually
touched this ones. But if you click
this thing right here underneath
the focal length, we have these things
called the clippings. And that's the plane
that it's like a distance where the cameras
stops rendering things. So if we go really far away, you can see
things disappear. But if you just add 10 right here, we're going
to see them again. So usually something
like this should work. I'm going to start with the
big cliff right here and I'm going to position it
on the background. So this guy is gonna
be, like I would say, right about there, something
like that looks interesting. And then we can just
duplicate this guy, wrote it around and we can even play around with the
scale send stuff. Now, when we see this
thing right here, we need to think about
the composition. And again, we can go for
asymmetrical composition. We can go for our
rule of thirds. We can go for this Fibonacci
golden ratio sequence. I'm going to go for
like a golden ratio. So I'm going to start
here with the character and we're going to spiral. And the main point
of the composition is going to be right here. So I'm going to play around with the position of the cliffs. They looks like this
is the point or the place where I want
my character to go. Now let's move
some of this back. Now here's another thing. You should always try and use
the assets that you have in a way or are in such a way to point the characters towards
where you want them to be. So, for instance, this
stone right here that has this very obvious direction
pointing towards this side. This is the kind of
stuff that, that will probably want to
have right here. There's another rule
that we're going to be taking a lot of
care about, that. It's called the tangents. You don't want to have an object that's in front of another object such as this one, connect on a point here on the composition because this point right there
that's connecting, that's going to make
thing, that's going to make the composition
feel flatter. So if we wanna do weird stuff, like in this case, I'm
fine with this sort of like door right here,
but this one right here, I definitely wanted to just push this forward and
have it overlap, rather have it overlap
with the stone, rather than creating
its own stuff. This is also going
to be helpful to hide things that we're not going to be able to see
your term we're not gonna be seeing because that's, that's also going
to be important. We have this other
wall right here. Let's just, just to
frame a little bit of the midground right here. So right about there. And then this one, for instance, Let's duplicate it again. Rotate it. We're going to scale it down. Maybe skeleton, long, long way. I'm actually going to rotate this so that we see
a different part of the texture because we're
repeating textures in my V. Or it might become a little bit obvious that we're
using the same one. Push this back as
well with that. And then we have this
small stones as well. So let's bring this one in. I really like this, like
small rock formation to be framing some of the
forebrain is going to be like, it's not gonna be
super, super visible. Can I want to go for like a, like a low, look
round like this. There we go. Careful with the
tangents just again, making sure that the
composition works. One very cool trick is
hitting number seven. But actually, right now since we have light that we're
not gonna see anything. But if you're going
to have a life, like if we were to turn off the sky them right here and
we've placed number seven. We're only going to be able
to see the silhouette. And that could also help you
find a good composition. Now, I do have a couple
of grounds here for that, for the character to stand on. So that we don't have
like, just like a plane. I'm going to have him
stand right there on the border of the element. I might have even stand on
because the problem is we don't really have a ground
floor like a texture. So I'm thinking about
going a little bit lower and just deleting
this plane right here. I can just hide it. And what we can do
is let's have this sort of like floating
mountains, right? So we don't really
see the ground. But we do see the elements
there, the mountains. There we go. And we just hide all
of these elements. Now here again, it's
where we can play with composition C. This is whether
the character right here. That's the kinda stuff
that we want to see. That's the, that's the compositions that
we're looking for. Because those are
the ones that are going to make sure
that character, it looks really, really cool. And here's where we use
one trick that's called. It's kind of like what magicians just like if you're
not going to see it, then it's totally fine
because no one's going to know that we're missing
that sort of effect. I think we're going to have to bring the composition
a little bit closer. Lowering this again, lower. We're trying to go here, so we might have to add something there,
something interesting. Let's keep lowering this things so we don't see the
cutting off point. Now one thing we can do if we don't want to see
the cutting off point, but we still want
to keep this things like relatively high, for instance, like this. There are a couple of planes
like this point right here. And we can just rotate this
plane and kinda use it to, to hide some of the ground. We need to see how this
actually looks, right? Let's turn off textures. And as long as the
combination there doesn't look have bad, then We're fine. Even this one right here, I can just grab this one
up this floor right here. Push it over here. Just create this sort of ramp. And again, as long
as the cutoff point doesn't look super, super weird, obvious,
it's gonna be fine. We can already
make a quick test. So let's save this real quick. I'm gonna say Arnold
and just render. Now I do. What's the word I do? Warn you guys? There's
a lot of models, there's a lot of
textures, there are some other things going on. It might take a little bit
longer than usual. Let's go. Come let me stop this because I think I forgot to turn off the light or turn on the lights. And right now we just
have NHGRI is just a basic one of the basic
HRIS that we're using. But here we go, look at that. Not freaking bad, right? Not freaking bath. This already looks like a like a scene from a
movie, I would say. It looks very cool. Yeah. As you can see,
like discriminatory, she doesn't really like annoy me or makes it complicated
or anything. So I think that's fine. I do think the cape is way, way too shiny for
this particular one. So let's go back here to the
initial substance known. Let's bring the luminosity down and the color down as well. There we go. Let's give it a shot now. Not update render of
this whole scene. We're going to have to play around with that
one a little bit. But yeah, as you can see, we're building this
very cool world now. The light looks horrible. It's a very, very bad light. But this to me tells me that
we're on the right path. I'm going to push this one. I'm going to push this one
a little bit backwards. And I'm going to
duplicate this one. I'm going to have another
one like a very similar one, like backyard, but
really, really far away. Even if the clip
plane doesn't see it. This is one of the
interesting things. Even if the clip
plane doesn't see your render or your element, when you render, it
is gonna be visible. Let's just wait for
this to update. Let me actually stop that. Render the full scene each
shoots yet though. Weird. Okay, Let's grab this
camera right here, and let's just add
two more zeros. Okay, what could
be happening here? Now because they
ignored the cliff face? No, it's, the skill is at 0. So not really sure we're not seeing, you
know, it's there. Let's just close the render
and just open it again. Maybe I forgot to
look at the image. I getting an error or something. There we go. Let's go back to shotgun. There we go. So now we
see that a pillar up there and the cape actually
update that as well. Cool. So yeah, I like that one. That one looks interesting. Let's do one more. Far away as well. Like this. Now we also have like stones
and boulders and stuff. So let's add some of
these guys as well. Again, this are going
to add the depth and in cooling information
to the whole scene. Let's use the same one. But back here, one thing
we could add just for, what's the word for
compositional effect? Just like a big obnoxious
or like right here. That will be the focus point. I wish we had like a, like a like one of those shifts from the movies and that
would be quite nice. But yeah, you can see
that the composition is flowing very nicely here. We are going to eventually go into composition and
we're going to play around with the
back plate because we don't have anything just yet. But yeah, that that works. This works very nice. Cool. So there's one final thing I'm going to add right now before we start playing with the lights
for this particular scene. And that is fog. Fog is definitely going to
be important for this one because it's going to give us
a sense of depth right now, as you can see right
here, everything seems to be on the same plane. Yes, we do have a very
interesting effect with things going
from 1 to the other. But in general, everything
seems to be again, part of the same process. So I don't love that. Let's let's fix it. So to do that, you guys
remember all let me say real quick before
anything bad happens. And we're gonna go
here are the renderer. We're going to go, we need
to close the renderer. We're gonna go environment
and we're going to add an atmosphere, atmospheric
atmosphere volume. And if we check the
atmosphere volume, we have the options right here. Let's start with something
really low points. Here's your one. Let's
see how that looks. And let's say Arnold render. Let's take a look. Let's wait for this to process. Seems like it's going to try and do it from the perspective. Let's go to the shotgun already. Okay, there we go. I don't see the atmosphere. Since this is real-world
scale, we might need more. So let's try point. Let's try it with 0.1. That's
not enough. Interesting. Let's try one. Straight tan. That's not letting me do ten. It seems like it's
not updating or something to do or not
getting any errors. So this should be working. Could it be the
nicer? Let's remove this guy's for just a second. And let's go back to
the atmosphere volume. That's really weird. It should be working. I'm not really sure
why it's not working. Let's turn this off again. So I'm going to stop
the video right here, guys, just to what's the word? Just to have a good boss. A word that we'll talk
about fog in the next one. We're going to start
lighting this in. So we're gonna start adding some interesting light effects to make sure that we get a very, very interesting competition. So, hold on tight and I'll see you back
on the next video. Bye-bye.
29. Rock land Scene Lights: Hey guys, welcome back
to the next part of our series today we're going
to continue with the lights and I was able to
find out what was going wrong with the fog. And that's the fact
that if you don't have a light source
on the scene, the fog really
doesn't know what to do with just the HDRI, so we just need the one of this. So I just added this scene or disliked and we're going
to start lining things up. But before that, let me just adjust the default real quick. So as you can see right now, I'm points 0001 to really, really small
attenuation or rather, sorry, density for the fog. And let's start thinking about what we want for
our element now, in the original sky dome, I'm actually using a sunset. And as we've mentioned before, the problem with using sunsets
is the fact that we're already like determining
how we want things to look. So I'm going to go for something a little bit
more like neutral. Like even this brown
studio is fine. I don't know. Should we go for like, Yeah,
let's go for this one. Let's go for free. Really nice orange effect. And let's take a look at this. So if we rendered, Oh yeah, that looks really, really nice. Let me just find where the
light source is coming from and it seems to
be coming from the, what's the word
from there, right? Right, or from the back. Let me actually bring the
scale of this thing up. There we go. So that's where the sun is. Let's rotate this thing
a little bit like this. And then when we
render there we go. Even the sky looks
quite nice over there. So yeah, I like this. I like, I like this. Sort
of finished right now. But now we need to
add a little bit more life to the
whole scene, right? So how are we going
to be adding life? We're not going to
be manipulating the actual elements right
here are the actual HDRI. We're gonna be adding
our own lights. And I want to try to
do this sort of like God race effect where
certain parts of the scene are gonna be
more LIT than others. So to do that,
we're just going to selectively pick a couple
of flights to work with. So I'm going to go Arnold lights and let's of course it
start with our character. So for our character, I want to have one
ray of light or one light pointing towards him. So this one is going to be coming in a very similar
direction to the sun. So it's gonna be low, long shadows,
something like this. And on the exposure
we definitely need to go a little bit heavy
so we do 20 exposure. You can see that's definitely
illuminating something. I'm definitely going to be
using color temperature. Let's bring the temperature down and let's bring the
spread down as well. I'm going to try to go towards the light and pointed
towards the character. Might need to increase
the exposure quite a bit. You can see as we
increase the exposure, the fog is being more visible. Let's bring the spread even
lower because I really just want the character to
have the illumination here. Let's go lower here. I'm going to change
this to a disk. That's looking interesting
and I think there we go. That's what, that's
what I wanted. Like I really,
really strongly beam of light hitting my character,
something like this. And now that we have this, we can of course move the, the intensity of the
light a little bit lower. So we get this very nice, sort of like Godrej illuminating
my character like this. And as you can see, we also get a little bit of the
fog information. Let's go back to the fog. And now we can, now
that we have one light, we can start playing around
with the intensity, right? So let's start with a
0.1 and see how much. Hope that's way too much points. You're one way too much points. Here's your one. That's a little bit better, but still a little bit too much. Let's try 0.0005. So half of that. I liked that it's a little
bit too much steel, so 0.002, maybe it looks
a little bit better. And we definitely can play
around with attenuation. I feel like the problem
with attenuation is the light is looking good, but then it's getting
rid of the of the HDRI. And I don't like that. So it seems like we're
gonna have to keep a 20th attenuation
very low, so like a 0. Okay, so now that we have one very cool looking
ray of light, the ideal thing is to eliminate other parts
of the scene in a very similar way
so that we get an interesting effect
because I do like this, like Godrej, I actually think
it will be a little bit better if the Godrej was
hitting a little bit forward. So we can see the
character. There we go. Like just barely touching, discuss. It gets rid. There we go. Now we're talking. That's what I was looking for. So that's sort of effect. Cool. I like that. I really like that. We can make this thing
bigger, of course, and that's going to soften
the lights as well, which I think it's
definitely helpful. And now that we have that, now we have a light
that's looking good. We can just Control
D grab this light. And for instance, pointed
towards this sphere. That's another ray. There may be increase the
spread here a little bit. And make it shine on this fear. Anyone, like, I really want to hit that cliff right there? I think that's going to really
make it quite interesting. There is a book
that they strongly recommend if you're interested
about learning this. I think the name is painted with light or the magic of flight
or something like that. And this is one of the
concepts that they mentioned. The fact that at
the end of the day, everything that we
see slide right? So we can use light
as a brush and we can paint things with light and
create amazing composition. So for instance, this
stone right here, this one that we
have right here, we can make it shine
just a little bit, just like a, like a
corner of the element. If we go here. And we position this so that we hit just a little bit
of the elements, right? So you see that that's
sort of light right there. And then we can of course play
around with the exposure. And maybe that
light or that part of the stillness
now that's exposed. But see how nice this makes
it look really, really cool. I would say. Finally, there's ones
that back there. I think those should
also receive those like very magical sort
of light effects. Grab another one of the
slides and duplicate it. And that should be hitting
the corner over there. Bring it back so we see
the whole like Ray length. There we go. Let's keep it warm. Now we're gonna
get this very cool looking like Godrej effect. That one's already
illuminated. I like that one. And we can duplicate
it once more. And also give them
a little bit of shine to that one over there. Now you might not want to overdo it on the
ones on the bag. Because remember when we're talking about
atmospheric perspective, things that are further back are going to be less contrasty, the things that
are closer to us. So, yeah, I mean, the composition is looking
quite, quite, quite nice. I really like it. Now one thing that's really
going to help this hole, the composition before we start playing are a little
bit more with lights is we can try doing some
depth of field, right? Because right now
everything is in focus and I would expect to have a
little bit of a change there. So what I'm gonna do
is I'm going to save, of course, before
anything happens. And I'm going to
jump into my camera. Say, let's close that. Say panels look
through selected. Not that one. Shotgun. Panels looked are selected. And let's, let's think about
what we want to be in focus. And I think we probably want this big sphere
to be in-focus. I still haven't decided
what this is gonna be. It's not gonna be as
fear, Don't worry. But this thing, as you can see, it's three kilometers away. So 33327 units. So that's what we're
gonna be going for. I'm going to go to
my camera again. And then we're
gonna go to Arnold. We're going to say
enable depth of field. And the option is
gonna be two or 327. That's it. Now we can start
doing some tests. So if we go Arnold, Render, Render ran out, should
be the exact same thing. Nothing should change. Stop this, and let's bring the aperture
size all the way to one and see how much
like blurry things get. I'm not really seeing that
much of a change to be honest. He said rendering though. There we go. So for big shots like this, it's definitely a
little bit tricky to get the aperture size, right. But you can definitely see how the character is
getting blurrier. And that one's also
getting three or so. I like that. I do believe can
we go higher here? Yes, we can
definitely go higher. So if we go really, really high, you can see that the character
getting way, way blurrier. But the hills or not. So this to me tells me that I probably won my focus distance
to be a little bit closer. So like 1500. And that way, if we do this and we reduced
the aperture size, let's go for
something like a to. The character should be a
little bit more in focus while still blurring out
the things back there. Now one thing that's really, really bothering me
is the backdrop. Like I really loved the sky. This pink sky looks amazing. But unfortunately you have
this hotel right there. And unless I move the stones
to cover the whole deal, it's really making it a
little bit difficult for me. So I'm actually
going to go here to the disability and I'm
just going to turn it off. I know it's gonna be a
little bit difficult because we were not
seeing the backdrop. And as you can see,
some of the libraries are a little bit more visible, so that's something that we
definitely need to change. It's also going to
be good for me to know what things should be visible and which
ones shouldn't. So technically we should
have all of the rays coming from from the back. So if there's any light
that we're actually seeing, we shouldn't see like
all of the slides should be coming from
the side. There we go. Again, here's where we need to exercise a little
bit of that sort of that's sort of what's the word create
will not correct. It was just imagination.
And understand that all of these things
that we're seeing back here are gonna be replaced by something that's going
to look even better, right? So like a sky or something. So yeah, I mean,
this looks okay. I do think this
guy is right here. Could be could be pushed over a little bit further
down or further back. So we're going to grab
this guy's in them really. I'm gonna go into world mouth and I'm really going
to push them back. Then one of them
even further back. Because the further
back they are, the more this effect
should play with it. Yes, As you can see, they
become way, way blurrier. And that's sort of
what we're going for. I definitely want to
have some sort of like framing thing on the front. So let me this is where having two
meters is really handy. Unfortunately, since I
want to show everything, I can't make use of those. For instance, I like this
sort of like bolder thinking. So let's bring it here with
my character and use it as a framing device to indicate where the
foreground starts, right? It's just like a stone that's framing him a little bit there. I'm going to stop this. Another stone like over here. And again, all of those things, what they're doing is they're adding planes to the elements. So certain things
are going to be in the main plane and other things are gonna be
in the secondary plane. And this is how we're
going to be able to create a really
nice composition. Now, I can definitely see his
robe us a little bit weird, so I'm just going to bring
it back a little bit. There we go. Cool. So yeah, I really like how
this thing is looking. I think it's looking
quite, quite nice. Like compositionally
wise, things are flowing. As you can see, most of
the mass is down here. He's nicely silhouetted here. A nice, nice frame right there. I'm tempted tube and
grabbed the neck here. Just rotate a little bit him. So he's kind of
looking to the side. And again, this is an
establishing shot, right? So the main focus of
this type of shots, make sure that we present the, what's the word is to present the people with
something interesting. We're gonna be
doing another shot. I'm going to do another
short probably like, like this, like a heroic
charlotte, a close-up. And then we're going to do
one or two more final shots. But yeah, this this
shot right here, it looks quite, quite nice. I'm trying to think
what else we can do. Really am I really wanted
to do this for you guys. I really want to
add a water plane. So I'm going to
grab a plane here. And if we convert
this whole thing that we're worrying about into water, that could give us a very
interesting composition. So let's render this. It's definitely too high. So let's bring the water down. It's also going
to be really cool because now it looks like he is like above certain things. But now we need to make
this a water shader. So I'm going to stop
it right here, guys, I'm going to decide
what I'm gonna do with this sphere real quick. I'm probably going to
provide the mass of this wall to it to
make something cool. And I'm going to show you how to do a water shader for this one. So hang on tight and I'll see
you back on the next one. Bye bye.
30. Ocean Shader: Hey guys, welcome back to
the next part of our series. So today we're gonna do
the ocean shader and we're going to replace the sphere with something a little
bit more interesting. So let's start with the shader. The shooter is actually
quite, quite easy. I'm just going to
right-click on the object. I'm going to assign
a new material. I'm gonna go Arnold
AI standard surface and we're going to change
this name to m ocean. We're gonna change the
transmission of this object to 0. That way we are gonna be like, it's gonna be like a glass. So if we hit render,
as you can see, this is just gonna be reflecting whatever is on the elements. It's kinda like a glass blend. Literally. What we're gonna
do is we're going to change the IOR to 1.33. That's the, the index of
refraction of the water. So as you can see,
just by doing this, the water already
looks quite nice, but there will be cool
if we had some ripples. Because even though
yes, this looks quite nice and it's reflecting
the sea and everything. If we were to see the ripples, it will look even better. So to get that to work, we're actually going to
be using displacement. And we've already talked
about displacement. We use it for the code
of the character, but now we're gonna build,
build it from scratch. What the **** is all of this? Okay, So all of the
shaders, That's fine. So all of this shaders
that you're seeing here, those little shadows
from the rocks, the ones that we're referencing. So if we go M ocean right
here and we open this up, we need to include a
displacement node. So we're going to type in a tab key and we're
going to look for displacement shader. We're just going to plug
this displacement shader into the displacement right
there, one like this. There we go. And we're gonna be using something called a
bacteria displacement, which is a more advanced
sort of displacement. Hopefully this will work. So we're going to look
for a file texture. And the texture that
we're gonna be using is located in your
source images. This is provided actually by Arnold team which has
this ocean shaped 001. It's a fillable texture
and it's an ocean texture. So the color goes here into
the vector displacement. And we need to go to the plane. We need to go again into
the object, or sorry, the Arnold component and make sure that it has
subdivisions, Kadima, Clark, and let's add
three subdivisions, Let's say real quick. And then we hit render. What we should expect to see here is the displacement
of the plane. As you can see, yes, the
plan is being displaced. Why? I might, I might add, as you can see right
there, the scale of displacement this way,
way, way too much. So let's bring this back. Let's go to the
displacement right here. And under scalar, say
something like 0.1. Let's try this again. As you can see, it's doing
a really cool displacement, but point when still
way, way too much. That's a lot of this lesson. Let's say 0.001 render now. And as soon as this thing
starts cleaning, clearing up, we should see some of
the displacement working there against some small
ripples across the surface now, unfortunately, well,
not unfortunately, right now, the plane
is really big, right? And actually, it will better if we move the plane
to the center of the stage so that
we can see most of the ripples, the texture
that we're using. We need to replicate
it a couple of times. So here on the displacement,
we can say, hey, you know what, maybe
repeat this ten times. Give me ten repetitions. And hopefully we will get now is a couple of more
ripples here on the water. So this is immediately
going to add another level of another level of visual
interests to the whole scene. It's going to make it look
nicer and that we're gonna be able to get a very
interesting effect on this. I read here, I'm already
thinking about adding the two songs that we normally
see in Tatooine, right? Or like some sort of
like a galaxy effect. But yeah, that looks,
that looks okay. It looks good. It looks a little bit
too big, I would say, and that's definitely
killing up the scale. So let's go back here
and let's try like 2020 and see if that works
a little bit better. Yeah, I think that
definitely helps. But I even think 2020 is way, way too low. So let's
go really crazy. Look, score a hundred
and one hundred. And hopefully that
will give us really, really small ripples.
There we go. Way, way better see that. Now we can actually see
the ripples of the water. Now that's a little bit too big. I would say, let's try 5050. And that should
give us some really nice clean wrinkles
there on the water. And the water right now, due to the angle that
we're looking at it from, it's gonna be refracting
or reflecting quite a bit. However, if you want the water
to be a little bit darker, we can play around
with the transmission or the transmission color. Maybe we can say,
hey, you know what? Let's go to that material. And on the
transmission color may want the water to be
a little bit more. What green, blue. Let's start like a light blue. And what's going to happen
is we're going to have a little bit of a
tint right there. So it's gonna look like
really, really pretty. I do think that's a
little bit too much. We can make a loop really murky, really dark, like a turbulent. Can also play around a
little bit with the depth. The depth is actually
quite heavy. So if we can avoid doing that, that could be a
little bit better. Hopefully this doesn't crush. The thing is we save, always, always remember to save. Because yet this is,
I'm trying to do everything IPR so that you
guys can see the changes. But if your computer is
having issues with that, just try doing it one by
one, like give it a test, stop it, give it
a test and stuff, but that would be
my main suggestion. So yeah, it looks like my eye is going to
kick the bucket. It looks like it's gonna
be it's gonna be gone. So let me pause it
real quick, guys. Let me see if my recovers. If not, I'll just open
this in real quick again. I'm still waiting
for Maya to recover. I just wanted to share a
quick tip for you guys. This is a way to know if it's completely lost or if
there's some hope. As you can see right here on the Maya options, It's
still processing. I actually saw that
just recover there. So as long as you see
numbers moving here, that means there's hope if you don't see
any number moving, then it's probably
it's probably dead. So yeah, as you can see
or as you saw there, the depth really
killed the element. But having a little bit
of this bluish tint, I think it's a good idea. Remember, we're still
going to be doing color grading and then some
changes later on on the, on the elements themselves. But so far this looks
really, really, really cool. I think it would be nice to have some mountains on the,
on the back here. But I'm not sure. Let me show you real quick. Here's how I would
do a mountain. So if I wanted to have something
like old way back there, I would probably use a, an element that very mountain, mountain like this
one right here. I'm going to duplicate this. Let's see if we can take a look. But we're just literally
going to bring this thing all the way to
the back of the sooner. It's to be a really, really, really far away. And we definitely
need to make this like super, super big. So something like this. Let's start rendering
this again. That might have been
a little bit too much less of the full scene. Let's render and see
if that does it. No or yes. There we go. Thing that camera
might need to see it. So let's grab this shotgun. Panels literal selected. Since we have this
very low angle. We are going to have two. Again, this is gonna
be like a super, super big mountain where it should be like
really far back. There we go. So as you can see, that could
look like a big mountain. All the way back there. Let's push this
even further back. And even further back. Let's push it up. Yeah, The problem is the fog is not really helping
us that much. Because normally with, again, with the atmospheric
perspective, this will look a
little bit better. We can try playing around with
the Fog a little bit more. Let's really quickly go to
the environment right here. And let's try points 001. See that the problem is, I really liked the way that this thing is locked down, like they look
really, really far, but now it's just too much, too much blood cells zeros, zeros, 0.55 of this. Not bad and things to look
like really far away. So that could work. I'm going to stop it. Kinda want to rotate this the other way. And then go and
composition wise, I wanted to leave serve like an empty space there
in the center. So this sort of like
curvature pointing towards where the sphere is. I'm still not sold on
the amount of ****. The good thing is when we, if we were to render this in a more traditional
pipeline production thing, we would render them as separate pieces or separate layers, and we could just composite them in a different way inside
of Photoshop or something. But now I'm going to go 0.0003. Remember that we're not
going to see the number, but Maya knows that that's the amount of work going
forward. There we go. It looks a little better
and yeah, they're far away. The lens flares
working have the C, which is looking quite
nice. This line right here. That's one of the things that, it's one of those things that
bothers me sometimes with, with compositions
where, when you can see where things
like start and end. So let me just go here. And one thing we can do is
just grab one of these like small walls and get
it right there. Of course, easiest ways
to go shop camp panels, looked at selected, grab that one and just
get it in there. And that way we don't see
where the scene cuts. It's just a it's just
another barrier, right? Yeah, it makes for
a good effect. So I did get gmodel guys for you that I think
it's going to work. So unfortunately
isn't another setup. So you're gonna have
to go in settings preferences Plug-in manager. And we need to turn on
something called the STL. Stl is stereo lithic,
something I think. And this is usually
for 3D prints. So I actually got this
one from Thingiverse. And if you go import assets, There's this sort tracks
of boringly sphere. And as the name implies, is just a boring old sphere, very alien looking, I would say. So we're gonna go right there. And I'm gonna make this
a metallic object. So new material, Arnold, standard surface, Let's
call this m border NOI. So this is the main effect, metal unless all the way up. And let's increase the
roughness a little bit. So now we take the render, we go definitely
make this darker. And now let's just make sure that this is not the way
it's supposed to be, should be right around here. That's pushing up. It's also going to create some
very interesting shadows. And again, compositionally wise, it looks interesting
because it's right there on one
of the thirds. It's following the
rule of the elements. I do think we can write
it up a little bit more. And this of course, is there going to be,
the rays are going to be following it. Look at how cool this
composition looks. Not bad, right? Not freaking bad for like 30 minutes of work,
40 minutes of work. We can already showcases, show this to George Lucas
and hopefully he'll, he'll hires for the
next movie, right? So, yeah, this one
looks very, very cool. I think I would definitely
like, unfortunately, this is not a like it's just
like decimated and stuff. So we didn't have I
don't think it has to be to be honest now it doesn't. So we can't really use
a material even if we dropped a material from substance is not
really going to work. One thing I would
like to give it maybe like a gold
material would be cool. Like a dark bronze
material maybe. Yeah, it looks, that
looks interesting. It follows a sort of warm
concept that we're going for. Thus in contrast that much,
definitely less saturated. There we go. That's a little
bit more interesting. Now, one thing that usually can be helpful is if you
have multiple elements. So for instance, if I have
one sphere right there, I could have won
another sphere like a back here. Being covered. Where are we? Where are we? There we go. This sort of composition
where you have multiple elements at
different depths. It can sometimes work
very nicely as well. Because it gives a
sense of this sense of, oh yeah, they're wearing
where on an unknown world. But it's consistent, right? Like we see this weird shapes just floating around everywhere. But they're consistent. So I
can see this one right here. I can see another one back
there in the distance. And again, overlaps.
Remember how we talked about overlaps, they really, really help. So for instance, this one, we can hide it like this
mountain right there. And then this one hide it
a little bit over there. And by creating those overlaps, we add more depth to
the scene because we can imagine, there's
not that we can imagine. The audience will know that all of the spheres that
we're seeing right here, all of them share the same size. Like if if I if I ask everyone what's the
size of all of this, they will guess a number, but they would get
all of them are the same because they
share the same shape. The only difference is that
some of them are further, further back and some of
them are closer to me. And again, we get this very cool sort of
like alien worlds effect. I'm definitely
going to be adding the letterbox later on to give the sort of like a
stretched panoramic view. But yeah, um, I think
this will be it. As you can see with
exterior scenes, especially as we talked about when we were doing the room. Exterior scenes where there's
just like one light source, which in this case is the sun. You're not really going to be adding a lot of other stuff. One thing we could add this, we can have like another
re-invite over here. Maybe it's the shape of
this guy or something, but I didn't think
it's really necessary. I think that the image
and the competition in this case speaks for itself. And it looks quite, quite nice. So one or a couple of things
that we can have here, of course, are the optics which is going to clean the
image a little bit more. We are working a full
HD already though, and we can definitely add a little bit of
the lens effects. So here on the lens effects, I'm going to add a
little bit of vignette. There we go.
31. Backplate: Sorry about the abrupt
cut on the last video. Actually the OBS, which is the one that they
used for recording, I ran out of memory and I had to finish the render and then stop it to make sure that
I could continue working. But this is a this is
the final composition. We don't have the back
plate and that's what we're gonna be working with right now. Because one unfortunate
thing about this thing is that we can't export the file. It's really, really annoying, but the fog is not being registered on the alpha channel, as you can see right here. So if I export this image, it's gonna be super, super complicated to place
the backdrop right here. So we actually need to place the backdrop using
another technique, which is a little bit interesting. So
here's what I'm gonna do. I'm gonna save this
image file, Save Image. I'm going to call this
like a final composition. A JPEG. Jpeg is fine. Actually, no, it's not fine. We need to save this
with an alpha channel. So let's just save as
final composition. One more thing. Before I
forget that we need to go File and on the
Save Image Options. Here, we do want to
know That's fine. We don't want to export this
with the alpha channel. Okay, So here's what we're
eventually going to do here, as you can see on
the color, we can change the color
of the background. So if we grab this
sort of green color, say, Okay, as you can see,
there's gonna be green. So eventually we could
get an image right here. As you can see, we can
say background image and we can just import an
image and have it here. That's why we're
going to be building the back leg and then
importing in here. So I'm going to
Save Image. Again. We're going to save this
as a final composition, a. Let's try to target PGA. Now let's jump into
Photoshop. Let's open. Or images. There we go. And
yes, as you can see, we do have the alpha channel, so we can grab the alpha channel and then just mask
everything out. And as you can see, we're gonna be able to work on
the composition. So I'm going to look for
the maps that we need. We're going to
look for a sunset. So I'm gonna look for sunset backdrop or
just sunset clouds. So we have some clouds right. Now. Let's look for something
that looks interesting. So whole. Preferably something that has, oh, there's one
looks really nice. I love this one. We really don't
need it to be like super like high-quality because we're
gonna be blurring it. So we can start with
something like this. We of course are going to
flip this horizontally. Can we can have sort of like Klaus, you're
on the background. That looks amazing. And now what we can do is we
can just add another layer. Do a little bit of paint over. Well, actually, let's do
it on the layer below it, which is a little
bit of paint over. Now we do need to do
it on a layer on top. If you're good at
digital painting, this should be fairly easy. If not, don't worry,
you can use this one. Here we go. As I mentioned, it's not really
important that it's like super perfect because we're
gonna be blurring it. So filter Blur, Gaussian Blur. Not that much, just a little
bit because it's supposed to be all the way back there
on the background, right. So yeah, this is like this. I think this looks good. They want to have like
another clause right here. I could work. We did mention that
we're gonna have the Sun's, right, so, so maybe we can go
a little bit lower or something like that. So we can have something like, uh, like the element of planets. And because I know
that we have all of the other elements right here, like the what's the word? The fog, right? So now, now that we
have this image, which again, it can remain
like this, like what? You don't have to fill it, everything, just save this. Let's say this as a JPEG. And let's call this backdrop. We go back into Maya, and here we'll just load
the background image. So now we'll look at
this amazing, right? Because now we can
actually see how all of the elements are
interacting with each other. And even though we're not doing any sort of a
post-production just yet, we can already go,
have a very good idea of how this thing is gonna look. We can get rid of the
color management. I don t think we need it. I do think it kinda
like merges it. That makes it look
good together. Because without the
color management kind of breaks it now, we are going to have to keep this one because
we're not doing like the super-advanced
compositing techniques where we split things
into different layers. We're keeping it like this. So I think this is going to be, this is gonna be what we're
gonna be working with. So now that we have
this very cool scene, I can say File Save Image. And we're going to save
this as composition. It's called this night
composition, a dot. And I'm going to export
this as a thought. And now if we go
back to Photoshop right here and we open
the night composition, a. Haha, what happened here? It should have saved
the background image. Well, I mean, if it didn't
save it, that's fine. We'll just bring
this thing in here. Let's double-click this
one. Let's bring this up. Select the alpha
channel, mask it out. This is, this is
something called anti-aliasing goes now
the anti-aliasing, it's due to the what's the word the
change the width for the. When we select an Alpha channel, that's not perfectly clear. We get this sort of effect. Let me go back to Maya
because we definitely need to fix that
post-production. I'm not sure if it's the Blumer, the begetting that's
affecting something. File, you know what? Let's save the image. But let's do this a JPEG. I know it's not the best
compression technique. But I think this one
should say with, with the with the backdrop. Let's go to Photoshop. Foolish or real quick. Let's Control O. Oh no, it's not saving it. Really weird. Let me, let me check real quick, guys. Very well guys. So it was a very, very
silly mistake on my part, but I was able to solve it. So here's the solution. The problem is when
I created this mask, because the alpha channel
is working just fine. If I double-click
this Alpha channel, as you can see right here, it actually does have the
little feather effect on the mask, which
is what we want. This is what we got from Maya. So if I Control click, which is why they
did and they select, it's going to try to select based on the intensity
of the white. And as you can see, it's
leaving several pixels out. So we can actually
select that way. We need to select it
the old-fashioned way. I'm going to select m,
which is the Marquee Tool. Copy this whole thing Control C. Then on the layers,
we go back to RGB. On the layers, we
select this layer, we create the mask, we Alt, click the mask to
get into the mask, and then we control V to
paste it into a mask. And now, as you can see, we're not going to have
way that's an icon. I just said we're
not going to have this and we actually
have it again. They make something
oh, it's this mask. There we go. Did I
mess something up? I just did it. I swear I just did. I actually got another
image right here. It's this EX our image. So this night a, I'm going to set this
as a color element. There we go. So as you can see, this one looks great,
which is what we want. Now if I go here and then
go to the alpha channel, I can grab the whole alpha
channel Control C. Go here, create a mask for this thing, alt click Control B to
paste this into the mask. As you can see this, this should be working perfectly fine. And it should be doing the thing that I get,
it's working fine. So I'm going to go, now
here I'm going to change this XR from 16 bits or 16 bits. I'm not going to
merge. So don't merge. And let's see if this fixes it. I'm going to grab my
final composition here. Get it in there. Yes, that's fine. We're going to go there.
There we go. That's halted. It seems like we need to do the XR route instead
of the target file. I apologize for that. I just didn't work. So I'm gonna go here.
And the one thing that we did is we actually
change the exposure, remember, and this
one are the gamma. So I'm gonna go Image Mode. And we're going to change
the Gama's Image Mode. And we're going to do, I'm
sorry, adjustments exposure. And if we correct the gamma, we're going to correct
the gamut down so that we get this
very cool effect. So now we have our plate, we have everything we need,
things are looking good. I think this one we
can blur a little bit. So I'm going to say Filter Blur, Gaussian Blur, just blur
it a little bit more. There we go. With this, we can pretty
much start working on the, maybe creating a
couple of more planes for our elements
and playing around. So let me just a real quick review the whole process
that you guys are aware. So the way this works is
as follows from Maya. You're going to grab this
thing like your image and you're going to say
File Save image. Let's say this night
a, again, save, yes. And this is going to save
the object as an XR, so the colors are not
going to be there. Remember, we're changing
the colors a little bit. I'm going to say
Control O to open. We're going to open this one. Or actually we're
already using it. So let's just delete. That's fine. Control O. We opened this one
alpha channel. And this is the
image that we have. Again, the colors are in disorder like rock
colored raw format. That's why we're not seeing
the exact colors that we had, but we can very
easily recover them. And then I'm gonna go channels. I'm going to select the
alpha channel control and, or hit V to select and then
copy this Alpha channel. Go back to this guy right here, create the mask alt click
and go into the mask. That way the guy is
gonna be masked. We're going to have
a soft effect. Now that we have this mask, we're going to bring this
back to Eight, Eight bits. So adjustments would go back to 16 bits to have a
little bit more, don't merge. And there we go. So
now if we bring in the final composition
JPEG that we had before, just go here, that's fine. And this goes right there. And now this one we can
start playing around for. So I'm going to add very
quickly just a hue saturation. And let's just saturate
this a little bit more. So we recover the nice like orange colors
that we had before. I press Alt and click
to make sure that this hue saturation only
affects the first one. This one, I'm going to
say Image Adjustments, Exposure, and let's
lower the Gamma. So it's a little bit
more kind of washed out. There we go. Actually kinda want to move this thing. There we go. Then with my marquee tool, I can just Control T and just like stretched
out a little bit more. There we go. So yeah,
that's it, guys. I'm going to stop the
video right here. And the next one we're
gonna take a look at the composition. We're going to do
some post-production here on this particular plate. So hang on tight and I'll see
you back on the next one. Bye bye.
32. Post Production Rock Land: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the post-production of this scene, which we already changed to an X 16-bit seen in the last element. So this is what we're gonna do. I'm just going to add
a couple of lines. Let's start with the curves. We definitely want
to have a curves. And again, I'm going to
press Alt and click here. So this curves element is only affecting this
layer right here. And we're gonna do the
traditional effects. So we're going to just darken the shadows a little bit here, push the colors up
there, and there we go. I do think the saturation
is a little bit too much. So I'm going to bring the
saturation back again. And there we go. Now we can add, we can add like
an color balance. I think it would be
nice. Let's start by changing the shadows. So let's go for it
for a little bit of a warmer or softer shadows. And the highlights,
Let's make them a little bit warmer like that. There we go. Now I'm gonna do a
paint over pass, and I'm gonna do this on
top of all of these things. So after the changes
and what I wanna do is I want to push some of this
things like further back. So I'm going to grab a blue
color here and a soft brush. This is normally done in
other softwares, by the way. But I'm going to be
improvising a little bit. So I'm going to grab the
same color of the sky like this and just lower the
opacity a little bit. And then we then an eraser. You can soft erase it but really small to not contaminate the clouds as much
as you can see. What that does is it pushes
that maintain the back. It makes it look like
it's, it's further back and I'm gonna
go back to my brush. I'm gonna do the same
for this one right here. All of this mountain. It's gonna go all the way back, so we're pushing it back. Let's go with my airbrush, recover some of the character. And again, those are the details like those little
effects, right? They're really, really useful to push a couple of
things back into space. Seem very subtle, very simple, but it's definitely
giving us a way, way more depth on the
whole thing, right? Um, what else can we do here
are the planets, right? So let's look for planet. The planet they sky. Just going to have this
sort of stuff, right? Like just the indication
of something. Oh, that's great, but
unfortunately it's watermarked. Let's look for something. Even this could work like
just a source of wet. I'll show you why copy. We bring this here. And if we set this to screen, it gets rid of the blacks. So we can just add
this one right here. And then of course
we blur it out. Just got like a huge moon
that we have right there. Now, going back to this, once, we can push this
one's back as well. So I'm going to
grab it like, sort of like why the effect. And again, just remove
some of the glow to, to make the pieces,
are the elements look like they're a little
bit farther away. And now for the magic trick
that we can of course, add one color lookup table. And we can load one of the lookup tables that
we have and see if, if it's something that
we want, something that looks cool for what
we're going for. Let's go for a faded,
Let's see how that looks. God, Oh my god. This is, I, I really, really feel like
cheating whenever, whenever I use this sort of like a cube elements
because let's face it, this already looks like
a shot from a movie. And I mean, I don't know I don't know
what else we can ask for. Let's just bring this
down a little bit. Let's go for like a 50. So there's not like
super, super intense. And let's go for our traditional little letterbox here today. I love to use again
the letterbox. It's not really necessary, but it's one of those
things that they feel like adds some sort of like it looks like a
storyboard frame or something. For some reason, I've
always thought that this sort of composition, it
looks really, really good. I like using them. I really like using them on my on my stuff. I'm trying to think if there's anything else I
would like to add to this particular assignment
that I don't think so. Like he already looks really, really nice, really,
really clean. We can add some dust
particles or stuff like that. Like this. This guy is definitely look
a little bit too perfect. So we could add a
little bit of texture. Remember how we add
the grunge texture so we can go grunge texture. And literally any, any
texture will work. It's definitely
going to flatten the decomposition a little bit. But it could work, which just make this
way, way smaller. And we set this to
like an like this. What's that difference? Okay, that works. Well, I'm going to do here,
so I'm going to mask this. I'm going to mask it out. Then with a small brush. We can just mask it back in. You got to have to be
very careful so that we don't paint the
sky in this case. Can of course play
around with the opacity. I guess just to add
something right, because it definitely looks
a little bit too clean. So it's just to break up
the surface a little bit. Since we're not
doing an animation, this is just a, a,
a frame, right? Like a concept piece, then we're perfectly fine. If we were doing an animation, this could also be
done in an animation, but there's a whole lot
more work involved. Yeah, perfect. Even this one, I wanted to let's
duplicate this one here. Make it smaller. So the, the thing that matches. And then erase everything first and then just hit
X to invert the mask. And again, just a couple
of dots here and there to break up some of
the of the surface. Now the image is really clean. I think a little bit of
grain would be great. So I'm going to look for
camera screen real quick. Let's go for something
that's not super obvious. Well, this looks interesting. Let's see if we have
a really big one. So let's go Tools large. And usually I like
to go for color. Who? The sustain interests. Oh, this is great, great,
great, great, great, great. It's great because
it's really big, which is amazing for
us and it has colors. So when we set this to, again, like like soft lights
off late works fine. We just lower this to like 5% or maybe wouldn't I be a
little bit more extreme? We can go for a 10%. And let's bring it
underneath the letter books. There we go. So now
we're going to have a little bit of grain
over the whole scene. You can have some nice dose. And that's it. We're
finished our first scene, so we're gonna do
two more scenes. I'm going to do one
close-up for the character, which is gonna be the next one. And then we're gonna do one like a super dark and consciously like in the night with a
lightsaber and everything. So yep. That's it for now, guys. Hang on tight and I'll see
you back tomorrow. Bye-bye.
33. Another Scene Setup: Hey guys, welcome back
to the next part of our series today we're going to continue with the next scene. Then that's shadow we're
going to be rendering. And that since we already
did this establishing shot, I think one shot that
could benefit us, it would be a more
of a cowboy shirt, like something
that's a little bit more about the character. And then we're gonna go for the last shot is just gonna be this very dramatic,
dramatic final shot. So I have this one right here, this final scene a in, since we already have a lot of materials and lights and things. So the easiest things we can do is just save the
scene as another one. So I'm just going
to call this scene final scene a, B,
underscore finish. And we're just going to
start from scratch, right? Let's think about what kind of story we want that
we want to tell. So if I see all of the things
that we have right now, the environment looks cool, but it will be
interesting to see our, our character in a
different light, right? So I'm thinking
about having him be exploring some of the shapes and maybe getting
closer to this fear. We're not going to see this fear in this
next shot that well, I'm gonna be doing, we're only going to be
seeing the character. But I imagine it will
be cool if he went from this position right here all the way to this
one right here. And he's kinda like looking
up towards the sphere. So easiest way to do that
is to move the character. Unfortunately, the character,
the rig of the character, as you can see right here, only moves the character itself. And not all of the prompts
are very easy to fix here, I'm just going to grab
this lightsaber group, the ropes, the
shorts, and the belt, like all of the domain or
the top groups right here. I'm just going to parent them to the main leg little located right here so that if I grabbed the locator, everything moves. So that makes that should
make it a little bit easier. And we're going to
position him are right here on the next
level of Ireland. Maybe he did a force jump or something and now he is up here. Cool. Now, of course,
we're going to have one very interesting problem. And that's the
fact that we don't have anything back there, right? Like we have this
very nice setup on this side where
everything match. And the now on this
specific area, we don't have
anything, don't worry. The way we're going
to fix this is we're gonna go again to rendering. Or we can just go to
the same shotgun and say panels, look
through selected, and move the camera
all the way to where we're going to
have the cowboy shot. In this case, I'm going to
go for a symmetrical shot. So I'm going to have a half
of the wall right here. And then the character
on the other side. I kinda wanna have some of the wall on the
foreground like this. I probably play around
with something like this. We're gonna go for this
sort of like cowboy shot. He's definitely going
to be looking up. Right. Kind of like appreciating what the hills over there. So yeah, I like
this one. Let's say panels tear off copy
to have a copy. And now we can go to
the perspective view. Let me turn off the
materials so that we can see just the shaded effect
saving on this one. And we really don't need
to see anything else. And then we can just
grab it, this rope and maybe push it slightly forward so that we don't have as many overlaps. And his skin. There we go. The ideal thing would
of course be for us to like a regular
character properly. Now, the focal length
that we have right here, it's way too low. So let's go for more of a cinematic look and we're
going to go for a 55. That's of course going
to mean that we're going to have to change
some things here. Yeah, 55, it looks interesting. As you can see, we're
going for this sort of low angle shot where we're gonna be seeing
him from the back. Means that we actually don't
need as much information on the background as
you can see right here. Let's, let's do a quick test. So I'm just going to
save this real quick. We save, remember
to save rendering. And anytime you're gonna
put your computer on, there are a lot of stress
which offers it's important to save because that's usually when these brushes are
when things crash. So let's go here
with the shaft cam. And now we're going to have either friendship,
but technically, the renters should be a little
bit like a lighter because we don't have What's the word? We don't have as
much information. There we go. That looks really nice.
Okay, So the first thing, taking a note here as
the depth of field, depth of field on
this camera here. So way, way too much. So we're gonna go to the shotgun shape. And down here, first of all, let's see how far away he is. He said 295 units away. So on the Arnold options, we're going to change
the focus distance to, let's say 300. And we're going to
change the aperture size to something like a one. So it's not as extreme
right? Render. And there we go. Now he's really, really nicely. There. We are seeing the background,
which is fine because we're gonna be using
a very similar sky. I kinda wanted these
two seems to be same sort of a
moment or universe. Like I don't want things
to be all that weird. I think I'm gonna go
a little bit back. Again trying to work a
little bit here with the composition seems to
be a little bit though. The police just going to move him a little
bit back like that. There we go. And now we
can start bringing some of the elements that
we have here on the background to the
foreground like to, to create again a little bit of an interesting composition. So for instance, that one,
Let's duplicate this. Were actually quite lucky that the angle that
we're using right here, as you can see, we're not
really seeing the floor. So that's going to say it
was quite a bit of trouble. I would definitely
like to add something all the way there on
the, on the background. So one thing we can do is just grab one of these
guys, for instance. Especially as long as it's not
really affecting the kick, the character, you can
just move with this. And really again,
push it to the back. Hopefully we're
gonna be able to get some nice atmospheric
perspective on this guys. There we go. So I know
we don't see it here, but we should be able to see it under the Render. There we go. And since we do
have a little bit of depth of field and stuff, It's going to look like
he's going through this sort of terrain, right? Again, we can add
something here on the sky. I would definitely do
something like that to, to make sure it
looks really nice. And then now we need
to think about lights. However, before we
think about lights, I'm not sure if we have
the atmosphere set up. Yes, we do. It's a little bit low though. Like since we're a
little bit closer, we can actually play around with a little bit more atmosphere.
So let's do points. Here's your one and
see how this looks. You can see a little bit of the rays of light right there. I'm tempted to go
like really high. Now that's way too much. On serious 0 to x. I kind of like seeing
that sort of ray of light going through
the tough part. Things are also a
little bit blurrier on the background,
which is fine. The depth of field. It looks
a little bit too much. So let me select the
camera real quick. And then the petrol sizes
go to a 0.5. There we go. Because I mean, it, it
has this sort of like blurry effect on the borders, which is fine, but I'm not sure if that's
exactly what they want. He seems to be looking
quite like a forward, like he's whole body is
very forward facing. So again, I'm going to
grab the character. I'm going to rotate
him slightly. So we're not seeing
the everything from the front like this. Then let's grab the neck again. Just rotate the head slightly. He's still like looking up. Now he looks a little
bit more natural, right? It doesn't look like
he's just like stiff. Looking forward to the same
direction of the camera. There we go. Now we can think
about adding more lights, but I'm going to
stop the video right here just to keep
things a little bit more organized on the
production side of things, I'm going to keep
things separate. And we're gonna be
taking a look at the at how to properly light the scene
to get a better result. So hang on tight and I'll see
you back on the next one. Bye bye.
34. Scene Lights: Hey guys, welcome back to
the next part of the series. So we're going to continue
with the lights of this scene. And I think we're gonna go for some very simple lights
where you're coming from, from this, of course, the
left side in this case. And they're gonna
be illuminating probably half of the character. So what we're gonna do
is we actually already have a very nice spotlight
that I did not erase, which has some of those ones. So this one right here, I think it's gonna
work perfectly fine. Just do not duplicate this
and position it right here. So as you can see, there
is going to be an angle. It's gonna be a little
bit difficult to find, but it's this angle
right there where we can position the light in
such a way that it hits our character without actually hitting the, what's the word? Will actually hitting the or while hitting some of the shadows from
the rocks as well. If you want to remember, if you want to keep this just like save a bookmark so that we don't lose the
specific composition. There we go. That
looks interesting, but now the fog is
way, way too much. I'm actually tempted since we're really close to the character, I'm tempted to not
use atmosphere right now for this
particular shot. So we're gonna go here and we're just going to turn
the density to 0. And that should get rid of
all of the, all of the ****. I know that, yes, we're
losing a little bit of the atmospheric
perspective on these guys, but we saw in Photoshop we can take them quite, quite easily. So now that we don't have
that sort of diffusion, we should be able to calibrate this light
a little bit better. Let's start by bringing
the exposure quite high. Okay, it's there, of
course 21st, way too much. So we're hitting
the right place. Let's turn on or turn
off the noise and stuff so that we can focus
on the on the effect first. There we go. I know where we're
close to the right place. We need to just give it a little more a little bit more rotation towards the care
day airway you go, That's what I'm going for. So when I have this sort of
like half, half tone effect. So we do see the shadow
of the character, but it's not like super obvious. Now that we have this, we can play a little
bit with this breadth. So it's a little bit softer. Because I do want to
have a little bit of shadow, but not that much. Let's rotate this out. There we go, maybe
a little bit less. So 0.04. It looks a
little bit more natural. I'm going to sing a
little bit warmer. Lover, more exposed. Not that much. I think
that's too much. Let's say 22. There we go. Now we get this
very natural log. We get this harsh
shadow right here on the light coming
from the rock. And It's just going to make the composition look a
little bit more interesting. Now since we already
have the light, I'm going to go back to the composition and
find something. Again, interesting because I'm not completely sold
about what we had there. Something like this,
maybe really wanted to, I would really like
this rock to be a little bit more detailed. And if you go into
the Quicksort files, you can actually get
higher resolution. I just didn't want that seems
to be super, super heavy. There we go. That looks good. It looks really nice. But now we have a
problem, right? Like one of the problems
that we have is that the shadows here are
way, way too stark. Have some really, really
crazy shadows right here. I don't love that. We also
have this super weird border. So one thing we can
do is just grab the sea and just push it up. Push it up. Or even like rotate this. I'm not sure now
rotation might not work exactly as I intend. We can try a different, like a little bit more
like a flat surface. Let's keep the SeaWorld
wass and let's just lower the decomposition is
that we have right here. I don't know. I kind of like this, sort
of like low angle effect. I'm going to keep the low angle. Let's bring this here.
And what we can do instead is like
grab some of this, gets rounded, this a little
like barriers that we have. And just, just, just to cut the ground to hide the hide the, the horizon, right,
pretty much that way because I know
that this image we can very easily fixed. But that line right there
was a little bit more complicated to to deal with. So yeah, this looks this looks
interesting. I like this. I think we could use
something they're like, I really like this or
like spiky spiky stone. Let's go to the composition. And again, I'm going
to use this stone, a scissor, a framing device. And kind of like point towards the character. You
know what I mean? There we go. So
see how this thing is kind of like
pointing towards him. That's again, sort of like
triangular composition. It's also used quite
a bit in film-making. And that's gonna
give us another sort of effect right here. It seems that this
one account want you guys to be
little bit higher. There we go. I want to create a
nice border therefore, for the sky or the scary
kinda like finishes. Now, this empty space
that we have right there, I'm not sure if we can
fill it with water. Could be could be
that the weekend. Now, water is too low. Because if you guys remember
on the original composition, that character was supposed
to be like up somewhere. So instead of that, I'm just going to use
another plane right here. Make this a little bit bigger. So that empty space. Just rotate this a
little bit like this. And now everything's
stones, right? The cool thing about using
these kits is that they are all part of the
same environment, so they blend very
nicely together. We can create this sort
of very cool effect. Now, as it was mentioned in one of the
things that I don't like about this scene is that the shadows here way, way too dark. So you guys remember when
we did a little bit of bounce light on the
room where we want it to have some just like
general colors bouncing in the scene without over
exposing in certain areas. That's exactly what
we're gonna do here. So I'm gonna go Arnold lights and we're going to
create an area light. And we're going to
help the bounce light from the stones right here. So right here, we're going to use
a sort of like pinkish hue or we can use temperature and just
lower this down. Big light. And what I want us to want
to get rid of some of this slice right here, some
of the shadows, right? They're becoming a little bit tricky to work
with so little space. I'm actually going
to try to bring this light from the back. Right now as you can
see, there's not, nothing is really happening. But if we increase this
exposure to something like 15 or 20, Now we have the light. So this is the area that I
want to affect the most. So I think instead
what I'm gonna do is I'm gonna go low here. There we go. It's kind of like having a, a
big light effect over here. Of course the exposure is
going to be way lower. Like I do want to have
the nice contrast there. Now, let's make this warmer. We can play a little bit with the spread string this low, around with the exposure
again, there we go. That's, that's the kind
of effect that I want. But I don't want it to be
super intense. Let's try 17.5. Sweet too little. 18. It gets a little bit better because we still get the shadow, but now it's not as intense
as what we had before. So I like that. I think, I think that's a
good competition there. As you can see, we have this
very nice frontal light on the character cowboy shot. There's a very nice
focus on the saber. And then this light is not as dark as what we had before
as we've done before. Or you can, of course,
save a picture and then let's turn off this
light and just compare. So important to, to compare whether or not we're,
we're doing it. Yeah, you can see the
difference there. So it looks way, way more
interesting, I would say. Cool. So, yeah, I like
this composition. I still think that this part
right here is a little bit too dark for my, for my liking. But I'm not sure
if I want to add another beam of light
going right here. Well, we can do though, is we can add a little
bit of rim light, right? We've talked about rim
light before and red light. It's really good to separate our character from
the background. So even though the
rays of light are not coming in this direction and this angle there is light
coming from this side. So we can expect to have
something over here. I'm going to make
the spread of weight lower in this case. And there we go,
see how now we can eliminate or we can
eliminate this. We illuminate a
little bit of the, of the head right there. Now again, we play around with a little bit
of the exposure. There we go. There's
one big mistake. Have you guys know this that
on the background there? So one super, super big mistake. And that's the fact
that the image on the background AS
actually inverted, right? Like the light is coming
from left to right and this cloud is being
illuminated from right to left. Some of you might not have
noticed this and that's fine. But it's, it's one
of those things that we definitely
need to change. I'm going to make this
thing a little bit smaller. Not kind of want
to get this thing. I want to get a little
bit of that shine here on the, on the rope. The rope materials not really friendly with this
sort of refractions. When we did like a really
intense there we go. A little bit more exposure
to really see that. Now this are those lights and we've talked
about this type of slide through for this are
like the fake lights, right? Like you will never
exceed this specific, you would actually there's
a specific light setup on the real-world
because if we have a shadow that's
coming from the rock, then this rim light, it's really not it shouldn't
really be there. So let's be very
careful there because I don't want to break the
illusion right here. Okay, the one I have
a little bit of that interesting shadow. Let's bring this down to 17. Just very, very solid
rim light right there. Something like that. Anything works
nicely. Now again, as I've mentioned, we're
going to change the sky. But yeah, this is, I think
this is a good composition. As you can see. Again, this is the famous cowboy shell where we see half
of the character. We're gonna be
able to of course, turn on our de-noise her and
turn on the lights effect, which is gonna give us
a little bit of shine. Now the lens effect right now the strength of this
one's way, way too much. Let's go back to a 0.5
or even less like 0.2. I do want a little
bit of a glare on the lightsaber,
but not that much. 0.10.05. There we go. That's a little bit
better, more manageable. And that's it. Now, if we have a full reg, if we had the full post, of course we could
get this thing to look even, even bad red. But we know that once we
get this into Photoshop, the the dilute the facts and the little
post-production that we can do is going
to give this job. And a Mason looks, so I'm trying to see if the
focal length this is right. It's one of those things that
I always question myself when I'm doing this or a
renders like do we want 55? Don't want to go a
little bit lower with a, with a 35 for instance. The problem with the
35, as you can see this now we're seeing some
of the elements right there will need to go
really, really low. And that's not something
that I want to do. I don't like this one though. So maybe just grab some of these elements,
move them a little bit. I don't know. I mean, I'd like to 35, but I think the angles
a little bit too low. Let's just try to I didn't want to bring
this things all the way down and they're going to
look really weird floating around. So now let's go back. Let's go back to the, to the 55 that we have. Let's go to this sort of like
cow boy shot that we have. Let's just bring these
things up again. I think this one's going
to look a little bit better because we're closer. There we go. That looks nice. We have
this very harsh light. I'm wondering if we should
soften it up a little bit. Halloween, soften the light. You guys already know that
it's this light, right? So it's often this just
to make it bigger. And that should give
us a little bit of a softer shadow there
under the code. A little more diffused. Now of course, that's
going to change the intensity because
there's more area. So we need to increase this a little bit to bring back the, the amount of light
that we have. There we go. So soft shadow, very nice
reflections and everything. This is looking good. I want to change a little
bit on the composition. So there's this
thing right here, which I'm going to
move to the side. So we can create this
thing right here. This, this shape that
we're seeing right here. It's distracting
because it's gonna be really high contrast. We're going to see the light sky and then the dark stones. It's gonna be really weird. And then this stone right here that's close
to my character, I might want to move
it a little more into the scene to see, to just just to see it a
little bit better, right? Again, I'm not super fond of the quality of this
rock because it's, we're really close and
scan look low poly. But that's, that's what we have. So we'll got to roll with it. Maybe, maybe not that much. Let's reduce the amount. There. There we go. It's also giving us a
little bit more light. I don't want it
that much lighter, so let's bring it as Fort Worth. Stop it. It's gonna be a balancer because we're
using this light to block half of the
character, right? So something like that. There we go. So half of his face
is gonna be slightly obscured by the way the rock, and the other half is
going to be illuminated. Now I do think that
since we're not, we're, we're seeing
more light here. We definitely need to bring
this thing down a little bit. A little bit too intense. I don't want to be a
little bit warmer. A little bit more golden
hour effect. There we go. Our shot is ready, so now it's just a matter of
waiting for this to finish. We're rendering at 1920 by 1080. And in the next one we're
gonna do the competition. We're going to bring
this into Photoshop. We're going to use pretty much the same sort of filters that we had for the first
one because we're still in the same scene. And then we're gonna do a,
another one, a final scene, which is gonna be like the dramatic one I'm
probably going to do. I'm thinking about
doing one or two more, but I definitely
want to do one more. So so yeah, hang on tight and I'll see you back on
the next one. Bye bye.
35. Scene Post Production: Hey guys, welcome back
to the next part of our series today we're going to continue with the
post-production. And unfortunately, as soon as
I finished the last video, there was a power outage
here at my studio. So we lost everything. The previous render that we had was lost and I just rebuild it. Of course, I can't specifically match the one that I had before, but it's gonna be close enough. So I'm just rendering
this one real quick. And we're gonna
do is we're gonna take this guy into Photoshop and we're going to add the same filters that we had before. So it's very important
that you actually do have all of these files available in your files. So this, if we go
to D night a PSD, it has all of the filters, all of the information, the type of film, grain and stuff, like all of the
things that we need to get the exact same, sort of like feeling
an effect, right? So we're just going to wait for this to finish.
It, it's finished. And we're going to
say File, Save Image. And we're going to save
this image as night a b. And we're going to save
this as an XR. So dot e XR. Why the XR? Because
we're gonna be doing the Alpha technique that
I showed you earlier. And we need to extract the Alpha in the
best possible way. So there we go. The colors, as you
can see are not. They've changed a little bit. There are no
linearized, so we need to make a little change here. I'm going to grab all of
these pixels, Control C. Go here, mass this thing out. Hit Alt and click
on this one and Control V to paste
the alpha channel. And now if we go back, it
should properly got everything. And we're just going
to say Image Mode, 60 minutes per channel. And we're just going
to not, not much. Image Mode. 16-bits don't match, and we should have the
same one right here. So now it's just a
matter of grabbing this image and bringing
it into at night and our knife a film and bring it
all the way to the bottom. All the way to the
bottom. Right here. Right here. Actually, let me well, I'm gonna do is I'm going
to turn this one off. I'm going to de-link
this once with Alt and then relink them. So they have the
exact same effect. Up here. This guys we don't need anymore. And there we go. We have this sort of effect now, I can definitely see that the lights a little
bit too warm. So I need to see where this
is actually happening. I think it might be it
might be the curves. So I'm just going to
turn some of them off. I really liked the
color balance though. She's tuition is fine. I think it's a curves. The curves what I'm
going to difference, it's going to lower the intensity of the
curves a little bit. And we're gonna get
this sort of effect. And yeah, that's
it. As you can see, we get this very nice, cool looking cinematic effect. If the color lookup is too much, for instance, we can lower
it a little bit more. And the planet, Let's
get rid of the blend. Of course, there's
the planet here. One thing that we
definitely need to do is we need to go to the clouds. I'm going to hit Control T. And we're gonna flip horizontal. And now we can place
the clouds behind him, for instance,
something like that. And we can add another
cloud right here, right. We also did a little
bit of paint over. We need to get rid
of that, those weird spots that we
have right there. And we can add a new paint over. I'm actually going to save
this as a different one. I'm going to save as, and
this is going to be knight b. So if we want to do any changes, we can just do them. And here I'm going to
show you something. For instance, this, this stone, as we've mentioned before, I don't love it because
it's really flat, like it's just like a
straight line right here. One thing we can do
is we can actually paint a little bit
of a sky here. Like if we just go all
the way to the top. Actually, not to the top
because we do have the noise. So below the noise. And we just use the hard, hard dish brush,
not super hard with just a little bit hard. As you can see, we can give it a little bit the silhouette. We can even go all the way
down here and on the mask. We can paint with a mask. And that's gonna
give me a little bit more of an interesting
look, right? Because rocks usually
have this sort of effect. So again, that
sort of thing will definitely help the
whole composition. I don't think I wonder been yet. I was thinking about
adding as being yet, but I don't think it's
gonna be necessary. Well, they do want
this I would like to push this rocks are a
little bit further away. So again, just above the noise, we sampled the same
color as the sky. We use a soft round brush. And very carefully, we just draw a nice little
mask here on top. All of this rock strength here. You can try using a blend mode. I don't particularly like that. I think just opacities more than enough as you
can see right there. And then and then again
with the with the eraser, just try to be as precise as possible to erase a little bit of that sort of like
glow the weekend, especially here for
the cape for instance. So very hacky way to do this. But it works for a render
piece or your portfolio. This is way, way
more than enough. The reason why I'm saying this is usually on a
production pipeline. If you're doing the
light's not all the time, are you going to be recorded
to the post-production? Like there's people that
are super specialized in post-production and
that's their job to do this sort of stuff. So I'm probably going to use
something like a 10% only. But as you can see,
that definitely like separates the rocks from, from everything else and
gives us a very nice effect. The clouds and the
back. I'm going to hit Control E to combine them. And I'm going to
say Filter Blur, Gaussian Blur, just
burn them a little bit because they're
really far away, right? That's it that we have
our second the image. I'm going to save this
real quick as a JPEG. So we already have our first composition. Did
they not save that one? Let's call this
night the render. And that's it. So we opened the
night a render again. Let me just save
this one real quick. Let's just scroll this night a render dot jpeg. There we go. Now in our folder and
their image folders, we're going to have all
of this and look up how many renders who
have done so far. And then we have our
establishing shot, which is the character getting into this a specific place. And then a close-up of
the character finding that light source or dad
like force something. It just the magical
storytelling device. So yeah, there we go, guys. This is it for this one. Now we're going to jump
onto the final composition. And this final composition is gonna be a little
bit special because we're gonna be doing a shot that can be seen from three
different angles. So we're gonna be able to
see it as a wide shot. We're gonna be able
to see it as a, what's the word
as a medium shot. And we're gonna be able
to see it as a quotient. So Yep, hang on tight and I'll see you back on
the next one. Bye bye.
36. Last Scene Setup: Hey guys, welcome back to
the next part of our series. Today we're going to do
the third and final scene for our S-series, which is gonna be
the final shot. So I'm gonna go to
the perspective view and let me explain
what we wanna do. What I wanna do is I want to create a different environment. We're going to use the
same sort of elements, but we're going to go
really, really contrast. He really, really kinda like a moody and the witness
is going to work is I want the character to be
a really nice composition. So let's go to our shot cam
panels which are selected. And I want to be able to go from an open shot with the
character and go really, really close until we get
like a portrait shot. Okay? Now in this particular case, there's actually one thing
that we're gonna do. I'm gonna rotate
the character here. And the one thing
that we're gonna do is we're gonna give him
a little lightsaber. We're going to add
another source of light. So let's grab the neck. I'm going to lower the
neck a little bit so he's kinda looking down. And as you can see, we
have the lightsaber here. It actually has its own
groups, so I'm just going to position it on the hand. Again. The reason not perfect, but it should give us enough. What's the word
enough room to play around with the lightsaber here. This is gonna be like this. I think I want to
have the lights are actually go sideways like this. So the hand, It's gonna
be rotated like this. I'm going to grab the whole arm. Just move it a little bit down. So we stay within the cloak. Let's grab the lightsaber again. And we're going to
make him hold it. So we're gonna grab
this bone right here. And again, since we're gonna be seeing the shot from
quite far away, it really is not as
important that this thing, it looks great as you can see the rig breaks there,
but that's fine. We're not going to see this, which just need to indicate
that this is happening like this. There we go. So it's just an indication
that he's holding disabled. Right. And the first shot that
we're going to go for, it's gonna be a wide shots, it's gonna be
something like this. I definitely want to water, so let's bring the
water closer to us. I don't want this very symmetrical
shot of the character. So we're gonna be using this
sort of like a silhouette, this framing for
the whole thing. I do like this empty
space right here. We might add
something back there. But I like this sort
of effect right now. We need to be very
careful with that, with the grounds right here. We can definitely like we can duplicate the grounds and just
get something interesting. Now we're going to start with a big focal length or a
low focal rank rather. So we're probably going to
go with something like 24. Get the camera on the 21st
a little bit too much. Let's do 28. There we go. So this is
gonna be our first shot. I do want to keep this
fierce and everything. So we're gonna be using
the same environment. We're not going to
change it that much. And we're going to do
something like this. Now, I do want him to be
like kinda like menacing. So something like this. Let's grab the head. And they can really
make him not mean, but, you know, just a little
bit more aggressive than what we'd seen before. So, yeah, like this. He selects are inside
of the element. That's not something I like. So let's watch him up. Here's where we're going to
have a little bit of overlap. We can easily, easily fix
that by adding, what's this? By adding like rocks and
stuff close to the floor. So we're gonna be hiding a
little bit of those elements. Go back here, panels
which are selected. Yeah, there we go. So
that's going to make it less obvious, right? It's also going to
have with overlaps and competition and all the things
we've mentioned before. This is not a perfect
setup, but of course, if we were doing
this for a movie, we will need to be super, super precise about all of
the elements that we're going to be including whatnot
up in this case. That's what we have. One thing that might
be interesting, like, I have this fear up here. What did this fear
was now? Like? Their same for this one. Like maybe he got
some power from the sphere's center and
something's going to happen. So, yeah, that's it. Let's save this real quick
File Save Scene As, and we're going to save this as. Final scene is z. Then. Now what I wanna do is I want
to go to the camera again, and I do want to make
sure that the shot looks good in all of
the angles though, this is not something that we're going to be changing
shot to shot, but I want to know where everything is gonna
be from the get-go. So we're going to start with a low shot right here,
something like this. I really like this
effect right now. Think I want to push this thing a little bit further back. Careful with the tangents. Remember the tangents,
which is when two objects are in
the composition. So it's fine to have
more stuff back there, but careful with the tangents. And now I'm going to
select my camera. And I'm going to save
a keyframe right here. And I'm also going
to keyframe the, what's the word,
the focal length. Because the next frame, Let's go to frame ten. The next room is gonna
be a cowboy shot. And the camera is going to be
going a little bit higher. And we're definitely
going to change the focal length of
something like 55. So we're going to have
something like this, right? And again, we want
to make sure that the composition
looks, it looks good. And in this case, I
do like this one. I think it's, It's fine. It's still looking straight into the camera, which I love. And then we're gonna
go to frame 20. And it's gonna be the close-up. So the close-up, we're going
to have something like this. Think again compositionally,
see how I'm trying to fit everything in this
sort of like framing element. That's what we're gonna do. So yeah, that's pretty much it. And we're going to keep the 55, I think I think that's
fine for this one. So now as you can see, we have this animation where the camera go scenes push us into with the focal
length at the same time. And then we get this.
There's a little bit of a weird moment. We're not adding meaning
to camera right now. I just want to find my first or my animation is right here
or it might my shots. So yeah, that's, that's it. Now to properly give this
guide the lightsaber, we need a cylinder, so I'm
gonna grab a cylinder. Let's go here. We're going to go up the
top part of the cylinder. We're going to bevel it two
segments and a big fraction. In this case, I normally
do small fractions with, It's gonna be a big fraction. Now, grab all of these vertices
and just bring them down. I'm going to bring the
pivot point down there. And then I should be
able to snap this with the V key to that
vertices right there. And now it's just a matter of making sure it follows
the proper direction. We're going to scale.
This. Looks good. Really good. A little bit skew. Let's try to get this as
straight as possible. Technically, we should
know what there's now. I'm sure I'm wondering
if we could align this to the normal,
but that's fine. Let's keep it like that for now. Let's go back to our shotgun minutes
to take a look at how this looks. Yeah,
that looks good. That looks good. Cool. So yeah, that's
pretty much shared. Let's let's do a
couple more things. So of course, we're
not going to be using any of the area lights. So I'm going to delete them and we're not going to be
using this one either. I'm actually going
to change this to the other one that we've
used before, the chapel one. So let's go to the this one. We're going to use D simple
curl chapel basement open. And there we go. Because we're going to have
some interesting lights, like a warm lights coming from
other parts of the scene. And then we have this. So I don t think all
of this Airlines, let's get them out. Technically, we should
only have one light. Let's save this real quick. Let's see how this looks. So if we were to
say Arnold render, which would get something
right now it's a, it's a completely
different scene. So the values and
everything that we have right here are gonna
be slightly different. Don't, don't worry about that. Let's just wait for this to do the render really
like this one. I think it looks nice. Maybe the, what's the word? There we go, shotgun. Perfect. We don't need the
background, so we're gonna go here to display, and we're just going
to say bg color, and it's gonna be just like
a black color for now. There we go. So as you can see, we have this very
interesting light setup. We have the spheres right there, like one right there. I think we can push the
water up a little bit more. I think that'll be
interesting to see. I'm going to grab the water and just push it up a little bit so that we can see a little bit of water reflection
here on the front. That's going to look quite nice. There we go. Nice, nice. So as you can see, the composition I think
works perfectly fine. I think that's a great, a great framing overall. Let's go to the post-production. Let's get rid of
these denominators. So removing majors. That way the rendering it should be a little
bit faster as well. And I actually liked
the way that the, what's the word the lightest
working right now I think it's a little
bit too intense. So I might bring the
exposure down just one stop. So I'm going to go minus one. And this is gonna give us
a perfectly fine place to start a lightning
off we're seeing. So I'm going to stop
it right here, guys. And in the next one
we're going to start playing around with the
lights for this scene. So hang on tight and I'll see
you back on the next one. Bye bye.
37. Last Scene Lights: Hey guys, welcome back to the next part of
our series today we're going to talk about
the lights in our scene, then this is what we have. So for this thing, I think that we're
definitely going to be using atmospheres. I'm going to go back here to my atmosphere and
then bring it back. So 0.00001001, I don't want this to be
a little bit more foggy. So let's see how this looks now. You guys remember that
for atmosphere to work, it can't just work
with the normal stuff. We did need some light. So we're going to start with
the lightsaber because the lightsabers is one
of those things that's really important for
the light setup. So we're going to freeze the
transformations, everything, and just gonna go Arnold, lights and mesh light. We are going to make
this light visible. If I were to render
right now what we're going to see
is we're just going to see a white band
or not even there, because we're done,
we'll have enough, we don't have
enough information. So we're going to
bring this bush are quite high. Let's try ten. There we go. That's a great response. Now, I'm gonna give you guys a little bit of a history lesson right now whether
it would Star Wars, in the original Star Wars, the lightsabers where
Don in post-production. So they would use, they're used this sort of like a longer metal, like something. And then they would
add this thing in post-production, that
glow and everything. They even did that for the sequence or the incidence equals yes, this equals right? And the prequels, like every, every single time
they did lightsabers, they would do, they
would do this. They will be like something that they will replace, impose, some sort of like flexible thing that they would replace imposed to make sure that they
could work with it. The problem is that it makes it look a
little bit fake because this things are emitting light and the emission of light
is not being visible. During the fight. They changed that. They changed that
on the newest OB1, serious and some of
the newest stuff where the light servers are now
actual light sources. And as you can see, they really, really nicely illuminated
the characters. So that's what we're
doing right here. Like this. Things that
we have right here is actually going to be
illuminating the scene. Let's make this thing a little bit brighter and strike 15. There we go. Now, that's what
I'm talking about. That's the kind of like a glow that I would
expect to have. And we can actually
change the color. We can go for a green
color, for instance. And the decor of the light will, as we go higher in exposure, the core of the light will be white and the rest of the
element will be green, like the frog will
be green because the light that it's
emitting, it's green. It's so intense at the origin of the core that it
just goes white. So of course, trainees
way too much. Let's try 1616. That's, that's it.
I think that's it. I think that's the proper one. I do think this is a
little bit too much, so we're going to bring
this back a little bit on the saturation
side of things. But look at that. That looks really,
really, really good. Now one problem
that we have right now is the focal length again. So another focal length
or depth of field. So we're gonna go to
our shotgun again. Panels look through selected. Let's go here. And we are going
to be animating. We're gonna keep the
same focal number. We're going to be animating it. So if we go to, Let's get this down. If we go to our note and
we go to focus distance, right now, the character
is at 613 points. So we're going to say 613. And we're going to right-click
and set a keyframe. And then here the
character is at 487. So this is gonna be 487. And finally, when we're in the close-up to
characterise a 155. So this is gonna be a 155. Sit, sit game 487. There we go. So now if we render, we should see the character quite clear. Like of course, there's a lot of fog and there's a lot of information here, but as you can see,
he looks very nice. My God, I'm sorry. I'm just always, always super
excited to see this sort of results because it
just looks amazing. It just looks really
cool when all of your hard work finally
comes together. It's just, it's just so
rewarding as an artist. So yeah, I mean, look at this, it's just looks really, really cool. It just
looks like he is. They're standing
menacingly on the, on the what's the word
on the, on the element? I think for this
particular scene, I want the water not
to have any waves. So I'm gonna go to
the hyper shade. And in this scene, if we go to the water shader, this ocean, I'm just going to destroy the displacement map. And what's going to happen this now the one render
or when we render, the water is just gonna
be like completely steel. Now one thing that I would
definitely want to do for the water because it looks a
little bit rough right now, is let's bring the
roughness down. So it's like a really
reflected water. And now we're seeing the
reflection of the world, right? That's also going to
be quite, quite nice. We can maybe add a little
bit of refraction. You said that it's not
like super, super perfect. That yes, you can see this
looks quite, quite nice. So that's the first slide and that's our key
light if you wish, or it's one of the key lights
that we're gonna be using. Now we need to think about what other lights I would
expect there to be here. And if we're going for
this, I want to go for it. This very like Misty
and foggy result. I know that right now we
don't have as much ****, but I would expect there
to be some sort of like a moon beam
hitting the character. Now, here's where we
need to be a little bit. We need to think
about stuff, right? We can just start adding things just because
it looks cool. In the previous shots, we had the first shot. If you guys remember. First shot, the character was here and the light was
coming from this side. In the second shot, that character was here, a close-up and the light was coming from
this side, right? Because the camera Phillips, where we are now seeing the
front of the character. So now if we want to follow, if we want to think about this environment being the same, we're actually following this
thing right here, right? And the sun was, it was a sunset and the sun
was going down this way. So the moon should be
going up this way, right? Because usually when
you have them on this, on this on the opposite
side and they're just like dance together. You're not going
to have the light from the moon coming
from this side. You're going to have
the left front of them coming from this side. But since we're in do my thing. Oh, yeah, that's fine. So that means that the light
is going to be here, but no, it's not gonna be here because remember there's
one was flipped. So we're back to the original
sort of composition where the camera is watching the
environment from the back. So in this case, the light of the
moon that should be coming from this
side right here. So what I'm gonna do is
I'm going to add a light, Arnold light, area light. It's gonna be a small light in a really powerful life
because I wanted to, the Moon, moon
beams to be really, really cool, quite high,
something like this. And let's try something like 20. We're definitely going to
use color temperature. And again, usually
the light of the moon should be warm because
it's reflecting the sun. But from a cinematic
perspective, we usually associate
the light or the night with this sort
of look at that beautiful. We're definitely going to make the spread lower, quiet lower. Because I want to have
this sort of beams, like some really
strong beams going there on the
character like this. And now you guys remember the Goebbels that we
used a while back. We're gonna just one
similar to that. So I'm going to use a plane. What I'm gonna do
with the plaintiffs, I'm going to add a
couple more divisions. And then I'm just going to
randomly select some faces. And then the select,
and then select again. And then just
delete those faces. And what's going to happen
is we're gonna get this very weird shaped like square shape. And I'm going to use the shape
to create some light rays. So remember that closer This
thing is to the character, the more intense the rise to
the race are going to be. So let's try
something like this. We of course don't
want to see this on the actual element. But as you can see, now we
get this very cool effect. We're just a couple of race that are going straight
through the element. And we can make them
even more exaggerated. If we were to graph this thing and make the spread even lower. So the lower we go
with the spread, the more focus their
race are gonna be. And look at that. So very, very nice effects
right there on the character. Now it looks like
he's on the K Bright. Which is quite nice. I'm trying to find
something interesting here. Another thing we
can do, by the way, we can multiply this,
like have two of them. And they're going
to work like, I don't know what the proper
word this in English, but when you cook pasta and in the end you drain the pasta
in the sort of like pan. That's the stuff that
we're getting here. I'm going to move this because I definitely want to
hit the character's face. To get this very interesting. Look, like, nice
shine right there. But you can see how the
beams of light are reacting in a different way for the,
for the overall scene. And that's it. I mean, we already
have two very, very good lights
that we're making. The whole thing looks quite
nice if you asked me, let's add one, the
noise or a lens effect. And what I wanna do is I
want to do the vignette. Let's render this. Let's add like 111
per cent of vignette. Just one, just a little
bit of vignette here on the edge, maybe like two. Can we go for two? Really makes it look quite nice. There we go. Now, now that we have this, this is again where
we need to think about the shot, right. What else can we add to
make this thing look a little bit better because
it looks quite nice. I love this super dramatic
light that we have right here. Eventually on the background
we can have the stars or the sky or a
moon or something. But this one right now, it
looks really, really nice. One thing we can definitely do, and we did this before on the, on the on the first scene. I don't want this to look
like a cave right now. It looks like he's on a
cave and it looks great. Don't get me wrong, but
I want to make sure that didn't reach that
he's like outside. So if this ray of light
is really working, Let's reuse it and hit
other parts of the scene, like back here, you see, or like back there. Now of course, the exposure and this one should be a lot lower. Blade definitely want to to hit other parts of the scene on the
background specialty. Let's bring this breadth backup. I think the folks
really dense and this one can say I'm not
really seeing anything. Let's stop. Let's
duplicate this one and move it to this rock
formation right here. Like you see this dark
stuff right there. That's a place where we could definitely
play with the light. There we go. Just a little bit of light information
there again, indicating that there's
this sort of like very foggy situation and there's like clouds or something. I think we can increase
the spread right there. And this is going to illuminate the scene in such
a way that's not going to make it look like it's let me get rid
of this one for now. And it's really slowing it down. It's going to make it
look like he's not only here as K, right? It's gonna look a little
bit more interesting. I do think the exposure
a little bit high. Let's bring this
down to like 18. There we go. When a balanced thing
is, we don't want things to be overblown,
are overexposed. We want everything to be
quite, quite symmetrical. So if the light back here, it's softer than the character should also be receiving
some soft lights. Now let's see this again like a lot of dark space right here. That's when we can grab
one of these guys again. Duplicate, have this hit the
top of the mountain right here. Something like that. And that's going to help us
eliminate the whole scene. We didn't have this
like little o, but some of the shadow and
the shadow of this thing, That's why we don't
see it as much. Let's break the rules. Let's break the rules a little bit and eliminate this
corner right there. You can see the
little indication of light right
there at the back. That's that's the kind of
stuff that we're going for. Now. This one definitely looks
a little bit too focused, like you can see it's
a little bit too, too much, I would say. So let's bring the
spread back up. And that of course means that
we can bring the exposure, backup a little bit less. Go back to 19. There we go. I know it's a
little bit difficult to see. The more you do this and the
more experience you get, you'll be, it'll be a lot easier to understand
what's going on. But usually when I
see the whole noise, I can already tell how things
are going to be looking. I don't really need to
wait until the final, the final result right
here. There we go. Now something that we can definitely do again,
this is a fake light, but it will definitely help with the overall character
is a ring-like, like having a little bit of a rim light here on the
character would be amazing. So let's stop this real quick. And let's grab this one is
it has to be a soft light. And again, it's kind of like
the bounce light that we're gonna get from the
rocks into his face. So coming from the
back of the rocks, it's going to be very,
very faint, soft. Look, definitely
have a little bit or less spread so that we don't, we don't want to eliminate the rocks when they
illuminate him. See that? This is one of the problem is though, since we have the ****, we're immediately
going to be seeing the the, the light shape. That's not something that
they want to be honest. Let's take a look
at the reference, using this one as a reference
and it's quite dark. There's not a lot of
rim light to be honest, so maybe we can just ignore it. Let's just ignore it. It's just ignore it and
see how this looks. Because I really like
this composition. It's a little bit
darker, It's definitely darts, definitely
like contrasty. But I think it's
quite, quite cool. Another thing we could do
is we could add some sort of like a warm light
coming from here, like the end gene or a fire
or something like that. But I think we'll
just get rid of a lot of the cool stuff that
we have right here. If we had a fire here, then would definitely
see a rim light. But I don't want to add another, another prop right now. So I think this is, I
think this is gonna be, it's gonna be good
for this shot. Now, what we can do
is we can move to the next shot which
is shut number ten. This is gonna be our
cow boy shot, right? Like we're really close
to the character. And now, since we're closer, we need to analyze whether
or not the light stuff we've added so far work at
this distance as well. And you are welcome to add more lights or to change a
couple of things in here. So for instance, right here, I think it still works, like I definitely see
potential on this image. But I do think we need a little bit more
light, to be honest. Here, I'll probably go to
the main light that we were using and increase the
exposure a little bit. So right now we're at 19. So what we can do is we
can go to frame one, right-click exposures set key, and then go to frame ten and
say, Hey, you know what? When we get this
close-up, Let's go to 20. That's gonna give us a
little bit more light. There's gonna be a little
bit more fog as well. But it's going to
make more sense for that, for the shot
that we're going, you should always, always
look at what the shot needs. Now if this was a continuous
shot, you can actually do, in a real-world said, you
can definitely control the intensity of the
light as the camera goes. In. All of these things are done via computers nowadays because you don't want to depend
on someone messing up while the shutter is going. But yeah, this looks good. I really like this
shot right here. And finally, the shot number
29, which is the close-up. This is probably
the weakest one. And the reason why
it's the weakest is because there's only one light source
like the lightsaber. We know it's there, but
we're not really seeing it. So here's again
where we can play around a little bit
with the composition and be like, You know what? Like maybe S. As the camera gets closer, he moves the lightsaber up and it illuminates his
face a little bit more. Now, we unfortunately don't
have the what's the word? We don't have the rig and
the ability to do so. But what I can do here is let's hit through
the book point. We can just literally
move the light. And even though we won't see the arm because
we're in a close-up, which is just like get an idea of where
this thing would be, which would be probably
something like like this. So now when we render, since the light source is
gonna be closer to him, while we get a super, super nice composition
is just two lights. In this case, it's this
lightsaber illuminating his face. And the, what's the word the Moon illuminating
the rest of the element. And as you can see,
we get a super, super cool, a super cool effect. I think I've seen this kind
of like stances before. We can go for like a horizontal or vertical effect like this, kind of like if he was
holding at both with both hands. It
looks a lot nicer. And yeah, that's it guys. With this, we've pretty much
finished the three images. So again, if we go
back to frame 0, this is the big image D, the domain like establishing
shot of the scene. Then we got a cowboy shot the close-up cameras
as punching in. And then it's like a portrait
of the cinematic effect. So we're gonna be adding
a couple of effects. I want to add some more smoke and then things like that in, in post-production in Photoshop to get a really nice effect. I am going to be focusing on one shot to keep things brief, which is this one right here. But all of the things
that we're gonna be doing can be applied to all
of the different shots. So just keep that in mind. And yeah, I'm just going to
wait for this to finish. Let this render and I'll see you back in the next one. Bye.
38. Last Scene Post Production: Hey guys, welcome
back to the next part of our series today we're
going to talk about the post-production
for this scene right here are the words. How did they call it the crown
jewel of the crown, right? Like that. The most bad as the one
that we have so far. I love this one. It looks really, really cool. And right now, what
we have here is we do have an alpha channel,
as you can see right here. But unfortunately, if we were to graph this alpha channel
and get rid of it, we're also going to
get rid of the ****. That's a little bit unfortunate, but the cool thing is since we're doing a nine-hundredths, we can actually ignore this. And this is a concept that I want you guys to be aware of. When you take a picture and you expose to picture to a
specific parts of the scene, other things are not
going to be visible. So even though we might
want or we might have the temptation to add stars and things like
that in the sky. We can add them on top of this thing and it's really
not going to change that much because you wouldn't
see the stars shining with the same intensity as how we see everything
else here on the scene. So the first thing I need to do is I need to change this to a layer mode That's a little
bit easier to work with. So I'm gonna go mode and we're gonna change this to 16 bits. In this case, we can
actually keep or, or play around with exposure
and the Gamma if we want to. There's a couple of
things we can do here. Or if not, we can just go
most 16 bits per channel. And in this case we're gonna
do exposure and gamma, and we're just going
to leave it like this. Now as you can see, the colors
will change a little bit. This is an unfortunate
consequence of going from 32-bits
to less bits. We can get a little bit
of rid of the gamma, changing it here, for instance, like increasing the exposure. Just a little bit. Because what I'm a little
bit concerned about this, the sabre now it looks
really, really thick. So as long as it looks,
it's something that we can work with,
that, that's fine. So let's start with
something like this. We're going to start with
our traditional layer. So I'm going to double-click
here and let's start with our balanced color
balance and then curves. So we're gonna start
with a curved pattern. Where is it Right here, curves. And as you can see, most of
our pixels are right here. So here's where we can push the light pixels
a little bit more towards the light side
of things like this. And everything's going to light up a little bit more because we don't want this thing
to be super, super dark. That's going to like break
things a little bit. Let's go to the red channel and let's see what
we can get here. Ooh, that's really cool. I think I'm going to add
this thing right here so the shadows are a
little bit greener. And then we're gonna go to the blue channel here
on the curvature. And we can play around here with the color balance as
well. There we go. Now remember, all of these guys, we can change how much we want these things
to affect the image. So we can go for a 50%. So it's not like super,
super intense exposure wise. Exposure wise. I'm wondering if we want
to change something here. I think just a little
bit more exposure. No offset, a little bit of
gamma correction there. That looks good. It's always going to be
dependent on what kind of look and feel you want
to go for the image. And if you give this image to like ten different
competitors, everyone's gonna do something
slightly different. So don't feel
pressure to always do some specific things
as long as it looks good and you
like the result, then you're gonna be
in a good position. I do think they'll save us
a little bit too thick. But that again, it's an
unfortunate consequence of the, of the, um, when the colors
and the intensity of the elements
become a lot more, they get crunched
into the 16 bits. That's when we get
this sort of stuff. Let's bring, of course, our cheat table right
here, the 3D glutes. And then we'd go real quick to our data folder here
we have dilutes. Let's try something. The Django, Ooh,
that looks good. It looks really, really good. Now, at the end of the
day, remember guys, what this lookup tables are? Nothing more than what we
just did with the colors, but in a more advanced way. And as you can see
what it gives us a very nice effect right here. Now, on top of this, we can still add more stuff. So for instance, we can add
another curves element here. And we can push
some of the colors up because I think it's
looking a little bit too dark and I'm
scared at it when we see this on a cell phone
and things like that, elements might look a
little bit different. So there we go, That looks good. Now one thing I definitely
want to add is a little bit of fog because we already have some fog on the upper
side of things. And now I want to add fog on the other parts
of the elements. I'm gonna go fog right here. And if we look for, for a texture right there, we're gonna get
this sort of stuff whenever you are looking
for this elements. One of the best things
we can try and get are things that have a little
bit of three-dimensionality like this thing is right here. And you definitely want a white and black background
or white and black image. So let's start with
something like this. We're going to add
this one over here. And we're going to set this to screen because this is going
to get rid of the elements. And then we'll play around with the opacity to just add
this sort of stuff. Now we're gonna go, we
can duplicate this one. Let's Control T and invert
this flip horizontal. We can even like crunch it. I'm really pressing Shift
and crunch this one which is Shift and just
stretch it out. And since this fog is
gonna be kinda like covering some parts
of the elements, we can do something like this. For that, we can do a
little bit blurred. So Filter Blur, Gaussian
Blur, something like that. And then of course,
the very soft brush can just get rid
of some of this. Play around with the
opacity as well. We don't want to overdo it. Couple of details
here and there. Let's go for something a
little bit more wispy. Oh, this one looks pretty cool. And since we're going to do a
lot of light layer effects, one of the cool things
about using this row of elements is that they can get, they get, they get
hidden very nicely. Because for instance
here which is going and we'd screen
and that's it. Just lower the
opacity a little bit. And that adds another
sort of effect. And then I saw this one. This looks very cool
because as you can see, we also have water reflection. That's great. Because we can just
have this one right there on the center
of the character. And the water reflections also
going to be quite useful. Let's remove a
little bit of this. There we go. Now, I want to use a
little bit of like **** creeping out from
behind the stones. So for that, we need
another sort of like smoke. I think here it looks
pretty cool as well. Even this one looks very nice. I think this one would
look quite, quite nice. That's a sort of just like a
general fog on this side of things of great cancel. And then we just
some more this out a little bit because we don't
want to overdo it, right? Like it's a detail
that we want to add. And since we already have the
atmospheric fog on Arnold, it kinda helps everything is it unifies everything
into a single image, which as you can see here, it
looks really, really good. So, yeah, that's, that's it. Now, we were talking about
stars and things like that. I'm thinking about like
the Death Star, right? Like that's a great
detail that we can add. So if we look for the Death Star and we look for a picture of the tests are where the light is hitting from the same side. That will be very important. We need a picture where
the light is hitting from the same site and
we can just have it very apparent like hidden
kind of like this. It's kind of like
what we're going for. But important, very
important that the light is hitting
from the same side. So we can grab this one, for instance, copy paste. And we're going to
bring this over here. Flip horizontal, so the light is hitting from the same site. We're definitely going
to set this to screen. And then you can press Control L to play around with the levels. So we get rid of pretty much
all of the blacks effects. And of course, it's
gonna be really, really, really, really faith. Like a nice little
detail there on the, on the back of the scene. There we go. It's just one of those like kick out and look at it like a
hidden Easter egg, right? Other than that, I think we can definitely add a
little bit of vignette. So here's another trick. You can press Control
and delete to fill this with a black image and then
fill a mask with this. And then on the mask, paint out. Paint out where you
don't want the vignette to be like this. Maybe it was one like
this street corners. That's it. We can again
set this to overlay. Play around with this
elements right here. You can even blur this one. So Filter Blur, Gaussian Blur, and go a little bit crazy there. Play around with the
opacity to get this very, very cool transition. So, yeah, I mean, this is, I think we have a really
cool effect right here. I've seen some renders
where they add like this, like fire particles
on the sabers. I don t think I want to do
that to be honest on this one. But yes, you can see this is
looking quite, quite nice. I'm going to add my two little
letterbox can East that I like to add to my compositions. Going to keep this one's
a little bit though. So something like this. We're going to have
this one right here. So yeah, that's that's
pretty much it. I'm thinking about like,
what else can we add? We can add a little bit of
Cameron, Cameron grain. Again, we've done this one before. I really liked this one. Let's see how good
it looks stretched. One thing we can do when
you paste an image, you can right-click and convert
this into a smart object. And technically, when we scale
this into a bigger size, it should kind of
respect to the pixels. It will try its best to respect the pixels and
give you a better result. So it's definitely going
to go into screen mode. And it's going to have
just like a 5% or 10%. Just a couple of
particles here and there. I don't love it because
they're like really, really big particles like this
big splotches right there. I'm not sure I'm completely
happy with that. I will love. The texture was a
little bit lighter, like this light bloom
that we have right there. That's, that's kinda cool. So what we can do is
we can keep that. Lets rasterize, right-click
and rasterize layer. And just like use that as a little bit of a light
blue right there. So see the difference
that we get there. That looks Quite, quite nice. As I've mentioned before, something that we
can definitely do is give you a sharpened
to the image because E in 3D images things tend
to blur out a little bit. So we can go Filter, Sharpen and smart sharpen. And as you can see,
that's going to sharpen the character
a little bit. It will crunch some of your
pixels as though so be mindful of how strong you
want the effect to be. I think that was a
little bit too much. Straight again, sharpen,
smart, sharpen. Let's do just like
fifty-five percent. There we go. Yeah. That's That's pretty much it. I think we've managed to get
to the end of our journey. Let's open the other images. I want to see how this guy
looks with the ADA image. So let's save this
one real quick. Let's save this at jpeg. Let's call this night
scene the JP CA, because the first scene. And then let's open night a, b, c, b, c, a. And then we have
save them as JPEGs. Okay, That's fine. Night
CB, let's open nights. See z, this one right here. So this is ones look good. I do think they look a
little bit to CG. That's why I think this
were like filters that we talked about are
really, really good. One thing that's definitely
going to happen, or I'm definitely
going to have to do is I'm going to have to
remove some of the images. Although to be honest, if we really wanted to sort
of cinematic look, the best option is to, to re-render them and which
I have the file here. I think. I'm just gonna re-render
them with opening the XR and get this
one's already. So yeah, that's it
for this one guys. We're going to jump
into one final video before we wrap this
whole thing up. But hopefully, hopefully
you like what we've done so far because I'm super
happy with this result. And I think you guys now have all the necessary
tools to create amazing renders for
your own works. Hopefully, all of the
information that I've shared throughout this course
has been valuable. And I'll talk about a little bit more about
this in the next video. So hang on tight and I'll see
you back on the next one. Bye.
39. Final Words: Hey guys, welcome to the
final video of this series. And for me it's been a huge
honor and a huge pleasure to share all of this information
with you after this, I think it's about
ten hours of content. Hopefully you guys
now have a way bigger understanding of how
to properly use lights, properly use cameras, do a
little bit of magic during the post-production section to create this amazing
looking shots. And I was looking at all
of the things that we did and I mean, I think is really, really cool that we were able
to go from some very basic, just like fruit
writers right here, all the way to this amazing cinematic shots
for our character. This is of course not
everything that's out there. There's a lot more things
that you can reference it. My best advice for
learning more about cinematography is to
go and watch movies, watch movies, or
watch TV series, play video games, and see
what people are doing to emulate that and
incorporate that into your toolkit and create
amazing looking compositions. Tried to grab your phone, go outside and take
your own pictures, tried to frame things
in different ways. Tried to capture
interesting lights yet scenarios where you'll see them and all of that information, all of that like
living experiences that you're gonna be having. All of those will help you
create amazing looking pieces. For me. This is it, your feedback and any support is
always appreciate it. Thank you very much for investing the time
in this tutorial. Thank you very much
for following along and you now have no
excuse after this, all your renders have
to look amazing. I won't accept any
more, like see brushes, screen grabs, or just like
a print screen from Maya. Now you have the tools, at least throwing a very basic three-point lighting
setup and NHGRI, and you're going to have
amazing looking portfolios. Thank you very much guys. I'm super happy to be here. I'm super happy to share all of this
information with you. Thanks a lot for the support. Thanks a lot for
being part of this. And that's it. My name is Abraham Leo, and I'll see you back on
the next tutorial. Bye bye.