Welcome to lighting with cycles in this video will show that lamps sort of work in blender.
However it's better to create a light source as geometry and then apply the missing material to that
object.
So let's go explore that in blender.
Okay welcome back into blender and the first thing I'm going to do is change my viewport shading to
render aid.
Now I often use the menu item down here so you guys can follow along.
So I'm not pacing it too quickly but just to let you know you can also use the shortcut key whilst your
cursor is in the 3D view that is always important.
Shift in Z and that will flick in and out.
Just a note at this point I'm only rendering to 10 samples.
I don't need it super detailed at this point in time.
I just need a rough idea of what's going on.
It also won't tax your computer so much.
If you keep the sample rate low so what we can do is if we hop over to the outliner I will just check
that this is the only lampin Us seen.
I know it is of course but if I click on the little icon it will disappear from the viewport shading
and just a side note here.
We go to render and render image or hit the F 12 key we can see it here.
If you go ahead and click for camera I can.
It turns it off in this round up.
So the eye is for the 3D view and the camera is for your final render.
So let's go ahead and have a look at the other lamp properties themselves.
I'm just going to move the outline a new notice whenever you resize a window the view port starts recalculating
So if you want to keep your computer from ramping up in volume as it gets really hot and starts thinking.
Try not to recycle windows or certainly not the viewport one that often.
Especially if it's actually building up so if we were wanting to have a little look at what it looked
like with 100 samples and I got a move that it will reset back to one which should be really really
annoying.
Okay so I'm going to click on the lamp in the outline.
I can also select in the 3D view.
I'm going to go to the lamp properties on the properties window and we can switch here between points.
Sun spot Hemmy area etc. So there's lots of things to choose from there.
Now we can't change the intensity like we can in blender render as easily unless we click on this button
that says use nodes.
When we click on that we can see that the surface changes to in mission and then we can change the colour
and the strength.
The other thing we can do is actually make any missive object and that can be quite powerful as well.
So you've got us both six options in total you can pick any one of these or create the missive object
and that's what we're going to do right now.
I'm going to leave the lamp on at the moment so we can just have a bit of light whilst we're making
our lightsource So let's whiz back out and just have a quick look at our scene.
Right.
I'm going to create a little it's like a light bulb I suppose so I'm going to create a way in object
mode.
Brilliant because it's going to be a new object.
It doesn't matter I'm going to create a UV sphere and it doesn't need to be complicated at all.
In fact it can be the lowest possible thing three in three size radius of one where we can adjust that
in a bit and see what its effect is and just kind of lift it away from our cone just leave it straight
above it.
And I'm going to go over to the middle tier reels tab and create a new material and call it lights.
Once we've got the light material there we need to change the surface here to an end missive or emission.
Here we go in mission.
So it's just about a third of the way down.
Now once we click emission it's going to emit this colour at this strength.
So it's going to emit a white light at strength one.
So let's hop straight back over into rendered mode.
And we can see we've got our spot light so let's turn our lamp off and let's rename our spear spear
sphere light source for the moment and just turn off the lamp.
So at the moment we've got as we can see here we've got them sticking in renderman just moving around.
We've got this kind of very dim light here.
The strength is one.
So we term up to 10 we can see it starting to light our scene up.
We turn it up to 100.
That's quite bright.
Now it's taken a while to render off but that's like having a light above.
Now we can have a sphere there we can have a plane so you can have like a window basically emitting
light into the scene.
Now I'm going to try and move this light source in the y direction.
In our scene I just move it away so you can see it.
Updates are seen accordingly and we've got a harsh line there.
So this is important I quite like the lighting that's coming in there as a bit of ambient lighting might
tone it down a bit once we've actually got the lamp cam we're just going through the principles here
setting up our scene.
In fact we could have two of those lights if we wanted to let's just see what effect if we select the
light source it's there and that's absolutely fine.
We know it's selected in the outline and just scale it.
So if we move in that gets dimmer.
If we scale it up it gets brighter.
And it also changes the type of shadow that appears behind our.
Our cone as we can see that this is a very big it might get a bit too bright for our scene but we can
see that it's yes that is far too bright.
We can see that it's starting this shadow behind is starting to be a bit more blurry.
If we make that really really small as if it was a little speck on we're going to have to turn the strength
off at this point to even make an effect on our scene.
Wow this is where at ten thousand we can see that the shadow behind here is much more sharper and defined.
So depending on how large your source is just like in real life if you've got a large light in front
of you it's going to make the shadows behind you much much softer than if you had a tiny light in front
of you.
That would create a much harsher light.
But I quite like that that's worked out really well.
So what else can we do.
Well we can have different shapes of light etc. and we can obviously grab our lightsource.
And I want to keep the lamps the same so I can link duplicate here and just move that across to over
here.
So now we've got two lights and we can light up our scene as if it was in an office or something along
those lines.
Okay guys it's Challenge time.
I'd like you to set up your scene lighting set up an object or two as a light source in our scene.
Now do remember we can and are likely to change this lighting later on.
Once the scene gets more and more developed it's just a ploy almost a place holder lighting at the moment.
Just so you can play with the lighting.
Try different sizes different shapes you don't have to go for a sphere you go for a plane have that
plane emit light and obviously as you rotate the plane itself it's like having a window or a sky lights
depending on how you set it up.
So balls of the air now give that a go.
Okay guys.
Welcome back.
Let's hop back over into blender and have some play about with our lighting.
Okay so back over in blender.
I've I don't really like the idea of these two spotlights thinking about sets it's not spotlights but
spotlights.
I don't know how else to put that these two just circles in the sky.
So I'm just going to delete both of those from our scene and it will go pitch black.
But I'm not going to delete our lamp yet because it can always be a subtle addition to our lighting
right.
So in object mode I'm going to actually recenter.
The 3-d cursor and I am going to hold down the right keys so I can move about properly and add a mesh
that's going to be a plane.
I actually quite fancy a window open.
So let's just make that a little bit larger.
Move that up move it back and then I'm going to rotate it around its x axis.
So it's a bit like that so you can imagine that was be a very large window but you can imagine a window
just there.
We can always scale it in again depending on the effect it has on our model.
So now we've got the plane selected.
We just need to assign that material now being assigned a light material.
And I haven't exited my animated lamp blend at the moment.
I still have the light material available now if I was to call it that zero would disappear.
Anything that's got zero against it will disappear upon quick saving quittin and coming back we'll get
some more details in that later.
But we can click on light and it will assign the same thing we were working on to this plane here.
Now Im going to switch in surrendered mode and Ive got a feeling that is going to be far too bright
for our scene and I'm right.
That's because the emission level is 10000.
Let's turn that down to 100 and see what happens then.
All that's still too bright so we've got a couple of options I'm going to just hit one and see what
how that comes out that's a bit better.
Probably five.
Let's have a look at our cone.
Yeah.
I like that.
The only thing I don't like is the cone itself doesn't have smooth shading on.
So with the cone selected unst going to hit smooth shading in the tool shelf.
Have a quick look at that.
And there's some funny stuff going around the base here.
The reason for that is it's trying to smooth shade around the base as if it didn't have a sharp edge.
Now I know this is a place holder but I'm just going to go in and make it look a tiny bit better in
solid man.
I'm going to add an edge loop.
And with that edge selector I can't have an edge loop because it doesn't allow it.
When you've got a cone so Im going to just extrude by nothing.
So I'm going to pop in to rend my road now that's selected.
You can see it's dark artificially around the base and if I hear extrude by nothing and hit enter.
That should create a much better roundness around there and it has done so.
There is some geometry on top of one another but that's okay because that has defined that one edge
as a sharp point.
There are there are a couple of other ways of doing that but for this purpose of this exercise right
here that's absolutely fine and looks much better because of it.
So I just need to turn off the other lamp of course that render the scene so we've only got the one
light source going on.
Excellent.
Let's just go to render and render our image and see how that comes out.
It's lucky that the camera faces at x y equals zero.
And I'm still not happy with this sharp crease here.
I've set it up so you've got a smooth curve going around there and it still got a crease here so let's
see if we can do something about that as well.
So let's just go out of here.
We need to go down here to 3-d view again.
Right so let's skip over to solid.
Make sure we're in object mode and then select our backdrop and make sure it is smooth shaded believe
it is.
Up into rendering.
Still got that sharp edge there.
So in this case I'm going to bevel this edge here so let's hop into edit mode and this will just help
smooth it out.
Just a little bit more.
Not going to add too much geometry into it.
I think we've got doubles on top of one another here.
Similar thing to the bottom around here what we did want because I've managed to create this with doubles
around it.
We've actually got ourselves a hard line then that's what it's rendering like that so in edit mode off
selected that in time hollander's going to go remove doubles and we've removed two vertices.
And if we hop back into rended mode I bet that's lovely and smooth now is perfect.
It's exactly what I wanted.
So occasionally if you've got doubles they can call sharp edges and they did in this case.
Brilliant.
Okay.
How did you guys get on.
I'd love to see the lighting you came up with in your scene so please share that in discussions and
I will see you in the next lecture.