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All right now let's take a look at lighting our scene and the different options that we have for lighting

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our scene.

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Now we already went over the emitter but we're going to go over that a little bit more.

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So first things first let's actually go to the rendered mode so we can see how it looks in real time.

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And you can see the armiger object is one way to light up a scene.

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We're going to leave this for now.

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And let's start with the very basics of how to light the seams.

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Now at the very basic basic way is to hit shift day add mesh and add a lamp points lamp over here.

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I'm going to hit Z to go back into solid mode and you could see that this right here is our point lamp.

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And over here if we go to the options panel you can see that we have the different options for this

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point lamp that we have here.

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We could obviously change what kind of lamp it is as well.

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So instead of hitting shift day add lamp sunspot Hemmy or area you could change it here if you want

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to do so.

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Right here we have the name of the lamp.

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We have some custom custom properties and here's a little preview of the light and how strong it is

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or how dark it is.

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And it gives you kind of a rough preview or draft of how it's going to look like.

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Now right here are your main options.

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Again you could choose which kind of lamp you want you can choose the size.

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So let's go ahead and actually see what this does in our scene.

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It's got to rendered.

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And you can see that right now we grab our lamp.

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Let's actually split the viewport right here.

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And you can see the our lamp.

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We have it selected.

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And if we increase the strength of it it will actually add more light or less light.

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And for some reason actually right now it's not working.

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So there seems to be a glitch with it when you go ahead and delete it hit shift day add lamp points.

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And there we go.

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Not to sure what was happening with that one I might have touched a button by accident but I don't believe

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so.

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So right here again you could change the strength so that it's stronger.

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You see right here it's getting brighter and brighter.

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If we put it.

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Crank it up to a thousand and see that's very very bright.

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And again the strength determines the brightness of the light.

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Now of course the color as the name implies changes the color of the lighting.

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And right here we have the size.

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Now the size is basically for the shadows in order to see this putter.

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Let's go ahead and add a plane in.

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So shift day and mesh plane we're going to add a ground floor.

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So scale this up over your whole scene and hit GZ and bring it down under your house.

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Like so make sure it's under the house

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like so.

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So now we have a floor on there.

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And if I go back to my lamp by selecting it right mouse clicking I can see that the size is basically

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for the shadow sampling which means how many how detailed those shadows will be.

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So if we go to shadow over here for example this one if I put the size to point 1 I believe it actually

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makes it so that more diffused the less you put it.

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So if I put 0 you can see that's a very very sharp.

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If I put three I can see that it makes it diffused or it kind of makes the shadow not so sharp.

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It it it bounces it more across the objects and makes it so that it's not a straight black line which

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is for the most part shadows.

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If you look at them the closer you are for example if you project your hand your shadow on a wall the

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closer you hand is to the light the more precise the shadow will be.

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But the further away your hand is from the lights it will start to diffuse just like this.

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So again zero.

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It's completely you know completely straight line of a shadow.

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And the more you increase this the more it will diffuse across the plane or whatever the shadow is falling

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upon.

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So I'm going to leave it at one and then right here the bounces is basically the number of light bounces

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that are occurring in the render.

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If I put this to zero you can see that it has a certain particular effect and if I put this to 3000

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You can see that it changes it slightly.

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Now again the max bounces actually only goes to 1024.

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So you can see them at 3000.

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But for the most part I just leave it at the default of 1024 and the size again the size you want to

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play around with because 0 is usually unrealistic and you kind of want to add a little bit of fuzziness

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to your shadow.

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Now the surface light that we have here is emission it's an emission lamp.

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And again we went over the color and the strength already.

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Now this is a point lamp.

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It would be great for something such as a lamp a bedside table a lamp in the street you know as the

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name implies it just emits from this little particular spot and it emits from there and shoots out.

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Now the sun lamp is drastically different.

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Let's put the brightness way down on the sun lamp let's put it to 100 maybe even that's too much let's

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put it to turn or one maybe was put it to three.

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So the Sunland as you can see it doesn't really have a point of origin that it goes from a kind of no

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matter how far the light is for example with the point.

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The closer it is the more it illuminates.

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You can see right there on the floor if it's right next to Flora will illuminate the floor.

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And the further away the more the light dissipates the sun lamp doesn't agree to any of those rules

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or terms a sun lamp just goes on pretty much forever.

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Doesn't matter really where you place it in the scene now does matter how it's rotated or position.

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You can see that if I rotate it like so right now I'm hitting our wants to rotate and then our once

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again to tumble it could see that if I place it like this we can get pretty cool shadow of our house

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like so.

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So it does cast a shadow but the lighting as far as the distance doesn't really get applied.

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Now again the size.

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So once again the sharpness of the shadow 0 is very sharp.

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You can see it has a pretty cool feel.

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I mean you can have a cartoon that has these kinds of shadows.

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And the higher you go the more diffused the shadow will be on the floor.

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Again we have the max bounces and we can select if it casts a shadow at all or not.

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And this one right here like the name implies.

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I've actually never used this one quite honestly but apparently reduces noise for area laughs and sharp

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glossy materials.

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So that would be on an aerial lamp.

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And if you have glossy materials the noise the noise if you don't know is all these little pixels when

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you move all the little dots and pixels those are the noise that's the noise of the image.

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As you can see right here sampling is at 10 11 12 13.

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The higher it goes the less noise or the less grainy it will be.

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So this basically as an air implies it reduces the noise for area lamps and sharp glossy materials.

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So as regarding to this lamp I don't believe it does much as it's four area lamps and shiny materials.

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Now again we have our color.

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We can change our color that affects the sun lamp for sure and the strength.

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The next light is the spotlight.

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This one is pretty cool.

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This is kind of like the sun lamp.

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And the point lamp mixed together.

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So I'm going to hit Allt are to clear the Loek the rotation and bring it down here and move it up as

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well.

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Now I'm going to increase the strength to 50 and you will see that if I bring this up more increase

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the strength even more

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you will see that for some reason is not actually shining.

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I'm curious to know why.

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There we go.

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Let me change the color of it and make it a little bit harder to see.

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All right so if I increase the strength even more you can start to see right here.

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We have a big spot on the floor and actually if we turn down the size we'll see it even better because

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it's going to be sharper on the edges.

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And let's increase the strength to 2000.

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And now you can see that the spot lamp is basically as the name implies it.

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It's kind of like you would probably use this and you know those scenes with the actors and you know

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behind the scenes or the the rock and roll concert you know spotlights or a street light.

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You could use this as a street light as well it's very useful for that because it creates this spot

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lamp on the floor.

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Again the size is the the the diffuse or the Nonda fuse of the shadow you could see a higher number

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it's very diffuse and at zero.

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It's very clear crisp and clear.

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You could also put Show Coan which will show you the cone right here of how the light where the light

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is within the scene so you can see if you have objects within this light there are going to be lit up

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from this lamp or this spotlight.

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Also you could change the size of it.

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This is the angle of the spotlight.

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So by changing it you're actually making a thinner or thicker or bigger and then the blend right here.

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This is basically as the name implies it softens the spotlight edge which kind of does the same thing

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as the size up there.

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But we have an extra option here and you could see you could even get an even crisper feel to it.

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And this is dictated by this second circle within the circle here.

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So the further in the second circle the more diffused it is the further out or closer to this main circle

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the more it's going to be crisp and sharp.

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So that's pretty much the spotlight.

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It's really awesome light to use.

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And of course you can change the color of it as any other lamp.

