Are right back in our scene here now that we've learned a couple other useful tips and tricks.
Let's go ahead and do a lighting for a scene.
But let's do a little bit better lighting than the one we did previously because we're always getting
better.
Always improving.
You know what I mean.
So we're going to do a basic three point lighting for a scene at three point lighting is basically as
it sounds as three different light sources.
The first one being the key light which will illuminate from face on it will illuminate the object.
It will be the key lights that we have for the scene.
The second will be the filler light which will have more to the side.
It will kind of fill out our scene and our object.
And the third will be the backlight which will be illuminating from behind.
Now I'm actually going to select our lamp and hit X and delete it because for our three point lighting
I'm going to be using emission material and our plane object.
So to do that go ahead and hit shift day and Mersch plane and let's move it by hitting g z and bringing
it up above the grid floor.
Now let's split the viewport as well.
And by the way I have you guys gotten any better with my repetition of every single thing that I do.
I hope you have.
So again repetition is mother of all skill.
I'm just repeating everything and soon it will be ingrained in you and you won't ever forget it.
So I just went to the 3-D viewport here and switch it to rendered view and I'm going to hit zero on
the numpad to go into camera view and then go to frame 24 or so so that we have our ball in our scene
now with our plane selected.
Let's go ahead and go to the material tab hit new.
And let's name it he underscore light a change from diffuse to emission which is right there hitting
3 on the numpad to go into side view.
I'm now going to rotate it with the Arki bring it here and I'm going to bump up the strength to 30.
Again with these kinds of things you kind of have to play around with it and see what kind of strength
works for you and works for your scene.
Also keep in mind that when you scale an object up with an emission shader on it will actually get out
the camera it will actually make it stronger so you can see the more I'm scaling it up the stronger
the light.
So I'm going to scale it up to about.
So and this is going to be our key light over here and I'm going to make it a orange ish kind of like
an orange ish yellowish color kind of like as if it's a sun you know a nice light or the the the light
is coming in through.
You know it's on a porch or something coming in from you know over the mountains or something.
A sunset or something of that nature.
Of course you could feel free to use a sphere as well to replicate the sun or a sun lamp.
But again I'm using a plane with an emission shader as it will show you how the three point lighting
is.
And it will make it cleaner.
And again it's all there is no there's different ways to do different things so for now let's stick
with this and let's add in our filler light which will be off to the side.
So hit shift due to duplicate your light and like we saw in the previous tutorial it is now linked.
So because we want to change the value of this to put it down we want to unlink this because if we change
the value here it will change on our main one so hit the number two and it will unlink it.
And let's put let's name this filler light dropped the value down to let's try 20 Let's actually go
for 15 down 15 and I'm going to rotate it and also scale it down a little bit.
Now something that I want to show you is that if if my plane is over here in the scene you will see
that let me try to position it so you could actually see you will see that at a certain angle you will
actually have the shadow from your plane right here.
What you don't want you know if it's too close to the scene you'll see the shadow of the mesh.
So again you don't want this in your scene but even if it's out you might get the shadow in there.
So to make sure that you don't have the shadow of this object just go over here to the object Dedo go
down here to cycle's settings and and click the shadow box.
And so now this object will no longer cast a shadow.
We can see this better on the on the ball if we select the ball we could see the shadow there.
If we uncheck shadow it's no longer casting a shadow.
So obviously we don't want this to cast a shadow because it's not supposed to be there.
It's supposed to be there as lights but not as an object.
We don't want a big square shadow in our scene.
All right back to the materials tab.
I'm also going to change this to a white color back to a whitish color as I just want Arki lights to
have that different shade.
Now hitting shift D.
I'm going to copy this.
Bring this behind.
Hit Alt.
Are to clear the rotation and an R X to rotate on the x axis.
And just place it here rotate it a bit and place it to the back of the room.
I'm going to bring the value of these both of these down to 10 and you could also this one's already
10 actually are now it's because they're still linked.
While these two can be linked as I kind of want the same values on these.
So will be fine on those and figure that I made a tutorial before on being careful on changing things
on length and I do the same mistake.
Well you learn that way.
So that's going to be our filler light.
And what's actually unlinked them because I want to rename this so I unlink it and name this two back
light also gives us more control.
And I'm going to scale it down a little bit.
Scale this one down just a tad and move it more to the side.
Scale it down and put the strength of this back light to five actually and scale it up a little bit.
I like the reflection that has there right.
Alright alright alright.
Just play around with it you know.
See what you like.
Obviously not too bright.
All right looks nice.
I like that.
All right.
Awesome song.
Leave it like this.
You could tweak it more and more if you want to have you know slightly different results you can play
around with the settings with the scaling and the size.
But I like it how it is right now.
And in fact let's see it in full screen cool.
All right.
Awesome.
Now one thing I want to do is I want to I love this little shine that we have here.
I like that we have our main line our filler lights or a key light scuse me.
I actually want to move it so it's facing the object more because it's a little too much off the side
right here.
So I grab it and not in front of the camera grab it and still have a little bit to the side but more
straight on to our object.
Grab it up and rotate it.
I actually do like it from this angle here so that we get a little bit of the shadow we could see the
shadow of the ball.
So if it's straight on the shadow the ball is going to be completely behind it.
So I want it here and rotated to the side so that we could see the shadow of the ball right here.
All right.
That is our three point lighting.
Again we have our key light which illuminates from the front.
And this is the main light source that you have.
We have our fill or light which illuminates usually from the side and helps to you know with the shadows
and illuminating the things from the side and a little bit of the back a tiny bit.
And then our back light which helps to bring in that light from behind.
And it kind of adds like a rim or edge around the ball because there's now light flowing from behind
it.
All right so that's a three point lighting and one last thing that I do want to check with our floor
is that the bump map I actually want to increase it a tiny bit because right now it's it's nice but
let's increase it just a touch more so going back to the note editor with our plane selected because
Noda note editor and let's bump up the distance if we bump this up you could see that it bumps up the
normal map of our floor.
Now one point point one three is a bit much going to put it to
what was it out before.
Point 0 3 I'm going to put it to point 0 6.
I'm going to double it to point 0 6.
And what we have our floor looking nice and we have our scene with our lighting.
Let's check one last thing before we render.
Let's go to the 3-D view.
Had zero to go into camera view and we could see the floor.
It's not going all the way past the camera so let's grab our floor.
Scale it up.
So that's passing the camera.
And you could even hit g y moving on the y axis.
And scale it up a little bit more so that's filling the whole camera.
All right.
Now we're ready for rendering and then we're going to do something really fun and pretty cool after
the render so save your scene.
Let's do a File Save As I'm going to do another project file again.
It's good to have multiple files and save it.
I'll see you in the next tutorial and I'll see you there.
All right.
Ciao.
Try and find something witty to say but you know I can't.
All right see you there.
Great job so far.
You're doing amazing.
All right.
I'll give you that.
Ciao.
All right here is our quote for the end of this video.
Don't put a ceiling on your potential so that others around you are comfortable in your presence.
There is no greatness in putting yourself down so that others won't feel uncomfortable.
Much like a tree that's planted in a pot at some point it reaches its limits and needs to be in another
environment which will promote its future growth.
In turn get around those that will promote your growth.
All right ladies and gentlemen get around a positive environment.
Appreciate you all.
Take care.