Transcripts
1. Introduction: Hi, my name is [inaudible]. I'm a lighting artist in
the animation industry. In this class, you're going
to learn how to light an interior daytime
scene using a render. I've about 10 years of
experience in the industry. I've worked on a number of
shows that aired on Netflix, Amazon Prime, and the Cartoon
Network, to name a few. Your benefit from this course, if you're looking to learn about the Blender lighting toolset. We also going to be going over my entire process that
I would go through, the light scenes such as this, from the ground up. We'll start by
establishing a vision for the project by going
over reference. Then we'll familiarize
ourselves with the scene file we
will be working with. After that, we'll
start by creating the natural lighting setup, then the practical lighting
setup, and finally, the character lighting setup, before finishing it off with
some volumetric effects. Then we'll finish things
off by compositing the final renders
for final output. Thanks so much for
checking this class, and I really appreciate it. If any questions along the way, feel free to ask. With that said, let's jump in.
2. Establishing The Vision: Hey there. I hope
you're doing well. In this first video, we're
just going to quickly go over establishing the vision
for this project. We're going to talk about the reference that I've gathered here which can help us push towards that goal that we're setting
out to achieve. Now, for this
tutorial and project, I've decided to head in more of that typical
animated film, light direction
for this project. Just because for this project, I want it to be more about the fundamental process of
lighting a daytime interior, and less about establishing any stylized look or
anything like that. To help us get there, I've collected these
reference images from live-action film, an animated film, and then also just from some photography. These should help us
stay on that path to help us get to that goal that we are
trying to achieve. The first movie that I've got reference from is
Spider-Man Homecoming. You see there's a strong
key light source, which is the natural
light flooding in from the side of the room giving a good sidelight
on the characters, in some cases acting is at
most a bit of a rim light. You can see it here, it's side-lighting
Peter well and keeping him separated and keeping
the focus on him, lighting the room overall
pretty well as well. 21 Jump Street doing
the same thing here. We've got a lot of light flooding in from the
side of the room, from these big windows, side-lighting Channing
Tatum in this shot, he's standing out quite a bit. Over here, he's picking up some light hits from the window. Might be some top lighting too, you see some highlights
on his hair. Reverse angle teacher same thing you've got that
stronger side light, darker on the screen right side. School of Rock, same thing. Light flooding in
from the screen left side here and down here, highlighting Jack
Black shaping him out, keeping them separated
from the background. Keeping things bright overall, to comedy makes sense. You'd want it to be
brighter, probably. Inside-Out, same thing. Again, what a surprise. We got a lot of light coming
in from the one side of the room flooding in
from the windows, especially the first
portion of the scene , it's warmer predominantly. Again, in that first
portion of the scene, it's suits the story. To have it warmer
because you'll see she gets into that happier
mood by the end of it. The later part of the scene, he goes blue because
she gets sad. Sadness takes over
inside of her, the character Sadness is blue, so the lighting goes blue. A cool way of getting
it done there. Then we render the
photography reference. You see me whereas images
very bright overall, camera's exposed
for the shadows, highlights and blowing up
windows are blowing out. Realistically probably be a
little bit darker than this. But if we're going for what
we'd see in the camera, it wouldn't be
necessarily bad thing if some of the highlights
and blowing out a bit. We'll just have to be careful
if we did go for more of this look has the characters
could start blowing out too. But anyways, just
good to keep in mind that it can be pretty
bright if you have a strong and large primary light source from
the natural light. In the classrooms same thing
in his classroom photos. Again, like larger light source classrooms
are fairly bright, not as bright necessarily as the warehouses because there's
such a massive windows, but here it's still
pretty bright. Then here too, we've got
the top lights though too, so it's a little brighter here. Then here you've got some top
light action going on too, so overall pretty bright
though, evenly lit. We've got some top lights
here in our scene. We'll go over in the next file, they'll probably real
more incandescents. We can use some of that warm
blue complimentary colors to make things pop and make it a little more
appealing to the eye. But overall, that's look, we're going to go for a
little brighter overall, typical animated movie look. Maybe a little bit
of complimentary color action going on, and that's that see
you in the next video.
3. File Overview: In this video, we're going to quickly
go over the file that we will be working
with for this class. If we start over here in
the outliner, first of all, you're going to see we
have four collection set up a set collection, lights, cameras, and the
character collection. We just start at the top
and work our way down. Let's open up the
set collection. First of all, you're
going to see that I have created this light GO
collection at the bottom here. Typically things wouldn't
be organized like this in any production scenario, but I've taken all of the emissive geometry
within the set, and I've grouped them in
their own collection here just so it's easily
accessible to us there. We can quickly adjust materials on any of the objects
within here as needed. Now, if we close that up and then go into
the lights collection, this is where we will be
spending most of our time. First of all, you're
going to see we have three sub-collections. Whenever I'm working with
the same type of light. For example, the ceiling
lights along the ceiling here. I like to keep them in
their own group altogether. This is also the case if I have multiple lights
that are used for the same general
purpose, for example, character lights,
they're all used to help the character standouts. Here I have rim lights, a top light, and a
highlight light. They're not all the
same type of light, but they're all being used
for the same general purpose. I also like to keep those
all grouped together. It helps keep things organized and less cluttered and also when you're
testing along the way, it helps a lot to be
able to turn on and off for groups of
lights like this. If we open up the
camera's collection, you'll see we have
four cameras set up. Close-up, which is this one. Then the medium camera,
which is this one. For final output, these are the two cameras that we
will be working with. Then I also have two
cast cameras set up wide angles from opposite
ends of the classroom. Whenever I'm setting
up lighting in a set for my own
personal workflow, I like to have at least one wide-angle camera setup pulled back within the environment
set to a wide-angle. Something around 16-millimeter
is typically good. I believe that's
what I have this set to, yeah, 16 mil. This helps you get
a wider perspective of how the lighting is looking
as you're building it up. I'll bounce back
and forth between the render camera and this
wide-angle camera pretty often just to make sure
that the lighting is looking consistent and natural
as I'm building it up. If you can get it looking
good from this wide angle, your chances on maintaining that quality throughout subsequent
shots goes up immensely. I find it as essential part
of my workflow and I would highly recommend it as you
do your lighting as well. Which close up that
camera's collection. Let's go down to the
render settings tab. Here, you'll see I have the
render samples set to 32. Typically for final output, it would not be this low, but since we're going
to be testing to start, so we can iterate quickly, I've set it to 32 and
then turn denoise on. Then now if we go down to
the output properties, I have the render resolution
set to 960 by 540. Again, this is just
for testing initially. For final output,
we'll typically do a 1,080 resolution and if you're doing a [inaudible]
I'll even do 4K. But 960 by 540 works for now. It'll help us to iterate
as quickly as possible. If you have a beast of a
machine, by all means, feel free to bump that
up to 1,280 by 720, but for my purposes
and for my use, I'm sticking with 960 by 540. But that goes over the
basics of the file. For now, I will go over
more detailed aspects in the following videos. I'll
see you in the next one.
4. Making the Sunlight: Welcome to the first video where we'll be creating the first
light within our scene. We're going to start
off here by building up our natural lighting setup. Now, any natural
light setup will consist of two types of light. Direct light, which would
be your sun or moon, and indirect or ambient light, which would be your
sky contribution. In this video, we are
going to focus on creating and refining
our sunlight. To create a sunlight within
Blender, you go Shift A, and you go down to Light, sun, and then you'll see that it gets created at the world origin. Now, you can use this
handy Gizmo tool here to manipulate
it in 3D space. You can use the
arrows to move it, the cubes to scale it, and the rings to rotate it. Alternatively, you can use
the G hotkey to move it, the R hotkey to rotate it, or the S hotkey to scale it. I will usually move this
light up above my scene so that I can easily see
it later if I need to select it and make
adjustments to it. I'll also make sure that Use
Nodes is turned on for it. This just gives you
maximum control over the light properties. Let's delete that light
for now. Here we go. Because as you can see, we already have this light in the scene that has
been positioned, and rotated into place. The first step that I
will take when refining the sunlight is establishing
the light direction. To do that, I will turn on
the Viewport Shading mode. First of all, I will
make sure that I'm at my wide angle
perspective camera, and not the render camera. This will just give us
a better pulled back, wider perspective
of the set and of the scene to ensure that it
is looking good overall. Let's activate
Viewport Shading mode. There we go, immediate feedback. However, it is taking up
this entire editor panel. Let's go Control V and drag over that camera frame to constrain it to the
frame. There we go. Now, you could also go Control V and drag over a
smaller region if you wanted to test just a smaller
region within that frame. But we do want to see that
whole frame for this, so let's drag it back
over the camera frame. Now, if we go to the
output properties and uncheck the
render region box, it will go back to
the way that it was. Now, to reconstrain
to the camera frame, we can just check
off that box again. Now, let's go to the Render Properties
tab and turn on Denoise. This will just give us a more refined look a
little bit quicker. There we go. Now, to rotate it and establish
that light direction, what I will do in my
perspective view, I will go and start
rotating the light on these z-axis by using this blue ring and
dragging along it. There we go. Now, we see it update in that
viewport to the right. Now, you can also rotate
it on the y-axis as well to get that look. There we go. Again, you can use the
R hotkey if you'd like, and constrain it to
any axis by hitting Z, X, or Y, the corresponding
axis hotkey. But I like this rotation, so let's just keep it here. Now, we can move on to
refining the light intensity. From there, I would refine
the shadows softness and then finish it off
with the light color, but I will show you
that in a minute. Moving on to the
light intensity. Sometimes I will establish
that low-end value and then do a render within the render
view and catalog that, so I have it to compare back to. Now, first of all, I should
say this render panel here, I've created this in a custom
way where I've dragged out a new panel by going to the bottom corner of
an existing panel, dragging out and
then pulling out an image editor like that, and then just searching for render result using
this drop-down. There we're go. Then I
went to the Image tab to see the slots. If you do render it
again and you go View Render or Render image, it will bring up the
render image window again. I'm just going to collapse that. This is just to show
you guys my process. I have that initial value
rendered out here at one. Now, I have that to
compare back to. Then what I will do is
set a top-end value to start halving down from or stopping down from to use the probably more
technically accurate lingo. This is what it
looks like at 100. That's what I established
my top-end value to be. Now, to determine that, I will just drag up that
strength value using my Viewport Shading
mode until it starts to break and look unnatural, and the highlights start
to go over bright. The shadow areas start
to look like they're being overly filled out considering it's
one light source contributing to the scene
right now being the sunlight, and then I will just
set it at that. I determined 100 to be a
pretty good top invaluable, not 1,000, 100. Then I started halving down
from there. Let's pause that. Now, as I do this, I
will always be holding it up against the reference that I've gathered as well
to make sure that it is lining up with the
direction that we want to be headed in as well, just to make sure that
it is looking natural. Then I have to down
from 25 or from 50-25 because I thought
this just looked a little bit too bright
still considering again, it's just that one light source. Now, worth in a bit more
of a working range, so I have to down again to 13. I felt like this was better,
maybe a little bit dark. But considering again, it is just the sun, I thought
this was better. Then I inched it up
to 15 and settled at that with the final
working value. Then I moved on to setting
these shadows softness up. This is what it looks
like at the default. To change the shadow softness, you just adjust the angle
attribute of the light here. This could work. If you're doing a still image of a very realistic render, maybe an architectural
visualization shot or something. But considering this
as for animation, if we had a character
moving across the scene, the shadows from
the blinds here, from the window frames
could get distracting so I thought it would be good
to soften them up a bit. I did that here. I up
that angle value to 1.7. That'll look nice and soft and a little bit more subtle
throughout the scene. Just to sell what
that effect is doing, I boosted it to six here.
I wouldn't use this. This looks too splotchy
and unnatural, but it just shows you more clearly what that
value is doing. This is it back at 1.7. Then I moved on to
refining the color. This is what it looks like
with this black body here connected to the color
of the Emission node. The artist who created this
file had that connected. I just ran with that.
I thought it was nice, added some nice
warmth to the scene, so I kept that in place. Realistically, it would probably be more of a white
light coming in, given the angle that the
sunlight is coming in here. But again, we have
create a freedom, so why not add some
warmth to the scene? Alternatively, you can
use the color picker to establish that color. You could probably get it within a similar color range
if you just did this, and then brought the
saturation down to say 0.2. Bring that strength down
to our final value, and it's similar there. But using a black body node is just a quicker way to get to that natural looking result since it's based off
with color temperature. If we up this to say 9,000, it'll cool off things. The lower the temperature, the warmer it will
get like that. That's more of a
sunset color clearly. If we bump that
back up to 5,000, make it a little
bit more subtle, and then we can
run with that for the final working value. Once I did that, now we have
the direction, intensity, shadow softness, and the color finished off
here to move forward with. I did a few renders
on the other angles. I did one from the
reverse test angle, the close-up and the medium, and I thought it held up pretty well from all of these angles. Clearly, we want
to add more light here to make the
character stand out. This is obviously overly
moody and dramatic, so we will be building up the lights in the
following videos. I will see you in the next one.
5. Making the Ambient Light: In this video, we're going to finish
off our natural light setup by building up the indirect or ambient
light coming from the sky. As you can see,
we're going to pick up where we left off in the last video with just
the sunlight active. Now, I've done a few base
renders so that we can compare back to them as we
progress with this light. I did one from the close-up
render camera angle, and then one from the medium, and then one from that
wide test cam 01 angle. Stick it up, pulled back perspective of how it's
all coming together. Now, you can approach this using a few different methods. The most commonly used
method would be to attach an HDRI image to
the world light or in any other 3D software,
usually a downlight. Then you'd create
portal lights to cover the openings of the set as a means to funnel that light information or
those light rays into the set, which would result
in less noise and typically faster render times. I did quickly test
out within this file, and I have tested that before
within B Blender as well. However, I felt like I got
comparable results using just an area light with
an HDRI plugged into it. That portal light, though, I did create it here within
the window lights collection. Then I also have the world's setup to work
with that portal light. All you'd have to do
is make sure this has a strength value and
then just turn on the portal light and
turn off the area light to try that method out. By all means, feel free to
test this out for yourself, should have set
this back to zero, so it's not doing
anything within this scene. There we go. There's a lot of resources
and tutorials out there that go over setting up
portal lights within Blender, so by all means, feel
free to Google that. I may do a course myself at some point on the various
methods that you can use to set up a natural
lighting setups within your scene. But for now we're
just going to go with the technique that I used here within this class. The second approach, though, there is another
one that you could use, which would be to
create a plane to act as an emissive card to
push light into the scene. You just go "Shift
A", create a plane, and then rotate it and
move it into place to cover these four windows. The original artist had used this method within his file, so feel free to download
that file off of the Blender website and
you can kind of break down how he did
that for yourself. But just to go forward with the technique I ended up using, I'm just going to turn
on the area light. Here it is here. Again, I scaled it up just to
cover the four windows. Since the windows are
so close together, we just need one light
here to cover all four of them and then just make sure
that it's facing inward. From there, I plugged this
HDRI image into the color. First, I did a test with
it at its default values, with the color at one or at
zero and the strength at one, and this is what it looked like. I'm just going to
turn off the sun. This is the equivalent here
in the viewport shading mode, and that's exactly what
that looked like down here. Next, what I did
was I plugged in that HDRI to the color. That's what that
looked like up here and that's what that
looked like there. Obviously, it gets quite a bit darker with that plugged in, so we need to definitely
increase that strength value. What I did next was
determine a top and a value to start having a down from
like we did previously. To do that, I just dragged
up that strength value here and looked at it
within my camera view, and then I just kept
dragging it up and increasing its value
until it got to the point where I
felt like it was overly bright for
what we're going for. As I was doing this too, you've got to make sure
that you're comparing it against reference, just to be mindful of that, at least, as you're progressing. If we go back to pure ref, looking at these photos, these two would probably
be the best to look at when building up this light because they don't have
any direct light coming into the scene affecting
the overall exposure. There's no sunlight
coming in and there's also no practical lights
turned on either. Now, unlike this image up here, we have these top ceiling
lights turned on. Then this image down here,
we also have these lights above them within this
room turned on as well, affecting the overall
brightness of the room. I would stick with
something like this to compare back to and to reference as we start building this light
up and just be mindful of these images as we
refine the light. Let's go back to
Blender. Here we go. Just based off of those
reference images, I felt like 1600 was
a bit too bright, so I started halving that down, so then I brought
it down to 800. Down here, here's, again
down in this window, what it looked like at 1600. I'm just going to turn
that on for a second. Here's what it
looked like at 800, the equivalent to that. This I felt like was
more of a working range closer to that reference images
that we were looking at. Then just for good measure to see what it would look like, I have that down to 400. It looked like this. This I felt like it was
a little bit too dark. I would up it more
than this for sure. I settled with 800
as my final value. You might be able to get away
with maybe a 700 or 600, but I just ended up
working with 800. Then what I did was I
desaturated the image overall, just a bit, to remove a little
bit of those cool tones. I felt like it was overly blue for what I want
to push towards, so what I did was I created this hue saturation value node. You can just go "Shift A" and then color hue saturation or
you can just search for it. Then I just dragged it
into the color there. The default here, the
saturation, again, was one so I will
just bring that down to 0.7. There you go. To see the effect
that's having as well, you can hit "M"
to mute the node, and then M again to activate it. There you go. But I just settled with 0.7 within this scene. I'm just going to pause that. Then I turn the
sun on to see how it's all coming
together and I thought this is looking quite good. Then I did another test from the reverse camera angle and still hold it up
quite well, I thought. Then I did another render from the close-up. Looking good. We're going to get a
good indication of that side light coming
in from the windows. She's being shaped off
quite well from that light. She's popping off in the
background pretty well. Then I did another
render from the medium. Again, looking good here. Maybe a bit dark in
the shadow side, a little bit dramatic. But not too bad for
starting point. We are going to be adding
the practical lights on top of that so that might
feel around a bit too. Now if we compare back to
those initial base renders, we can really see the progress
that we've made here. This is it with
just the sun on and then with the added ambient
light looking much better. The close-up, way too dark. Here it is with
the ambient light, huge difference. There we go. The medium angle,
just the sunlight, and then with the ambient
light on, much better. We've made a lot
of progress here. This is good for
our natural lights. I'm happy with this. You can always go
back and tweak it later as you build up
the rest of your lights. But I'm happy with this for now. In the next video, we will start building up the
practical lights, starting with the
ceiling lights. I'll see you in the next one.
6. Making the Ceiling Lights | Pt 1: Making them Glow: In this video, we're going to start building
up our practical lights by making our ceiling
lamps start to glow. First of all, let's jump over PureRef and look
at some reference. As you can see, I've
gathered some examples from some films and this
photo here as well. Now, in all of these images, really I accept this one. The light sources
themselves within the images are extremely bright, if not blowing out. Now that's because if
you're exposing for anything outside of the
light source itself, the light source
itself will then in turn start to get
extremely bright, again, if not start to blow out. Here, this is a separate
scenario where they are exposing more for
the light source itself as the subject
is looking up at it, and so we start to see more
detail within the light. Then everything around the
light is falling into shadow. But in the rest of
them, there were more exposed for everything
outside of the light source, and so the light source is
getting extremely bright. That's going to be very much
the same in our scene here. We're going to be exposing
just for the classroom and the character as opposed
to the light source, so we'll be expecting those ceiling lamps to
start glowing very bright. Let's go back to Blender. First of all, to make an object
emissive within Blender, for example, if we go
Shift A, create a cube. Let's scale it down,
hit S and then just drag down, move it up. Let's move it this
way a little bit. Now if we apply material to it, go down to material properties, we'll see it doesn't
come with the material at first, so just go to New. Then if we just go
down here and change the emission color to white. Now let's turn on
Viewport Shading. Turn off the overlays
for a second. We'll see that it starts
to give off light here. If we just make that
more noticeable by selecting that cube again, changing it to 10 in the
emission strength. There you go. Now you really start to see
that effect come across. Now an alternative way to do it, which is how the ceiling
lamps were set up. The original artist
had set them up this way in the set file. If we just delete this, this is what was done, which created an emission node. It's just a more
simplified setup for it. You just plug that
emission to the surface. There we go. Set
that up to 10 to show up a little more clearly, and there you go, we have a glowing cube. Let's delete that. That again is what was done
to turn the overlays on here. That was what was done here
for the ceiling lamps. As you can see, this
emission notice plugged into the surface, and it's set to two. Now there's also a black
body plugged into the color, keeping them a little
bit on the warm side at 5,000 for the temperature. I just kept that
in there, again, it was a nice way
of just keeping some warmth within our scene. You could probably
use, alternatively, if we turn on D4 shading here, the color value, and
then you could just desaturate that,
bring that down. But again, just a quicker
way to get to that result is just by keeping this black
body plugged in there, so I left that plugged in. Now the next step that
I took here was again, I'm just starting with
that single ceiling light, and then I'm going to
add the rest later. Starting with that and just
starting with these base renders to compare back to with just the natural light setup. I did an initial render with the emission value
here, left at two, which was the final
strength that the artist who made
this file was using, so I did a test at two just
to compare back to that. Then I tried at one, now at one, I felt like it was
getting a little bit too dark and dull on the lights, so I did go back to two. I felt like that was a
better value to have it at. I also turned them all on here. Then I did another
render just to compare with them all on at one. You can clearly see
here they're looking very flat and gray. I just kept it at two here. We are getting a little bit
of light contributed to the scene from
these light sources now that they are emissive. If we compared this to this, we can clearly see that. That is okay, it's not giving off
a ton of light. It is definitely
giving off some light, but not a ton of it. I do like to rely predominantly, if I can, on an
actual light itself. Later on, we're going to be adding point lights to these. I would like to rely mostly on those to give off the majority of the
light into the scene. But we are going
to have to settle with a little bit if
we want them to glow, so again, since it's
not a ton of light, I think this is totally fine. I did another render
at the closeup angle here, looks fine, feels a little shadow side a
little bit, which is cool, takes away some of
the dramatic effect, which I think is good for the
direction we're going in. Here it is at the medium, holding up quite
well. It looks good. The light itself is
at a good level, I think looks great. We compare that to
the base renders. There it is without it,
there it is with it. Looks good from the wide
without it, with it. From the closeup,
without it, with it. Looking good; adding
some warmth and some of those
complementary tones to the scene as we're getting
some warmth here on the left side as we cool
tones on the right side. Let's run with this. In the next video,
we're going to talk about some tips regarding adding the point lights to the ceiling lamps. I'll
see you in the next one.
7. Making the Ceiling Lights | Pt 2: Essential Tips: Before we jump into going over the
point I had set up for the ceiling lights and
the process that I went through in order to determine the final working values
for those lights, I just wanted to go over
a few essential things to know when developing, creating light
setups such as this. The first thing to know is
whenever you are positioning any light within a light piece of geometry such as
the ceiling labs, you have to make sure
that cast shadows is turned off on the object. This is so that the
light can pass through that object and affect your
scene as you want it to. If it's not turned off the light will be
confined to within that object and it won't be able to get out and affect the scene
as you'd like it to. In order to do that in Blender, you got to make sure
you have the piece of geometry selected. Then you go down to the
object properties tab, the orange box icon down here, click that and then
you go down to the visibility drop-down ray
visibility and then make sure the shadow checkbox
is not checked. Now the light will be able to pass through and do what you want it to do? The next thing to know here is just going over the
point light itself. First of all, we do
want these lights to be pointless because they
are omnidirectional lights. They will emit light
in all directions, unlike an area light
or a spotlight, so these are ideal for
these types of lamps. Now going over some of
the properties of it, the radius which is just the
size of the point light. The larger that is the
softer the shadows will be, and the smaller it is, the more hard edge
the shadows will be, works the same as an area light. Now to create a
point light, you go Shift A and you go
to light point. Once you do that, it'll
create the light of the world origin now
to move it into place, if we hit seven on the Numpad, it'll bring us into the
top orthographic view. Now if we hit the Z key, this flyout menu will come up. Alternatively, we
can hit the four key or just select wireframe. Now we can move that light into position so that
it's centered within that light from above.
We just do that here. You can just use the arrows. Alternatively, you can
use those shortcuts G, R, and S, G to move it and if
you hit Z or X or Y, it will confine it to that axis. We could just go like this, and move it into place as well. Now if we hit three
on the Numpad, it'll bring us into the
right orthographic view. Now we can move it
into place through this view so that it's actually centered within it because
before clearly it wasn't, it was on the floor,
so that wouldn't work. Now it is where the original
point light was there. We can see it in there, there is a little dot. There we
go. Now it's centered. Now if we hold Alt or Option on our keyboard and then hit the
leftmost button and drag, it'll bring us back to perspective or we can
get one on the Numpad. There we go. The next step that
I would do here is, you can do one or
two things you could start refining via period. It'll focus on that object if you're having troubles
painting like I was. Now, you can do one
of two things here. You can start
refining that light, the intensity of
it, the color, etc. Once you have that
light refined to a better more established
working value. You can then
duplicate that light around and then position it into place within the
rest of the ceiling lamps. Alternatively, once you've
positioned a single light, you can duplicate it
around and then link the light data or object data so that the rest of
the lights adopt any adjustments that
are made down the wire. Let's do it that way. I'll
show you how to do that. To duplicate the light, you go Shift D and then you click,
and then you can move it. If you don't click and you go Shift D and
then move your mouse, it'll just start moving
it around right away, so what I do is I go Shift D, click and then I'll move it, I'll start moving it and now
we can move it into place. Hit seven again and you
can start moving it into the center of that other
lamp light. There we go. Now we'll do that until I have enough lights
that cover all of the ceiling lamps and they're all
centered within them. I'll just delete that for now. Go back to perspective. As you can see, I've
already done that or the artist who created the file,
actually I should say, has already done that
and they are already, all positioned there for us. Look at that. Now
what you would do before refining things and
starting to iterate and test and do renders as
you link the object data, so what you do to do
that is you shift select all of them in
that liner like this, or you can Control
click to select all of them like that, either or. Once you have them all selected, you go Control L in the viewport and then you go down
and link object data. Now once you do that, if we bring up
another panel here and go to the shader editor, you can see it
already is the setup in place and notes setup that the original artist had
created for these lights. The value he had as his final working value for
the strength was the seven. See them here currently. They've already been
linked to to object data. Again, Control L,
link object data. Now whenever we change an
attribute, for example, if we click this ceiling Light 001 and change the
strength to 20, it'll change that on all of the lights that we've linked
the object out of for. Now, this also is true for any disconnections
or reconnections of any nodes within
that setup as well. If we disconnect the
blackbody on one, it'll disconnect
it on all of them. As extremely helpful and it makes things way more efficient as you're working and
testing down the line. That's it for now. In the next video,
we'll actually go over the process of refining
these lights and getting the look that we want to
get before we continue on with the next lights in our scene. I'll see
you in the next video.
8. Making the Ceiling Lights | Pt 3: Point Lights: In this video we're
going to try to quickly go over this point light setup
for these ceiling lamps. Regarding the look and the overall intensity
that we want to push them towards the color. First of all, we want to look at our reference
to figure out a general direction to heading before we figure out what's a good final value to settle on. We'd go to pure ref. Look at these inside-out images. This provides a good
amount of warmth, so something in this
range in terms of the warmer tones, I
think would be nice. It's got a little bit
of cooler colors or tones within shadowy
areas on the edge here. Something like that
would be pretty good I think to shoot for. This image over
here is good too, or it's got these warmer
practical lights and then these cooler colors
coming in from the window. That's also nice and isn't
complimentary good stuff. Now, these live-action
frames here, it'd be nice to maintain a bit of this side light
that we're seeing, even these movies here. Just to help the
character stand out, we can try to get some of
that cooler ambient light to come onto the
character's face and keep that character, pop it. Let's go back to Blender here. Now as I build it up, I've done these three base renders from where
we left off in that last video where we refined the mission of the
actual late geometry. Now, we can compare our
upcoming renders to these to see the progress
that we're making. I did a base render of
the white test angle, a close-up, and
one of the medium. From there, what I
would do is start with the light at a low
value such as one, that might not be one maybe a bit higher than that,
because as you can see, if we compare to that base medium render is
barely any difference at all. I might just turn on the viewport shading mode and
if we have this selected, bring it down to one here, which again is like nothing. If we start dragging that up, I might do something more like something around seven or 10 as my base and then start
tweaking it from there. But for now, we're going to
use one as our base render. At least we know that it's on it's not having much
of an effect so we do know that then
it doesn't need to be boosted much higher. We just need to find our
top-end value to start having a down from, as we did previously
in the past lessons. The top-end value that
I found worked well for this light here was 100. Also, as I'm doing
this, I will do it just using one light. I will hide the rest in the viewport and
then render ability, I will turn it off,
and then I will refine a single light before turning
on the rest of the lights. That's what I've done here now. This is what this render is. It's with a single light
that went above her, and with a strength of one. This is it with that single
light strength at 100, too bright for sure, especially once we
turn the other lights, and then this is it with the light strength
half down to 50, still a bit too
bright I thought. I have to down again to 25. This is more reasonable, a little bit more
and working range. There, I turned all of
the point lights on. Just by doing this again in the viewport and
the renderability, I turned on and
now it's brighter. A lot more warmth overall. Depending on the look
you're going for, this may work for me and a look that we've set out to achieve based
off of the reference. I just felt like this
was too much overall, so I brought the value back down to a more reasonable level, which was seven, and that was the
final working value that the artist who made this set had settled on and I found it to be
pretty good value as well, so I settled with that here. This is with all of
the point lights turned on with their
strength at seven. If we compare this medium
which is no point lights on at all compared to this one
with them all on with the strength at seven,
I think it's nice. Do some good things,
it's pretty subtle, but I think that's a good thing. The key sometimes is subtlety. So it does a nice job of just introducing some
warmth into the sea, and it brightens up and
fills things out just a bit. I think it's doing some
good stuff for us. This is it with close-up render, that strength still at
seven. Again, nice. It's feeling you're out of
bed on the screen left side, some warmer tones still
maintaining that cool sidelight, so is working quite well. Then I did another render at 25, which was that single light
test here that we had before. This is with all of them on now at 25 with a close-up angle. This is just still too bright
as I anticipated before, and there's just too much warmth flooding the scene for
what we're going for. I went back to seven
for the strength. There is this issue
that we're seeing here. I find it to be
an issue anyways. It's just distracting this
shadow under her mouth. It looks like a sole
patch or something. The way that it transitions
to that shadowing or channel is just unappealing. To fix that, I just looked
like what could be causing that something above
her for sure because the shadow is under her lip, and it only came about once we increase those lamp
lights as well. It's probably not any of this
cool light from the screen, because that's the
ambient exterior late. It's probably above
her and to the screen left of her because that's
the closest lamplight. As we see in the
perspective view here, there is that lamp
light just above her, in front of her,
and to the left. What I did in the
next render here is I turned off that light, which is this one ceiling lamp for the viewport and
the renderability. To track that down, I just clicked it in
the viewport and then I hit "Period" in the render, and then that showed me
which light that was there, and then I just turned it off. Then I also turned off
the point light for it. That gets us this result. We lose some warmth, we lose some brightness. But it's not a big
deal. It's still in a pretty good place, I think. We get a strong indication
still even more so I would say of that
sidelight, which is nice. She stands out even more now. Those cool tones are still showing through and we
get a little bit of that warmth up there in the
background, which is nice. Now, I tried to take up the strength from 7-14
and I just doubled it up. Just out of curiosity, because you don't know
until you try it again. So I tried it at 14. I thought it was a
bit too bright here, a bit too much warmth. So then I have that
down in between 7 and 14 and brought
it down to 10. I thought that was pretty good. This is at seven, this is it at a 10. It's not too bright and there's not really too much warmth, but it is a little
bit brighter and there is a little
bit of more warmth. I stuck it 10 here, and we're going to
go ahead and use 10 as our final working value. I was liking that, but again, use whatever you
would like of course, but based off the
direction we're headed in, I'm liking 10. Then I did a render
a medium angle. Scan it's still
nice, pretty subtle, looking good, and
then I did one from that wide test angle and it's still holding up quite well. We're going to roll
ahead with this. Again, you can't see
that top ceiling right here, just above her. But in this case, that is totally fine. We're not going to
be seeing that in these final render
camera angles anyways. A lot of the time you won't be seeing ceiling and
most renders anyways, so it's not a big deal. If you did at any shots in a production scenario or
in a personal project, you could just keep
that geometry on, and then just turn
off the point light. The majority of that light is still cut out and that would probably still fix that shadow we were seeing under her mouth. But again, not a
problem in this case. All that is said, I
think it's looking good, I'll see you in the next video.
9. Making the Blackboard Light | Pt 1: Making it Glow: In this video, we're going to go over the emissive blackboard
light geometry, which is this
blackboard lamp geo over here inside the
light geo collection, within the set collection. The original value that
the artist who made this file had settled on for the strength for
this slide was one, and the color is white. There's no black body connected
to it and it is white. I'm assuming because these blackboard
lights are typically white and they are not pushed either towards the
cooler or warmer colors, so why not just keep it white? Makes sense. As
for the strength, I actually ended up
increasing it to two. I did these initial
baseliners as always, with the blackboard
lamp turned off. So I had just turned off
the eyeballs so it's not visible in the viewport and
turn off its renderability. Then I did a render at the medium angle and at the
close-up angle with it off. Then I did render the medium
and close-up angle with it turned on at one, and then at two. I settled on two and my
reason for doing so was because the ceiling
lamps also had an emission value of two. The light source and the
white value that it will be sitting out within
the render will be consistent if we leave
it at two rather than, one of them at one and
one of them at two. If we just turn on the
viewport shading mode here on perspective and we bring the strength value on the blackboard light down to
one which already is that, now let's turn off these
guys, the overlays. That again, bring
it up to two here. You'll see it does
make a difference, it does make it brighter here. Yeah, it's giving off
a little bit more light but again it's at least consistent with the ceiling
lights and it's not giving off a ton of light, so I think it's good to
stick with it at this value. We turn that off again, we compare these renders; the medium with it off, with it on at one. It does look like it's on there, which is good and we can compare the close up with it
at one, it looks on. For all intensive purposes at the camera angles that
we're rendering it, with it being at one, it would be fine to be honest. We could isolate that using the emission pass
and a crypto mat and then boost it
up if we needed to, but I do think one could work. But it's better to be
safe and sorry here. In a production scenario, and you would want it to be consistent and you wouldn't
want it to unintended issues where it's like looking
doll because you have a camera angle that
works close to the chalkboard and the teachers in front of us and then the
cameras looking up at it. Then the strength
value is at one. It's looking a little flat. You want to play it safe. Although in our scenario, one might work technically in a production scenario or if you were doing a
personal project, look it up I added here. You know that it
would be to flatten doll if it was at one. Why not keep it consistent
and keep it at two? That said, let's keep it
at two, roll with that. In the next video, we are going to go over the area light that
we're going to be using for the Blackboard light
to push a little bit more light down into
the scene and it'll act as the primary light
source for this blackboard light now that we have
the light itself glowing. I'll see you the next one.
10. Making the Blackboard Light | Pt 2: Adding the Area Light: In this video, we're going to finish off
the blackboard light. The first thing we need
to do is figure out what type of light would we want to use here as our light
source to emit light from, to emulate this kind
of blackboard light. So just looking at
the model, clearly, it's a light that
would just admit downwards in one
direction, right? So based off of that,
it's pretty clear the kind of light we
would need to use. It would not be a point
light because those emit light omnidirectionally,
in all directions. It would not be to sunlight, would not be the spotlight. And it definitely would
be the area light. So that is what is
already in place there. Just hit period
to focus on that. Hit period again to
focus on it again and zoom into it a bit. Then to move it around,
again just the arrows. Use the cubes to scale
it in or S hotkey. And then the X or Y hotkey to isolate that scale
in on a specific axis. Then once you've
moved that in place, ensure that it is
facing downward, as it is here. We can start refining
the value of that light. Now, unlike the point lights
on the ceiling lamps, we do not need to put this
inside the light, like that. We can just leave it
just outside of it. Because of just the
nature of the model here, we can just inset it just below that geometry. That
should be fine. Now to test the intensity. The final value that
the artist had who had created this file was
20 for the strength, and I found that to be
a good working value. This is it at 20 here
for close up and medium. But I did want to just confirm that this was the value
that I wanted to use. I would recommend doing that
if you are ever handed off a file or using a file that already
have any lights in it. Just to confirm that that
is the value that you want, especially when you're headed in a specific direction
regarding the look. So I did first create a couple base renders to
compare to as we go back, just without that
area light on at all. And then I did a couple
renders again with it at 20 for the medium and close-up. Here, I did a couple
base low-end renders. And I found the low-end value with five to be a good
value to start at. And to determine
that, I just turned on viewport shading here, up in that camera view. Now, let's resume it. Then, this is it at one. Again, one is really low. You can't really tell
that it's even on. So I just started to drag it up to the point
where you could start to at least notice that the light
is doing something. And I found that around three to five was a pretty good range where it would become
more visually noticeable. So I just settled with
five as the low-end value. And then I had to find the high-end value to start
halving a down from, right? So I did the same thing there that we've done
up until this point. So re-initiate that. And then I just dragged
up the strength to the point where
it looked like it was just too bright for
the scene that we're working in and a little bit unnatural for this
type of light. So I settled with 100 as the final topping value to
start halving down from. Pause that. This is it here. It's just too bright. It's
a little bit distracting. It's taking your focus away
a bit from the character. So definitely
wanted that darker. So I halved that down to 50. So 100, 50. Definitely better. Still a bit too bright, so I halved it down again to 25. This is better. A little
more workable, I find. But then I just halved
it down again to 12, just to see what it
would look like. Here, it's a little
bit too dark, I found. You just don't really
notice the light doing anything enough. So I did want it higher than 12, but maybe not quite
as bright as 25. So that's how I
figured out that 20. It's probably a good
value here to keep it at. Brighter than 12. Not quite as bright as
25. There, it's good. It's not distracting,
it keeps it subtle, and it shows that that light
is doing something at least. So I kept it at that. But that's it for this light. In the next video,
we will move on to the next practical light. So I'll see you in the next one.
11. Making the Hallway Light: In this video, we're going to go over the hallway, or
corridor and light. Because as you can see where
we left off last time, that hallway is still
looking pretty dark. That is a result of the blocker here that
I had to put in place because there are
these openings are some reason in the hallway which otherwise allow the light to just flood in
through the back. When I was testing out the
world ambient light setup. Either way, whether
you're using a world to bring an ambient light
or this area light, you're still going
to want to fill in this hallway with some light. That's why this slide is here. Now the original
artist again had placed this light there, and now we just had two test and refine the
value of it to confirm that it is the right
intensity, and color. The first thing, that
I would do here again, I set up these two base cameras, did a render the media,
and close-up camera angle. Again, since these lights that we've been testing recently, we left the blackboard light,
and the hallway light. They're more isolated, and constrained to a smaller
space within the set. It's unnecessary with
these lights to do those wider camera
angle renders, using those tests
cameras because they're not going to affect
the whole set by any means, not like the natural lights with the sunlight or
the ambient light. I just did a couple of
these to compare back to. Then I did a render
with the values of the artist who made this
headed to finish it off. For some reason you use
nodes was not turned on. I typically turn on these nodes pretty much all the time for any
light in Blender. It gives you more control over what you're doing
with the lights. But for this light, for some reason it was
just not turned on. Maybe because it's
just in the hallway, and a background light that
you don't really see much of. But either way it wasn't on, it was set to 60 watts for
the strength of the power. Use nodes with all this
is what that looks like. Then I turned to use nodes on, and I did a render with
a strength on at one, and it's set to white, and it looked at the exact same. Then I tried connecting
a black body to it with the temperature of 5000, like this, and the
strengths still at one. Just to keep it consistent
with those ceiling lights. Because it is a point light,
and omnidirectional light. It is similar to those lights. Just to mimic that. I tried it with a
black body at 5,000, for some reason it was
looking a lot warmer in here, and it was kind of distracting. That may be due to the
surfacing within that hallway. I'm not sure, but either way
it was very distracting. I unhooked that black body
and kept it out white. Like so. Then I cut the
strength down in half to 0.5, started having that again just to see what that
would look like in there. Because I just felt
like it was a little bit maybe too bright in their taking your attention away from the center
of the frame. I tried to having it, but that just seems too dark, a little bit unnatural for hallway lighting
outside of a classroom. A little bit spooky side, so I tried copying
that and more again, I've found the middle ground
between 0.51 and try 0.75. I felt that to be
a better value, a little more realistic. It's not too bright, but it's also not too dark, and it just provides enough
light for that hallway. That's kind of what
I settled with. Their kept the color at White, and brought that
strength down to 0.5. That's that for that light. In the next video, we're going to talk about some character lighting. I'll
see you in the next work.
12. Adding Character Lighting | Pt 1: Rim Light: Here we're going
to start building up some character lighting
onto the character. We're going start
with the rim lights that I've created here. Now, the first thing
to talk about is whenever you're thinking
about character lighting in a shot, you want to assess
the light geography within the scene,
within the shot. That is the practical or physical lighting
placement within the set that you can
use as motivating light sources to sell any rim light or fill lights
or any extra lights that you can add to further
influence some light onto the character to
push the primary or key lighting bit
further as well. When you're looking
at the frame, this doesn't only apply
to light sources that you can see visually
within the frame. You can also use any kind of
light source that you see a visual indication of
within the shot as well. For example, this is side
light that's lighting up the character from the
ambient exterior light. It's pretty clearly, it
seems like she isn't getting some light coming
onto her from screen light. From a light source being
windows that we know obviously. In this case, you
could add a spotlight or an area light to
isolate that light to the character and further strengthen that side lighting on the character while keeping the set lighting the
background the same as it is. Alternatively, if
she was closer to the hallway over here and if
you go to the medium shot, maybe there was another
shot that was maybe a close-up with her standing
next to the hallway, the door was opened. If that hallway light wasn't
lighting her up enough, we could use that at least as a motivating light source
to create another light, to push some extra
fill light onto her. Or maybe if she was on
that side of the room, you could maybe even
use it as more of a key light as well. But going back here, building up the rim light, I used a spotlight
for this rim light. It's a good way in
blender to isolate light onto a specific area and in
this case onto the character. Then I just opened up the spotlight size
or the cone angle of that spotlight,
turns out to be 58. I'm just going to
drag it up, 58.6. Then I just dragged up
the blend all the way, so you don't see any hard
lying transition from the spotlight cone within the spotlight to the
outside of that spotlight? Basically the falloff
of the light. Then what I did after
that was that I started to refine
that intensity the same way that we always do it. I turned on a view-port shading, then go back to the
close-up camera. Then I would just drag up that value I find that
top-end value again. I found a good top-end
value here was 40. I definitely wouldn't want
it brighter than that. As you'll see here, this is
what it looks like at 40. That is just too bright. She's not standing
near a light source. Visually, just doesn't look like she's standing close enough to any light source for
it to be that bright. She's also getting that
really strong subsurface coming through on her ear, which looks weird since there is no light visually
like right behind her. Then I have that down to 20, still seem too bright. Half it down to ten and then
half that down to five, a little better now. Then I have to down again
for good measure to 2.5 there and I
thought that was good, so I ran with that. It just looks subtle enough. We're not seeing any of that extreme subsurface
coming through. I think it looks like a good, well-balanced value
for that rim light. It's making her pop.
If we compare it to the one without any
character lighting, she is popping pretty well here, but it still looks like
a believable amount of light that's coming onto her. That could again be motivated by that blackboard light or maybe
one of the ceiling lamp, so we don't see what we
know is there as well. Here it is at the
medium-angle shot. Again, this is a good shot to show with it because we
see that ceiling lamp. Visually tells the person looking at the shot that maybe
there's another one over here because you see that indication of there
being a light up here, any top-down lighting could
potentially come from an off-camera light
that we just don't see. Or could just be again
from the blackboard light. Here it is from the
wide test angle. Because it's a spotlight again, you don't see it affecting any area of side of the character like
the set or anything. If it was an area
light, you'd see it spilling onto the ground
probably and stuff. Spotlight is a
pretty good job of isolating it while keeping a consistent look
throughout the set. So if there was any wider angle shots or shots where you
can see the ground, the spotlight could
potentially still hold up, so it's a good safe light to use for any isolated lighting. Also a good point to go over here is if you're
using a spotlight, you can turn on the
show cone checkbox, and then you can see the area that is covering more precisely, which is definitely helpful, and I've used myself
a number of times. There we go though, that is the rim light
that we have set up. In the next video,
we're going to go over the top life. I'll
see you there.
13. Adding Character Lighting | Pt 2: Top Light: Here we're going to go over the character top lighting
here that I've set up. First of all, I just want
to say that you don't necessarily need this lighting like all of the shots by
any means if it calls for it and if there's
like an influencing light source around her, then by all means you can test
it out and see if it works to help the character stand out or help to
tell a story in any way. But it's not always needed, sometimes the practical
and natural lights or even enough by themselves. But that said, let's jump into this top light so I can show you my approach if
I were to create a light such as this in a scene. The light that I used here
was clearly an area light. I've squared it off and
positioned it above her head. I've also moved it a
little bit in front of her just to make sure
that some of that light picks up on her cheek and on her forehead and just helps
to shape or out a bit. If were moved back more, I probably just hit
the top side of her head and it might start
to shadow or face more or you might even get some more shadows of
her eyes or under her nose which we don't
really want in this case. You also have to be
mindful of the size of the area light if
it's too small, you might start to get
more hard-edged shadows coming down onto the character. That's why I have sized up
a little bit bigger here to ensure that we get some
soft shadows as if it were, again like a softbox. Then the next thing
that we need to do once it's positioned, again, is just refine that intensity to get into the ideal place. As we progress forward,
I do want to try to retain some of that
stronger side lighting. Well, at the same time, shaping her off a bit
and helping her to just pop out of the
frame a little bit more apart from the background. To do that again,
we've got to try to find that top-end value, and here I've done that base
render to compare back too, from where we left
off last time with that rim light at 2.5. If we do that, this is it here, this is where we
left off last time. Then, now the first thing we
got to do here is to find that top-end value to
start having a down from or stopping it down from to find that ideal
range to work within. The ideal top and value that I found when testing here again, just by doing what we
would typically do, activate the Viewport
Shading mode and I just drag up the strength value. I felt eight was a pretty
good top-end value to start having down from. I just set it at that and
inserted cutting it in half. Obviously, I wouldn't really
want it any brighter than this by any means is
already super bright. This is what that
looks like right here. Again, super-bright probably would've never really
have this bright. Again, it depends
on the situation if the story calls for it, you very well may want that top lighting to be
brighter if you're highlighting a specific item or character that needs to
stand out within that scene. The story may call for it, but in this case, we want to be more natural and we want to maintain
that sidelight. We just wanted to
help sheep around a little bit and keep it subtle. I have to down to four here. That's still too bright I
found for what we're going for half that down
again to two from four. Still a bit too bright
over on her forehead, still a little bit
too flat overall I find and we're losing
some of that sidelight, so I have that down to one. This is better, so she's
standing up more of this might be a good value. We can potentially go with this, but I have to down
for good measure 2.5 here and I liked this more. It was a little bit more
subtle for my liking. We get a little bit more
of that side leg back. It's darkening the screen
left side of her face a little bit more
as we turn it down. She's still getting some
of those highlights on her hair there and she's still being shaped
out pretty nicely overall. If we compare this to how it was before, it's pretty good. I like it. I like
what it's doing here. Either or I really
think could work. This could also work. Just looks a little
bit more natural with just that simple look
to it where it's just that sidelight that
she's being lit by, which I do like, but since we are tweaking of this top plate
and we have it in here. We might as well roll with
it and it is helping to shape or out and helping
her pop a little bit. Let's keep rolling with that. Then I did another render at the medium just to make
sure that it is working from this angle as well
and it is she is popping if we compare to the old render from that medium
angle without it. It is doing some good
stuff for us to make it pop shaping around
like what it's doing. As you'll see though
too we are also getting some light showing up
here over on this desk. It's just the area lights
spilling off around her. It's got a big deal though, it's not really killing the scene by any means and it's barely noticeable so that's
totally fine. If we go to the next one, I did another render
at that test angle, that wide-angle just
to see again what it's doing around her which
it's always good again, like I've said before, to do renders as you're
adjusting things from this wide-angle just to see how overall things
are being affected. Before this is with it off, this is with it on. You see some light hits
showing up around in the set. Not a big deal though, it doesn't look disjointed by any means because the light is further away from the wall, because of the size of it, you don't really see that
transition area up on the wall here even so
it totally looks fine. We can totally use this. Let's go forward with this. Set the strength to 0.5
and in the next video, we're going to go
over the I highlight. I'll see you there.
14. Adding Character Lighting | Pt 3: Eye Highlight: In this video, we're going to go over
the eye highlights light. To start off, I again did a base render of this
close-up camera angle, so that I could have
something to compare to. As you can see, she's looking
a little bit dead inside. You can't see any
reflections on her eyes. She looks a little
bit empty in there, so just getting a
single highlight could help a decent
amount at least. To do that, we can create
an eye highlight light, just add some depth to her eyes. To do that, what we do here is, here's the light
that I've created, the eye highlight light,
let's turn it on. As you can see, it's
just a point light. You are going to do that, go
Shift A go to light point, and then there we go. What we do is we
move it into place, which is just right in front of her face, between her eyes. Then you can just keep the
color white, that's fine. Then the two attributes, you're going to be
adjusting the most refine this light is the radius
and the strength. Again, I'll turn
on use nodes as I typically do for any light, just in case you want
to adjust it more later to keep things consistent. From that point on,
what I would do here, I'm looking through my close-up camera
view in this panel, as just turn on
viewport shading. Then to refine the position
and the size of it, what you can do here, is drag up the strength, like that. Maybe just put it at
two, it's probably good. As it resolves we'll zoom
in a little bit on it. To do that as well as a pointer, I don't think I've
mentioned this yet, if you hit "N" and you
go to the View tab, you're going to make sure
that under View Lock, make sure the camera to view
checkbox is not checked. If it is checked off, it'll lock the
camera to your view. Instead, whenever you
move around or zoom in, it'll zoom the camera in, and when you pan around
holding Alt or Option, it'll carry a camera with it, which you don't
always want here. I just turn that off here. If we just hit "N" to close
that up and we zoom in, we'll see the highlight on
her face here, on her eyes. Again, you really want to
keep this strength value to low value because
you don't really want this light to be
affecting her face. The primary use of this slide is just to get that
highlight on her eyes. We don't really want
it to be affecting her face much at all. But again, this is just
a good way of testing it to see the position of it and to refine the
size of the light. I felt like 0.02 was
a good size for it. But this is at 0.8, so I put 0.8 here. You see, it's not very strong against just so that it
wouldn't affect her face. But you do see that it is larger within her
eye there and there. You would have to
have the strength to see it more at that size. But I felt like 0.02
was a good size. If we change that
here, we go 0.08. That'll resolve for a second. We'll see that it does
get substantially bigger. I'm not really fan
of this look though. Yeah, it's a bit
distracting to me. If you like it, by
all means go for it. You can use that radius
right there, 0.08. But I'm going to go with 0.02. It's a bit more subtle. There we go. Then
the strength ahead, again, pretty low, 0.04. We let it resolve. We will
start to see it again. It is subtle, but it is there. We can certainly see it
show up there and there, and here's that render
with it on there. Here it is off, and
then here it is on. It just adds a little bit
of depth to her eyes there, liven things up a bit. It is subtle, but it is
supposed to be subtle. We don't really want
it to be distracting. It's just a fake highlight
as a word to add some depth. I think that works as is there, and we could try, say you
are putting into 0.1, but you do really want
to be careful with this again because you
don't want to add too much light to
her face otherwise. Feel free to
experiment with that and test increasing
the strength of it. But I'm just going
to roll with it adds evaluate I had it at which 0.04, just to keep it subtle. That is the eye highlights. Pretty simple, pretty
straightforward, not much to it. In the next video,
we're going to go over adding volume metrics
to a scene such as this. Now typically you could add
it and you'll probably would add it before doing any
character lighting, but that would've otherwise
slowed this process down, and I wanted to keep this
going as fast as possible. We'll add the volume metrics
in the next section here. I will see you in
the next video.
15. Adding Volumetrics | Pt. 1: Creating Atmosphere: In this one we are
going to go over the volumetrics for the scene. In Blender, there's a couple of methods to set up volumetrics. You can go to the world
in the shader editor. Then you would just go Shift A, search for a volume
scatter node. Then you can just plug that into the volume input on
the world output. Then you would just
adjust the density here. I don't typically
just the anisotropy, that'll just change the
look of the volumetrics depending on the light
direction coming into it, but I'll just leave that
usually at zero there. I wouldn't worry about that. The other method is the one that I used here for this class. It's also the method that I
would typically use myself. That method is by
creating a volume box. To do that, you just go
Shift A here, create a cube. Hit S to scale it up, hit S again and then X
or Z to scale it down on that axis and then hit S
and then Y to scale it out. You you scale it and
move it into place until it's confined as much as possible to the
bounds of the set. This is just to
maintain efficiency and to ensure that
you're not really rendering any volumetric outside of where you're going
to be seeing it. Once I have that scaled
up and positioned, I will also make sure that
it is named properly there. Then I will go down to the
Object Properties tab, down to viewport visibility or the viewport
display dropdown. Then I will make sure
the display as dropdown here is set to wire
rather than textured. If it's set it to texture,
it'll just be solid. Having been set to wire just
makes it easier to work here within the
viewport quite clearer. My blender is almost
freezing. Oh, it didn't. Amazing. Once we have that
position though and setup, we want to refine
that density of the volume scatter
for this volume box. To do that, I use pretty much the same method that we use
for setting up the lights. I'll find a top end value for the density to start
halving it down from. To do that again, I'll just
go turn on viewport shading. Then I'll just drag up the
density value here until it breaks and starts to look
like it's clearly too much. You wouldn't want to
go too far beyond that breaking point because then you'll just be halving it
down for far too long. I settle on 0.2 as that top end value to
start halving from, it looks clearly like
it's too much here, but it shouldn't take
us too long to narrow down that ideal value either. That's what I settled on
there for the top end. I'm just going to go pause that. Then I also did these four base renders to
compare to again. The two from the Y
test camera angles and then one from the medium and one from the
close-up camera. Then here it is with
the volume box set to 0.2 and the density here. This is where was
set to there 0.2. Clearly, it looks
like it's too much, like the room is on fire.
That's not going to work. Half it down to 0.1 there.
This is what it looks like. Clearly too much again, and then half that down to 0.05. This is what it looks like.
There's still too much. We're making progress,
but it's still too much. Half that down to
0.025 from 0.05 and it's getting better. But it's still a bit too much. If we compare back to
the original without it and with it's still
definitely too much. Half that down to 0.015 and
that's what that looks like. That's more of a working range, but still I found that
it was a bit too much. I half that down again for
good measure to 0.008. There we go. That's more subtle. It's there, creating
some atmosphere, but it's not too much. I settled with it there. The one thing that I felt
like it was lacking is, I wanted to see a stronger sense of those sun rays coming
through the windows. To do that, I just took our
original sunlight and then went Shift D to duplicate it and then made sure I clicked, otherwise, again, if you don't and you go Shift D
and then move your mouse, you'll accidentally move it. I went Shift D, clicked, intentionally moved
it over a bit just so there's some separation
of it in the viewport and you can tell it apart
from the original sun and more easily select it if
you need to within here. Let's delete that. I'll turn on the one I created previously. There it is, as you can see. There's the original. Once you have that set up, what you need to do is, well, first of all,
name it properly. You can see that it was just affecting the volumetrics
as I did here. Then you'll want to
make it so that it will only affect
the volumetrics. To do that you go
into the object properties for the light, go down to re-visibility. Then make sure the volume
scatter attribute is the only one with its checkbox
checked off there. Now when you adjust
its strength, it'll only adjust how much it is contributing to
those volumetrics. The top end value that
I settled on, again, by using the same method of dragging up that
strength in the viewport , for that was 60. Then I started halving
down from there. There it is 60, already looking pretty good if we look at it
without anything, that's 60, it could work. It's looking a little splotchy because the quality is lower. If we have more sampling maybe at a higher resolution
would probably look better. Half it down to 30 though
just to make it more subtle. That's
looking pretty good. Half it down again just to
see how it would look at 15. Here, I felt like it
made it too subtle, you don't really notice
it enough anymore. Then I did up and back up
to 30, what it was here. Then I did renders of the close-up and medium camera
to see how it was looking. Now I thought it was still
a little bit too dense. Looking here, a
little bit too smoky. I brought the overall density of that volume box at this point, I brought it down to 0.005. What it was here was 0.008. Working with this
added volume sunlight. I brought it down a little
bit more, almost in half, not quite to 0.005. Then this is how
that was looking. I just brought
everything overall down a bit and just made it a bit more subtle
and less smoky looking. Then what I did there was, because you still
couldn't see those sunrise very clearly
from this camera angle, was I opt that
volume sun intensity backup to the original 60
value that I started with. It won't have as much of
effect as it did here because the overall density of the
volume scatter is now lower. But it is still working here. It's working better
than it was before. If we look at that
and compare it to the medium without
any volumetrics, I think it is looking
better. It's looking nice. It's pushing the objects in the background further away
and creating some nice depth. That's what the
volumetrics will do, any objects closer to
the camera will have more contrast as opposed to
the objects further away. Here it is with a close-up, without it, with it, very subtle, especially
in that camera angle. But I think it is working nicely for what we're using it for. Here it is in the wide, without it and with it. It is still holding up quite nicely from all
the camera angles, adding a bit of atmosphere
and creating some separation. That is the volumetric
setup for this file. I'm going to go over a
few more things regarding volumetrics in the next video,
so I will see you there.
16. Adding Volumetrics | Pt. 2: Refine and Isolate: Here we're just going to touch on something
else regarding the volumetrics and the
approach that you may want to use in your scenes
as you set them up. Up until now, the volumetrics, they've been affected by all of the lights
within the scene. Now, to more clearly see that I'm just
going to go over here. This is the pass drop-down menu. As you can see, there's
all these render passes that are being
output and rendered. To do that, I went over to the view layer
properties and then just check them off here under
the light drop-down. We'll go over that more in the comp and final
output sections. But if I just switch this over to the volume direct pass, and we can see that, here we can clearly see
all of the lights have been affecting the
volumetrics up until now based off of this and this is the
latest render I did. Here it is before with all
of the lights affecting, again, the volumetrics and this is it with the
updated render. How I did it is to
isolate the sunlight, was I went to all of the
lights here and then I went to the object
properties and turned off volume scatter
for the light visibility. I did that for all of
them, blackboard light, window light, all of the
ceiling point lights here. Then I also did it as well for the emissive geometry
for the ceiling lamps. Now it doesn't seem like that actually did while I
was hoping it would do. It seems like those are
still contributing some to the volumetrics from
that emissive attribute. But it is pretty subtle, you don't really
notice that much, especially compared to
that sunlight coming in. It shouldn't be much of
an issue if you did bring this pass into
comp to adjust it. But this does generally give us that isolated sun ray
volumetrics here. Now what you could do
is bring that in to comp and then just gain it up or down to increase or decrease
the effect of those sun rays without globally
increasing any volumetrics throughout the
entire scene here. That's a good way to
isolate it off like this. But now if it's a steel frame, you could probably
just roll with what we had before and
then just try to [inaudible] section
if the camera is still or if you're just
dealing with a single image. But if it's ever a moving
camera or something, that would be more difficult, especially if
you're dealing with it across multiple shots. But I just wanted
to touch on that just so you're aware of the full control
that you can have over the volumetrics
within the scene. But that's it for this one. In the next video we'll be
going over the settings for final output here.
I'll see you there.
17. Final Lighting Adjustments: In this video, I
just want to go over some final adjustments I decided to make to
the final renders. Now's a good time, I find, to assess where the
final image is at and see if there's
anything you'd like to change about it. What I did here was I, again, did these base renders
to compare back to. I did one from the medium
and close-up camera angle, and then the first thing
that I noticed was I just wanted the sun to be a
little bit brighter. It's looked a little bit
too dim for my liking, either or could work, but I just wanted it to
be a little bit brighter. I increased the sun
up to 40 from 15, and I like that a
little bit more. Then after that, I wanted to add some more cool tones
throughout the image. I just did that by increasing the saturation of
the ambient light that we have set up right here, I just increase the
saturation value here from 0.7 to 0.8. I did try 0.9 as well, but I felt 0.8 was a
little bit more subtle. The next thing I
did was I warmed up the ceiling lights
a little bit more. I did that on the point lights. I just brought the
color temperature down to 4500 from 5000, just to add a little bit
more warmth into the scene. Then here it is from
the close-up angle. We're getting a little
bit more complementary color contrast going on here because we've increased
the saturation of that blue or ambient light. Then we've also warmed up
those ceiling lights as well. If we look at the before
and after of the close-up, you'll see we get a little more bounce light coming up onto the character from increasing the intensity of the sunlight, and a little bit
more warmth as well, which could come from
the sun or perhaps a little bit from the
ceiling lights as well. Here's the before and
after of the medium. We see more of a difference
here because we can see that direct sunlight
in the frame. This looks like that, but I'm liking where
it is at so far. Next, I decided to add a
screen left side or rim light. This would be influenced by the ceiling lights above her or perhaps a little bit from the hallway light as well. Primarily from those
ceiling lights, as we can see, the ceiling light within
the medium shot here. This could be a
good selling point for having that light on her. I just started halving down that intensity as we would
typically do the top end, I found 100 to be a good value, and then I have to
down to 50, 25, 13, six, and settled on that
for the time being. I also have the
color temperature at 4500 to match those
ceiling lights. Then I just moved it
up a little bit so that it was coming up and
down on her some more, and then I moved it again
slightly in front of her, and then I brought
that strength value down to three and then to two to just to make
it more subtle. To create that light,
I just selected that rim light and
then duplicated it, shift D clicked, moved it, and rotated it over, and this is it over here. The next thing I did is I
created a key kick light. I created that the
same way as I did that screen left side rim light. I just selected that rim light that we had already created
in the previous lesson video, duplicated it, and then I
moved it over and rotated it, and this is it here. Also, it turned on show cones
that I could easily see where it was lighting just to make sure
that it was on her. I liked what it was doing
here. I settled with the strength of 40 for it. I also plugged in the hue
saturation value node and the HDRI that we were using for the ambient
window light. What I did there was I
just selected that light, drag selected them, Command C copied it, and then duplicated light here. I just Command V pasted it
in here and then connected this into the emission,
and then we're good to go. Now the color for
the light will be consistent with that
motivating light source. I also made sure to
name them accordingly, so we get the Key Kick, Key Character, Rim, Screenwriter, and then
Screen Left as well. Then I did a render from the medium to show
what that looks like with everything
pulled together. If we just compare
that with the original one, there it is. We are getting a little
bit of light spilling off onto some of these objects
here like the desk, this desk over here, from those character lights. They're not a big deal though. It's very subtle, and it's not too
noticeable to any degree. Overall, I do like
what it's doing though we get a little bit more
noticeable Volumetric too, in the background,
which I don't mind. The light sources that
we've created for her, I think they look totally fine. They look even more
believable here. Well, maybe not more, but they do still look believable
because we have these light sources
around her that act as motivating light sources. I think this works.
In the next video, we will talk about preparing the file for final output
before we comp it together.
18. Setting Up for Final Output: In this video, we're going to go over
the render settings for final output
before we comment. Here, you can see that I've done a couple of renders here. Actually, I'm just
going to rename these, close-up so it's more clear
as to what they are, medium. They're both rendered
at 1080 with 256 samples from the 32 that
we were using when testing. To change these
samples, I just went to the Render Settings here of the Camera tab icon and then
changed these samples here, the render samples
up to 256 from 32. Then all I did beyond that
was change the resolution from 960 by 540 to 1920 by 1080. Back to the Render
Settings here. For the light paths, this stuff you might
change sometimes, depending on what
you're doing for testing or for final
production output. Here, I just left them as
is for the testing setting, having the overall samples at 32 and the resolution
in 1960 by 540, I was good enough with
output fast enough renders, so I just left those as is
for testing and for final. Then beyond that, I had also
set up these render passes, which I showed previously here, which we can see in
this drop-down menu, which we will composite together when we do the next
portion of the class. To turn all these
passes on there, I just went to the View Layer
Properties tab and then I turned on the Z depth, the mist. The D as in data, as well as all of
these light passes. Now we won't always
use all of these, sometimes you won't even
maybe use any of them. But I find it is
better to have them turned on at least because
when you have them there, they're accessible if
you do decide to adjust anything after you've rendered the image and then
you don't need to re-render it for anything. Since we've gone over that,
the next step would be to go to your actual
render window here, and then go to Image, Save As, and pick a directory. Here, I'm saving them to
a renders directory in the project folder and then you just go
to File, Format, and make sure this is set
to OpenEXR multi-layer so that it outputs the passes that we've set
it to render out along with it and then you just name it
whatever you want. Here I've named it the close up, Camera 1 close and the
medium Camera 2, medium. I've just saved them
out and then we'll go onto the comp section
after and I'll show you how to assemble all the passes and make
some adjustments in comp before opening it from the comp file. See
you in the next one.
19. Composting | Pt. 1: File Overview: Welcome to the compositing
portion of the class. We're going to composite
this thing together. This portion of the class
is split up in two parts. In this first section of
the compositing lesson, we are going to go over
just how to achieve this compositing setup and
then in the next section, we're going to go over
how to create some of the more precise adjustments that I've made here
to our final images. To start off here,
how do you get this compositing workspace
available to you? Well, what you can do
here is if you have another layer here
within Blender, then you can just click
this "Compositing" button, and then it'll put you
into compositing mode. Another way to do it,
if you want to do it in a custom way is you
can pull up panels, so if you just
bring the mouse to the bottom-left
corner of a panel, it'll pull out a new panel. If you have it set
to something else, such as the UV Editor, you can just switch it over to
the compositor [inaudible]. Now if you can't create nodes or you can't see any nodes here, you just check off Use Nodes
and then to create them, you should do Shift
A and search for it or create one from
these fly-out menus. Let's merge that back over. Right-click on the divider, join areas. There we go. Now to get the
Image Editor again, you can just drag it
out from the corner, and go up to the
Editor Type button, and then select Image Editor. Then now to make
sure that you're viewing it from the Viewer Node, if it's not already, select this drop-down button in this top center and then
select "Viewer Node." If they don't have
that option available, make sure you have
one in your scene or your compositing editor. To do that again,
just create one. You can search for it, viewer, and then there it is there, create it, hit "Enter." Then what you do, you
can just manually drag any node within
your node structure here into it and then
it'll then preview that within your Image
Editor as it did there. I'm just going to
merge that back over. Another way to preview
these is if you hold Control Shift left-click, it'll preview any node that you click on at that point within your comp tree, like so. Another way to work within
the compositor is if we join this backup like that. If we hit the "Backdrop" button, your render will appear here. Now if you middle
mouse, pan around, this is how you move your comp tree around
within this view. If you just middle mouse hold that and pan around,
it'll do that. If you hold Alt and Option
and middle mouse button, drag, it'll move
your render around. If you middle mouse, scroll
forward or backward, it'll zoom in and out
of your comp tree. If you hold or press V, it'll zoom out of your render. If you hold Alt and Option and press P, it'll zoom into it. If you hold Control and hold the middle mouse button and then move your
mouse left and right, it'll zoom in to your
comp tree or out as well. I'll typically just
use the scroll wheel though as that is faster. I'm going to undo
that as I typically work with two panels like this, and then go back to
the Image Editor. For me this is just
a little bit more functional as you
don't have to continue panning around to make sure that your node tree or comp tree isn't overlapping
your render. The next thing you touch on here is the renders themselves, so I just dragged it in here. You can just drag in your render from your Finder window or Explorer window and it'll just bring it into
Compositor Editor like this. You can also go Shift A and
search for image and it'll create the image node and then
you can load it into that. Alternatively, you go
input and there it is. Now we will see all of the passes within
the image node here that we specified
for it to render out as outlined briefly
in the last video. Again, to do that,
you just go over to the View Layer properties
and then you'll see them all there as well. They're not checked off
here because we only render this out from that node
file as well the comp file, so we don't need to have
these checked off here. If you don't see them
as they are here, your renderer maybe set to EV, so just make sure it
is set to Cycles. In order to preview
these passes again, you just Control Shift, left-click, and then it'll
preview those passes. Now, you'll see this
complicated setup here. I'll go over this more
in the next video. This is just breaking apart
these passes and then recombining them to equal
these combined pass. This makes it so you can
make micro adjustments to any passes here if needed. I also have a render
that I put in here. Now this render I saved out
separately and within this, I made a new light file, and within that I
just made it so that the sunlight is the
only light affecting volumetrics as we've went over in that second
volumetrics video. This is just a way to have a little bit more control
over the volumetrics and the look of them
within the final render and I'll go over that more in the next
portion of this lesson. But that is it for now. I will see you in the next video where I'll go over this comp set up a little bit more in depth.
I'll see you there.
20. Composting | Pt. 2: Applying Adjustments: In this video we're just going to go over
the adjustments that I made to these final
renders here in the CAM. First of all, what I did was
I added a bit of a glow or a glare effect to this light
in the top of the frame, and then I have also increased the intensity of some of the sun rays coming
in on-screen white. That fix is not noticeable here, we will go over that and
do that in a minute. First of all just to go over these crazy
node-setups over here. This is just me breaking apart the render after outputting the multilayer EXR
with the render passes that we specified to output in the previous lesson. What I'm doing here
is I'm breaking apart these passes and then
recombining them here. Now if we look at
the denoise result of those passes broken
apart and recombined, it should look the same as
this final combined pass, or beauty pass here that we
output from the light file. It'll take a second to load., we're working at
tiny resolutions, so it's going to take a second depending on how fast
your computer is. But I believe it's
loaded now and it looks the exact same and
that's what we want. Here, I just broke them apart using a couple of mixed nodes. You basically add the
indirect and direct passes for these three primary passes, the diffused glossium
transmission together, and then you multiply over
the color pass for it, which for the
diffused color looks like this and the
indirect, direct. So again, you add them and then multiply
the color over top, and that's what I got. I did that for the
diffuse again, the glossy and the transmission and then I added those together. Here's the diffuse,
diffuse with glossy, with transmission,
with emissive, and then with the volume. I'm just having these
here available to you, and it's just good
in case you want to make any micro or sub
adjustments down the line, so they don't have to go
in and re-render anything. If you want to adjust
the specularity on even a specific object,
you can do that. That's why I like to
do things like this, it gives me more control
over the final image. I will typically
put the image in this way and then recombine
it together like this. Now you don't always
need to do this, sometimes you're
combining result will be good enough, in
a perfect world. Then what you can do there, maybe if you just need to make
a volumetrics adjustment, you can help with that pass. Have your main initial
light pass come out, not denoised, then you can subtract the volume and
add it back on top. But that's all I want
to touch on for that. Let's go into the
adjustments we made here. All we really did was make a volume change with some lens
effects so let's do that. Now, as you can see, the
volume indirect is black, volume direct is the only pass here where we have any
visible volumetrics. In this one, I did just go with just the render result
that we went over in that second volumetrics video in that lesson where for the rest of the
lights in the scene, I turned off their
volume scatter for the array visibility
and I only added on for the sunlight. If we have that combined here, this is what that
looks like, a little noisy because it's not
been denoised yet. Let's look at it from
the denoise result, and then if we want to increase the noticeability
of those summaries, all we have to do here is
increase the factor above one. This might not be the
technically correct, "way of doing it",
but it will get you the result that
you're looking for. You can also create
a color balance, if you just go
shift data search, color balance, arrow
down to color balance. Move that over that
pipe and plug it in. Now if we just change
this to ASC power slope for a standard color
adjustment here, we can alternatively use that. If we set that back to one, and then take the slope
and then up the value from here to say five, just to make it noticeable. It'll have the same
general effect here, just using a color
balance instead. Now if we do this,
we can also change the color of the volumetrics, if we wanted to that is. It's taking a second
for it to load, should hopefully
load up in a second. There we go. We can't do that, if we want to do that,
maybe you want to push it a little bit warmer,
it's up to you. But I was just going to
push it back down to white. Now, if we went with the
original volumetric setup where all of the lights were
affecting the volumetrics, which would be totally
fine and workable as well. We could use that to get an overall sense of
atmosphere and the scene. Then what we could do to
make the sunrise stand out more is we could create a rodo shape just
by going to shift A to make a mask, like this. Then what you do is go
up into the mask mode, so make sure this is set to
mask and then just go new. Then from here, you would
just create the shapes. So you just to go
hold control and then click the general area
that the sun's coming in. Make that general
shape of the rays. Click around until
you get the shape. Hold alt option and
then C to close it. Then what you will
get if you go to the mask node and
select that mask node, then control shift, click it. That's
what it looks like. A little too hard-edged, so what we're going to do
is create a blur node, and then set that up to
say four or say 300. See what that looks
like? There you go. Then what you would do then
is plug that into the factor, the mask input as it were. To make that more noticeable, to show you what
this mask is doing, I'm just going to select these
points and move them down. So hit the G key here and
then hit "B" to drag-select, and then hit the G key
again to move them down. I'm just going to wait
for it to update, taking a second here it seems
like because it's 1,080. I should be able
to hit the X here. There we go. Now if
we hit the X here, it'll make this outline
of the mask go away, so it's easier to
see what's going on. Now if we up the value here
to say 10 or let's say 20, just to push it to the extreme. Now we'll see what
that mask is doing. There you go. If we had
that original setup going, this would be another
way to achieve the increased sunrays
within this scene. Now if we do it with a rodo
mask here in this shot, it's not as effective
across multiple shots, or if you have say,
a moving camera, it's not going to work as well. If you have a
locked-off camera or it's just a steel frame
you're working with, this would be totally fine to add some of that
volumetrics into the scene. This is part of the
benefit again if rendering out separate passes
like this because now you're just applying that
to this pass as well. But let's delete that
since we've rendered it in this way to just have the
sun rays come through. We can just plug
those into here. There we go. Then let's just use that factor to increase them. For our purposes for this file, this method should be fine. If you're working
in a production scenario where you
have other shots, other artists on the file, you may want to use
a color balance, it will be more evident
that no change is then being made in that
part of the captury, as opposed to the
artist having to zoom in to these
mixed nodes to see if they're being changed in any
way to achieve that result. But that's the
volumetric adjustment. Then down here, I
applied a glare or slight bloom to the overall
image using this glare node. This will isolate the glare to the highlight
areas of the frame. If we look at it, again, control shift, left-click. There it is. It's isolating
into those highlight areas. If we put the threshold
down to zero, it'll be an overall
glossed-over effect almost as if there was like vaseline smeared over the lens. If that's the look you're
going for, then great, go for it, but not usually
the look I'm going for. I usually start at 0.1 and
then adjust it up from there. But I found that 0.3 was
a decent value for this. By default, the glare
node is set to streaks, so make sure that's set to fog glow and high for quality, and then put the mix up one. The size I usually go with, somewhere around eight or nine. But that's the glare and that adds a bit of
a glow effect to the light and a bit of a
bloom on the highlights here, which I find to be nice effect. Then I added a bit of a
top glare coming from this light at the top
of the frame as well. To achieve that, I
just made a mask. There it is up there. To do that again, I made another mask. This time it is this one. I just created a new
mask and then I went, "Add Circle" and then what
that does is it will create this circle and then I hit G to move it and then S to scale it. Then I just moved
it into place and that's all I did for this guy. Then I plugged that
into this blur, set the blur strength of 400, and then I changed the color to a warmer color that we set on for those ceiling
lamps and the light file. Then I just desaturated a little bit and I brought
the value down. The value here can
work as a way to just make the effect
less noticeable. Almost acts as a bit of an opacity setting as
well so I just lowered that down to 0.5 to
make it more subtle. But that is that's
what it for all of the adjustments that I
made to this CAD file. Now what you would do
is use this as a base, now this has been established. If I have any wide shots, I would typically set
up that wider CAD file first and then, use that as a template
and then I would bring in the close-up render and adjust whatever needs to be adjusted
beyond that point. For the close-up, for example, we might be able to
potentially even remove the layer that's on the top
of the frame for this light, because that light
is not visible in the close-up or
you could at least reduce the effect of it or just move it out of the
frame a little bit more. Honestly, it doesn't
even look too bad here, so we could maybe
just leave it there. I'd maybe take down
how noticeable it is, so you can maybe
take that down to 0.25 and that might
make it better. The glare seems like
it's holding up though, and then the volumetrics
look fine overall as well. I think that's good to go. Now to save this out,
what we could do is just go, render image. It'll pop up here. We would do this obviously
for the medium first as well and there we go. Then I will just go save as and then from here,
we can save it. We don't need a
multi-layer EXR obviously here because we're not
opening any passes. So you just save
it as a JPEG or a PNG or whatever you'd like. Name it, whatever you'd like. This is not 960 by 540, so you can just call it
version 1 or something like that to a separate directory probably as well.
Then there you go.
21. Composting | Pt. 3: Applying Adjustments | Final: Would you look at that, here we are for yet
another compositing video. You may have thought
that the last video was the end of the class, sorry, the audio
cutout abruptly. But after I had wrapped up that final compositing video where I did some adjustments, I decided I want to make a few further comp adjustments
to the final renders here. I had done those and then I
applied those adjustments to the final renders
that you'll see in the about section for
this class and at the front end of
each lesson videos. I thought, why not show you guys those final few adjustments
that I decided to do. What I did here
was first of all, I made a few cryptomattes. I'll show you how those were set up and how I did those.
Here they are here. I framed them off to organize them within the comp file
called it cryptomattes. Then I have one here called
a scarf cryptomatte. I just changed that label
by going over here. I typed in scarf cryptomatte. Then I did the same thing
for the eye cryptomatte, you see I titled that and then
the character cryptomatte. Now what those look
like here is this. If I go and go control shift left-click the
scarf cryptomatte. That's what that looks like, so it isolates as you'd
expect, the scarf. Then I'll control shift
click the eye cryptomatte. As you'd expect, there
are just the eyes there. Then in the character
cryptomatte, yes, you guessed it, it's
the entire character. What I did with those
cryptomattes was first of all, I decided to increase the intensity of
the eye highlights. I just thought that they
were too dim for this shot especially since
there's not really any other noticeable
highlights within her eyes. I decided to kick
those up a notch. To do that again, I
just created this here, legacy cryptomatte, so
it's like shift legacy. You can search legacy or
cryptomatte. There you go. It looks like there's a newer
one. I'm going to use this, so I just stuck with
the legacy version. How you use these is, what I did here was I just
took the object 01 and 02 cryptomatte
here to be output, sorry, from the light file. Again, how I did that
was I went over to the view layer tab and then there's
cryptomatte drop-downs, so you can just check off whatever ones you
want to output. It also gave me a
material one as well. I didn't end up using those,
but better to have them, than not have them, I find
so that's what I did. I just plugged those
all into there, the corresponding cryptomatte
input for that node. Once those are all plugged in, you could just go pick and
that's what you'll get. You'll get this multicolored
looking image up here. Then when you go plus, this eyedropper will come up and then you
can just click on whatever object you want to
be added to that cryptomatte. If you're using the material
cryptomatte outputs, if you click on, say the desk, I believe it would just
select then all of the desks within
that frame for you, since they all would
have this same material applied to them. The object one is more
individual object based selections. Since I'm not making
that many selections, the objects that I am selecting typically do have different
materials anyways, I just stuck with
the object one. The scarf one was
an easy one to do. I just eye-dropped
just the scarf and then if you select the
mat as you select things, you'll see that the
mat gets updated with whatever you select. It's just a way of creating a custom mat to isolate
your adjustments too. This is what I did the same
thing here for the eyes. I just eyedropper tooled each eyeball and that gave
you that, we do that. Then for the character,
I did the same thing. It took me a little
longer because I had to eyedropper tool like all of
the parts of the character; her pants, shirt, scarf, arms, eyes, eyelashes, hair, all of that stuff. The way I just kept checking
to make sure I got it. I just kind of kept switching to that cryptomatte to make sure that I was getting
everything that I needed until I had this. But now what did I do
with them you ask? Well, let's go to
the scarf one first. First of all, I clogged
the color balance just after the diffuse result, again, which looks like this. Then again, that diffuse results is going into the glossy
connection there, where the glossy is
being added to it. Any adjustments I'm
making in this part of the comp tree will be applied
only to the diffuse result. That's why I put the
color balance here. What I did was I just wanted to change the color
of the scarf. To do that without changing the specular highlight
color as well, I've just put the
color balance here just after the diffuse
results so that the specular color remains as white and that doesn't change as I push it towards
more of a blue color. That's what I did. I just
made it look a little bit more blue there as you can see. Again, I just plugged
that cryptomatte, mat up into the factor, which again is that mask
input of your nodes. Then it just isolates that
adjustment to that scarf. Then for the eyes. Again, that's what
it looks like. I isolated that to the glossy result to push up the specular
highlight further. Here's the glossy result. I just wanted to isolate
those eyes so that I can get this highlight
information boosted up a bit. That's what I did. Again, I use the
color balance node, set both of these
stuffs, at power slopes and forged to
standard color jest. Then I plugged that
glossy result. I put that in-between, sorry, the glossy result where
it's being connected to that diffuse result
into that pipe. Then I plugged that, eye cryptomatte into the factor, and then I just increase the slope value
to five from one. What that looks like, is this. I'll just turn this
off. There we go. That's how much we kicked
it up. There we go. Pretty noticeable difference
there. I was liking that. I'll add that
transmission so you can see it a little more
clearly maybe now. There you go. Definitely helped. I thought so ran with that. Then in the character
adjustment. Again, this is what
that looks like. I just plugged that mat into the factor here of
this color balance, which I plugged in-between
the emissive and the volume so basically after
the entire combined result, minus that volume being added, then what that did was
it just boosted her up globally for
all of the passes, I did needed to be isolated
to a specific pass. I just wanted to increase
the gain on her just a bit. Now you have to be very careful when you make an
adjustment like this. I would typically not do this, especially if it's
a moving camera, since these are
still images though. I decided to do it just for the final render, for
what we're doing here. What I did here, I
just kept it subtle. I plugged in that
mat into the factor. Then I just increased the value of this
color balance that I added there from 1 to
1.1, a very subtle. That's the difference
that's being made there. Just kicks her up a little
tiny bit. There you go. Typically, I would
probably go into the light file and try
to increase her in the actual light file itself as opposed to making this
isolated comp adjustment. It can make her look like she's pasted on if you're not careful. It's like a light linking
in any other software. But you have to be very
careful and subtle with it to make sure that it looks natural
and realistic still. But those are the only kind of cryptomatte changes that I made. I re-frame these lens effects into a global frame here that encompasses the two adjustments that I made to
better organize it, I named it lens effects. Then I think that was it. Yeah, that's it. I added this RGB curve as
well actually at the end. This is just kind of
kicks up the contrast of the overall image. I'm just pulling
it down the bottom and adjust the shadows. It's like a tone
curve you would find in Photoshop or Lightroom. The bottom portion
here is the shadows. This center area of the
curve is the mid tones, and the upper portion up here in this corner is the highlights. Here I've brought
the highlights up a little bit and clamp
them down, slightly. I lifted the mid tones and then brought those shadows
down a bit just to add a little bit more contrast
and depth to the final image. That's what that's
looking like right there. Let's turn that off and
see what that looks like. Probably going to take
a second to update. But let's see the
difference here. There we go. That's the
difference that I made. I like it, it crunches it
down just a little bit there. Either or it works
stylistically. I prefer it with a bit of this tone curve applied to
it so I stayed with that. Then this one here, this is just adding
a little bit of warmth to the final image. I just pushed it a little
bit towards yellow. Very subtle, and that's very
desaturated as you can see, where that dot is
positioned there on that color circle or whatever
you want to call it. That's it. That's the final
adjustments that I ended up making here to these images. Then I just again brought in a close-up render and
then saved out both of those JPEGs and there we go. That's how I finished
off these guys. That's it though, that
about wraps up this class. Thanks so much for sticking
to it here with me, at Following Along, I
really appreciate it. Hopefully it wasn't too
painful for you and hope you learned a thing or
two along the way as well. I'll see you in the next
class. Have a good one.