WEBVTT

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Hello everybody and welcome back in front of us here we've got our wonderful model Suzanne with one

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lights in the scene.

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However if flights are a bit better it's much easier to see her face and other details around as well

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because our subject is properly lit and that can make all the difference.

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No end of time in students renders people always forget lighting.

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And it's so important.

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So let's hop on over and make a three point light set up over in Blender.

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Hello everybody and welcome back.

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So let's go ahead and get rid of our cube as adding something more exciting.

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Suzanne the monkey will do okay.

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So the view itself that we wants to capture here.

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I'm going to move the camera first because the camera is kind of important as it dictates where the

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lights are going to where we're going to actually place the lights in order to get our three point lighting

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setup.

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So I going to do that really quick.

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I'm going to hop into camera view with over here and just look at Suzanne face on quite close.

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So she's filling up a lot of the frame now it doesn't matter if that's perfect.

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That'll do.

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I'm going to go into all the graphic perspective and look down from the top.

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That's our scene.

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And when I do that I'm going to select my lamp and move one of them about 45 degrees over there.

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Now at the moment we can't see any lighting information in our scene.

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So I'm going to go up to the very top we're making these adjustments I can't see them along the top

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here is rendered mode.

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Now hopefully you're still in the evening Jim but you might have played some going to click that and

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it should look like it does now.

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It is a bit fuzzier.

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You may have cycles turned on if we go over to the properties panel and go to render.

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We can change the render engine between cycles workbench and eevee for the moment we want it's set on

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eevee and we probably will for most of the course and you'll see why later on but for the moment we

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can leave it on TV and we can now see the effect that lightning has if I just press the G key a move

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that around we can see that real time shadows are happening on Suzanne the monkey.

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Now the light is all the way up in the sky.

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We don't want that but look at it from the side and pull the lights down CES highlighting her face.

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Now let's have a look at how she looks.

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So that's a bit dramatic at the moment we really have lost all of the old of the detail around the other

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side.

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So we have our main lights sets up we've not called it main lights or key lights as it's known in the

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industry so let's go in and call it the key lights.

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So that's good.

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It's named key lights.

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We know what it is.

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In fact I'm going to quit light key.

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The reason for that is then all of the lights will be duplicated in the moment and they will have the

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word lights.

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So they'll be grouped together in the hierarchy as well and they'll be easier to find.

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So let's go ahead and look at this from the top again.

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Now the next lights that I want will be over here and it will fill in the shadows that are over on this

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side.

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So I'm going to duplicate the lamp with its selected and placed it roughly in the same place on the

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other side.

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And whilst I'm here I'm going to rename it immediately going to have a look here.

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It's called key like 0 0 1.

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I'm going to change it from the key light to the fill lights and then there's one final lights that

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we need which is the backlight.

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And what that does is it helps highlights around the edge of our model and make it not looks quite as

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distant.

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Now in general that will be kind of in line with this speech to have to be perfect with these things

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at all.

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And because you can adjust them to get the effects that you want.

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So we're going to rename that straightaway.

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So we don't forget and I'm just going to call that back for backlight.

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OK.

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Let's have a look through the camera again and let's turn the back lights on and off.

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Does it make a difference.

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It does indeed look at this very important here.

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There's this highlights right in the middle.

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That is actually affected by the backlight and just under here.

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So it is highlighting the rim of our model and there's other places this edge of the air as well.

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So it is worth having that extra light there.

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Brilliant.

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Sometimes you can't really see much of an effect but this even though it's only one or two places makes

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a big difference.

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So Suzanne is much much better LEDs than she was previously.

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Now sometimes a dramatic effect like that is pretty awesome.

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So we can toggle on and off the visibility with these little icons to see how objects is looking as

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we add lights.

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Now there's one thing that we haven't done yet and that's adjusted the value of these lights.

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They're all the same.

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Typically the key lights is going to be the brightest the fill lights will be slightly dimmer to add

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a bit of contrast in shape to our face.

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In this case or objects in something else.

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So what we can do here is go to and make sure that we've got a fill light selected and then go find

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the lamp properties.

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Now the icon for that does change depending on what type of light it is play or be further down on the

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properties.

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And here it is we hover over that's the object data for our lamp and we notice that if we change it

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to one of the other types of lamp a sun lamp a spot lamp and an area lamp the icon changes accordingly.

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We're going to leave it as a point lamp for the moment and we will revisit lights a lot later on in

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the course.

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But is the energy value that we're focused on.

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So I going to turn the energy value down to maybe six and there we go we've got a slight difference

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across the face of Suzanne how we can do a similar thing with this light in the background as well we

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could turn that down to two so it's got a much more subtle effect on our model but there we go that's

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a three point lighting system set up.

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Now I'm going to do one final thing here a bit more of an advance thing but it's something that you

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can incorporate into all of your models.

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Firstly what we've got set up here is generally for a static object.

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If you've also got extra lights in your scene you can use that for effect.

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So like on my well I might choose to put a lights up inside the well that highlights all of the structure

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in the roof because a three point lighting sets up like this might not highlight everything but in this

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case what I'm going to do is I'm going to select all of my lights and with them all selected I'm going

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to press the M key create a new collection and I'm going to call it lighting rig because that's essentially

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what it is and then click Okay.

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And that has grouped all of these objects that are crucial to the lighting in one place which is really

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really useful because it means we can hide all of those components out of the way when we're working

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on our model and bring them back in when it's necessary.

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The final thing that I'm going to do here is make sure if I move my camera the lights come along with

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us.

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So with the camera as the active selected objects and the press control and pay and parents them you

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will see these black lines all going to our camera.

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Well this now means that we can move around our camera and that lighting rig stays with us.

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Now this is really only good for this one particular model if we have a much larger model in our scene.

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It doesn't really work or if it's too small it won't work that well either.

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So it's to bear in mind that the rig does have to be setup per the scene.

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But now we've parents had all of these lamps to the camera.

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It does mean that if we wanted to we could move this around rotates it on the z axis pull it background.

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And now it lit up in the same way we were before.

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In fact even better if we're in first person view our lighting is consistent as we're moving around

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our object.

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Otherwise it wouldn't be lit consistently as the lighting itself wouldn't move with us.

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Wow.

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A lot to take in there the whole parenting thing at the end.

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That's just a little bonus for you we'll cover that in much more detail later on in the course as well.

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But now it's time for your challenge.

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OK everybody see your challenge is to add lights to your scene.

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Now do start with a three point lighting set up and then add additional lights if you like.

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What's important here is that you're not afraid you experiment and you have fun as you go.

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Suppose a video now and give Natsuko Okay everybody Welcome back.

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Let's go hop on to blender and add some lights to our scene.

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Okay everybody Welcome back.

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Let's go ahead and I'm going to open up the well.

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I've been working on obviously you open up what you've been working on as well and switch over to rendered

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mode.

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OK.

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So the first thing that I'm gonna say here is that the shadows are too harsh.

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Let's see if we can go ahead and set up a similar setup as we had with Suzanne and see how it looks

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with our model.

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It might not work.

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It might do.

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Okay.

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So I'm going to have a look at the top.

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I'm going to set them all so an appropriate place so let's have a look.

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Where's our camera.

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Our cameras over there at the moment.

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So our first lamp is gonna be roughly over here on 1 we'll be over here.

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And the other one will be back here.

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Okay.

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So let's just duplicate those and move them around something like that.

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The next thing I need to do with them selected but not the outer is just go round to the side and lower

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them down to an appropriate height as well.

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I want to keep them in line with the camera for the moment because want they see that's cause a lot

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more interest around the well itself at the bottom.

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Okay.

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So that is all sets up what isn't setup is the naming.

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So I'm just going to come in here selects or let's have a look which one is gonna be my main lights.

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I'm gonna have this one over here as my house.

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That one is the main lights.

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This is just called Lights.

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The 0 0 1 I'm going to call it Main.

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I'll call this one.

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Phil I don't think I've been named the object.

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No I haven't.

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There we go.

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So there's lots of names in Blender it's easy to fill in the wrong one.

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This one's gonna be main or key lights.

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It's up to you each naming convention you use as long as you're consistent with it.

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So in the aim of trying to be consistent I'm going to rename that key and then I'm going to select all

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of those select my camera in the outline of struggling to select it in the viewport and I'm just going

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to group them all together.

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Excellent.

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So I can turn them on enough as I need to.

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Right the first thing is that these are all creating hot spots because I've got ground.

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So that's something to bear in mind that does look a lot lot better.

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Can I see through that.

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Or is it some sort of funky shadow happening.

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Mm hmm.

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Cool.

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Well I quite like it like that with the light bursting through so that's a good start.

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Now with the press G and Z and just lift everything up it's definitely coming through there.

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Yeah I'm okay.

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Brilliant.

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So the next thing to do here is just tweak some of the values of these lights.

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So let's take this down to make it a bit dimmer so those light rays coming through aren't quite as strong

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this lamp here in the double down as well slightly although

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this is really the face of the object isn't it over here.

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So let's let's raise that one.

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Cool that one the key lights this one the feel like oh I was going for the convention lights.

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Phil Wilson's high before so let's stick with that light.

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So be the.

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Yeah this would be the Phil lights.

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That's fine.

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Okay so now all of those are named appropriately.

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Let's make sure that they have the right settings.

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Twelve.

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Yes.

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And eights over here.

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Perfect.

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Let's have another look at it.

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And there we go.

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My lighting setups.

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All done.

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I'm really liking the look of it so far.

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I hope you guys are having lots of fun.

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I certainly am.

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I can't wait to see what you've created.

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Speaking of which we're going to need to render out our models to do that.

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We'll find out more about that in the next lecture.
