WEBVTT

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Welcome to lighting in blender.

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So in this video we're going to understand that the lamps themselves mainly apply to blender render

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not the cycles engine in fact light is handled differently in cycles.

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Amongst other things we're going to be adjusting lamps properties and seeing its affect.

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We will switch into rended mode in the viewport shading options to see what is actually happening as

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well.

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Now before we hop over into blender Let's look at the different lamp options.

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So we've got a nice table here with the type of lamp on the left.

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Moving across to its description and a real world example.

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So we have a point lamp which is an only directional point light source so the light comes out of it

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evenly in every direction much like a traditional light bulb.

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You'd have at home.

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Now a spot light is a directional point light source.

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So it's very similar to the point source only it has direction to it so if you imagine like a spot light

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or perhaps when you put a lamp shade over the top of a of the normal bowl it makes it into a directional

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light.

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Now an area lamp simulates an area that's producing light.

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So like an open window or a TV laptop screen something along those lines.

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Now Hemmy is the odd one out here.

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It doesn't produce any shadows.

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It's a soft and far away light source much like the sky is on a cloudy day without any direct sunlight.

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You'll notice that shadows are few and far between outside.

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When that happens and finally the sun.

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Well no guesses there is simulates the sun a far away but still direct light example the sun.

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This of course is like a spotlight in many ways because it has a direction to it so it casts a shadow.

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But it will light up the entire scene evenly.

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Okay let's hop straight on over into blender.

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Right so we're in a blender here.

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And let's just work out our workspace.

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Now I've opened up a new blender file.

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If you haven't done this yet please save the stuff you're working on and open up a new blender.

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So I'm just going to organize my workspace here and just remove the bits that I don't need to get rid

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of the time line at the bottom.

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I'm going to pull out these two windows here because we're going to use both of those in a moment and

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that's going to make the outliner a little larger.

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Okay so we can see in our scene and you probably spotted it before that we have at least a camera a

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cube and a lamp in our scene.

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Now all of these are objects in can she'd grab the transform handles and move them about to your heart's

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content or hit G and move around the lamp as well.

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Absolutely fine.

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You can do that with any other any object that's in our 3-d view.

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So first of all let's go and play with the lamps and see what they look like.

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So in order to do that.

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What I'd like you to do is select this cube here and move it up just so it's floating above this surface

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here.

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And then we're going to add a nother mesh which is just a plain and simply scale that up to act as a

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floor it doesn't really matter how big it is.

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In some ways the bigger the better.

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But there we go.

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And now next to where it says object merode in the 3D ed where you can switch it backwards and forwards.

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We have the viewport shading options.

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And usually we've been working with solid right at the very top of that is rendered.

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Now this was is what it will look like if you have a blender render selected.

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If it looks a bit faded out something like this you probably have cycles render selected and we will

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be working for the rest of this certain section in a blender render so make sure it selected a blender

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render on the info header.

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They're brilliant So we're in here.

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Now let's play with our lamp.

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So we have a lamp here.

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And once it's selected in the Properties window we can see a long is the same icon It's this circle

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with for arrows coming out of it.

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And this is these are our lamp options essentially.

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And if we scroll down there's a preview there that gives you an idea of what's going on.

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But even better is the preview.

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We can see right in front of us here.

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So I'm going to scroll down so you just see lamp.

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So at the moment set to a point lamp omnidirectional light source so it fills up the scene but as you

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can see it fades away as a couple of ways you control that fade.

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No one is the starting energy and if you turn up the starting energy obviously makes the lights really

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really bright.

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And obviously if you turn it all the way down eventually it will just go black.

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And beneath that we have the fall off which tells blender how to manage the way that it gets dark how

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quickly the light falls off.

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Essentially you can change those about and just see constant.

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Inverse Square is usually quite good to work with but you can play to your heart's content with that

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right.

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So we've got those two options there and further down we can go in to shadow we can have it cast no

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shadow which is a bit odd.

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I do like it casting a shadow because it looks a bit better and we have our sampling for a shadow.

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Now in general you want to have that add a bit higher than one but I don't suggest putting it too high

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otherwise you may slow computer down to a crawl.

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If we set or a hundred for instance you can see how slow that is to get the detail into our scene.

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If we say Sorry I say sets to 100 you can only send it to 64 Maxima sense is something like 10.

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It's relatively quick to finish off the rendering of that scene.

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Now the soft sighs if we increase that as you've probably gathered it makes the shadows sense were under

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shadow a bit softer.

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And eventually we end up with something that looks a bit better than that harsh square that we had before.

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So let's have a look at the other lamp types that we've got so sun will also cast a shadow.

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But as you can see the rest of the scene is uniformly lit apart from up.

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If we move round you can see that some sides of the cube are darker than others.

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And in fact some of them are black so this is something that you have to get used to with Blender.

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Is that if a surface is not being hit by any lights at all.

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It just turns black.

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There is no detail in there whatsoever.

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Okay.

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Let's zoom out and move round and turn on the spotlight.

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So here we have our spotlight not highlighting our cube very well at all.

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And if you were setting up a scene like this you could hop back into solid mode here and actually see

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the cone itself.

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We can see here that our spotlight is basically not highlighting our cube at the moment.

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And if I do that the good chance is that it's now doing that bobbing back into rendered mode.

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And there we go.

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Cube is now being hit with that spot and you can see very quickly.

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Rest of the scene that isn't in our spot light goes black.

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You can control that as you scroll down you can actually change the spot shape so that's underneath

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the shadow options we were playing with a moment ago the spot shape you can increase the degrees that

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light is or even narrow it down.

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If you want to.

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Now we've got the blend which dictates how easy or how smooth the blend between light and dark is you

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can have a square spotlight if you like.

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And this one I really love this the halo.

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It produces that wonderful thing that intensity one is too much.

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But if we turn that down a little Let's or more probably even point one that's pretty.

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So that's it's almost like a window opening or something like that.

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I do like that affect.

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It does.

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Now this beam here can end up being quite short.

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And that's all to do with this distance here under falloff.

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So if we turn that down you can see that you can end up with it looking a bit like that at times which

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just looks a bit odd.

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If that does happen you just turn up the distance to a certain amount.

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And there we go.

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It's all the cone is all the way to the surface.

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It's hitting now Hemmy.

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As I said that's one of these other ones which is going to turn the energy down just a little and found

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a type in one and set it back to default.

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Now here we go you can see all around our objects.

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This is one of the ones that doesn't cast a shadow but also means that the sides are not being affected

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by the lichens hemming is still directional if we pop into object mode.

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We can see that it has a line coming from it's in fact the sun also has a line coming from.

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You see the icon changes slightly as well depending on what we do.

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So it still has a direction to it but it does not cast a shadow but it illuminates our scene quite even.

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So you can use a mixture of lamps in your scene to emulate the real world.

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And finally we have area.

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So let's hop back into a rendered mode on the viewport shading and all that's really bright so in this

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case let's play with some of the options that's play a distance that looks a bit better and looks much

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better.

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And eventually you'll find a level that works for you.

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How the.

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Shallow here it looks a bit horrible actually to be quite old.

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And that's because we got samples and the x direction at 10 in the y one I'm guessing.

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So if we put that 10 in 10 it's a much smoother shadow so area.

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So as the lights coming out it's not coming from a point anymore is emulating a size.

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And we can scroll down and you can see the areas shape.

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So this is where you would tweak and depending on the size of the window in the room or something along

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those lines so you could have a really really wide window in the room 10 by 10.

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I presume that's blender units there and obviously the shadow ends up being almost nothing but if you

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had a tiny window in a room perhaps one by one that would be more like a point light source because

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it would be much much smaller.

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So feel free to play with these options here as much as you like.

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It's great fun playing with lights in RC and you can see their effect in real time on the window here.

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Now perhaps you want to work with the model and the lamp so you can move around independently.

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Sure.

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Grab yourself another window.

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So you've got a rendering we're just going to move this one income working at quite a low resolution.

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Can I get rid of my tool shelves.

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So here we have our rendering onsets just two 3-d windows and we have our rendering on the left and

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our 3D view on the right here.

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And the great thing about this is we can move this to our heart's content and then on the left hand

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side or wherever you've put it.

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See the differences are can change that to spots and then move it and we can see straight away real

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time changes that have been made brilliant.

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So I think this is a challenge for you guys coming up.

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Set up some lights.

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So go ahead.

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And in our chests scene place some lamps to light are seen.

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Now is your choice of how you want to light it.

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Play about an experiment.

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I'll give you a few hints here.

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I'm probably going to use a sunlamp and a Hammie lamp in order to generate a uniform light for our scene.

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But if you want it to be more dramatic perhaps play with a couple of spotlights and casts long shadows

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across the board.

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It's entirely up to you this is your artistic choice.

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Have fun.

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Pause a video now and give that a go.

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Okay guys.

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Welcome back.

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Now let's see how I would light the scene.

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It may be different to how you've done it but let's have fun and see how we get on.

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Right.

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So let's open up our chess scene so open low poly chess set chess scenes.

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There we go.

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So this is how it's looking at the moment which is brilliant.

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We've got our hierarchy all set up here.

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Excellent.

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So we've got one lamp in the scene and it's pretty low down.

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First of all I'm just going to see how it looks.

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So let's hop straight down into rended mode.

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Well that's actually that's kind of dramatic.

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Kind of like that.

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But I do want to light up all my pieces I kind of want to show them off.

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In this case and remember you can always alter your lamps at any point you're not stuck.

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In fact you could create lots of lamps and you seem to move them about as if there was an array of lights

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above you.

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You know the choice is yours.

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So in this case however I will want to have a sun lamp that does the entire scene.

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Absolutely fine.

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But what it does do unfortunately is create these nasty shadows.

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So I'm going to simply select the lamp in the outline now and pop over to the 3-d window and duplicate

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it not a linked duplicate that's great if you've got multiple lights and you want to control them all

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at once.

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However if I just do a simple duplicate we've now got two sons.

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But what I can do here in all of moving that lamp I don't want to do that we just can't see us doing

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that.

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Some in the rendered mode.

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This lamp here so we're going to call this one sun.

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And I'm going to call this one ambient.

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Excellent.

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So you've got sun and an ambient or change of name them both the same.

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That's really clever of me.

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And I'm going to group these together into our lighting so I'm going to create.

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You don't have to do this yourself.

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I'm just doing it for my hierarchy.

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I'm going to create an empty doesn't matter what it is.

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I'm going to I'm going to make it a sphere.

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I'm going to call this lighting and that just helps group my lighting all together as well.

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So there we go all in there and set the parents object.

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And I'm going to correct spelling mistake there.

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There we go.

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So enlightened and we got ambient and sun and both of them are a sun at the moment and we can see who

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have got these dark areas.

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However on the ambient one when it's selected I'm going to go to Hemmy.

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Now it looks like that we still got some shadows.

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But I think the heavy's habit is actually making the board very very bright in this case.

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So I'm going to turn down the energy that the Hemi has perhaps even learned to as Tried point three

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or thereabouts.

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Yeah.

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I like that.

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That's that's good.

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Let's go to the sun itself and I'm going to split this window so I can see what's going on.

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Now the sun is here in our scene.

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I don't want it there if I put it here and just rotate rotate round lift up a little more.

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It is a sun off the rail rotate that down so you can have lots of fun with this.

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It's now shining on our board that's for a take round the rendering.

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Let's go to view and just view selected riego resumed in there.

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Yeah that looks good.

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I like that lots.

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Nothing's blown out.

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We've still got detail over the place.

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I like that lots.

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How did you guys get on please share your lighting attempt.

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In the discussions I'd love to see what lighting schemes you came up with yourself.

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Perhaps some groovy spotlights there or a deep dark thing.

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Remember we do want to show off our pieces on our board at the moment that don't make it to know are

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honest to dark and contrasty because we won't be able to see all the effort you guys are putting in.

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Okay.

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As I said put those in the discussions and I will see you in the next lecture.
