WEBVTT

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Welcome to lighting with cycles in this video will show that lamps sort of work in blender.

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However it's better to create a light source as geometry and then apply the missing material to that

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object.

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So let's go explore that in blender.

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Okay welcome back into blender and the first thing I'm going to do is change my viewport shading to

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render aid.

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Now I often use the menu item down here so you guys can follow along.

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So I'm not pacing it too quickly but just to let you know you can also use the shortcut key whilst your

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cursor is in the 3D view that is always important.

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Shift in Z and that will flick in and out.

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Just a note at this point I'm only rendering to 10 samples.

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I don't need it super detailed at this point in time.

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I just need a rough idea of what's going on.

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It also won't tax your computer so much.

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If you keep the sample rate low so what we can do is if we hop over to the outliner I will just check

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that this is the only lampin Us seen.

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I know it is of course but if I click on the little icon it will disappear from the viewport shading

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and just a side note here.

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We go to render and render image or hit the F 12 key we can see it here.

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If you go ahead and click for camera I can.

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It turns it off in this round up.

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So the eye is for the 3D view and the camera is for your final render.

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So let's go ahead and have a look at the other lamp properties themselves.

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I'm just going to move the outline a new notice whenever you resize a window the view port starts recalculating

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So if you want to keep your computer from ramping up in volume as it gets really hot and starts thinking.

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Try not to recycle windows or certainly not the viewport one that often.

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Especially if it's actually building up so if we were wanting to have a little look at what it looked

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like with 100 samples and I got a move that it will reset back to one which should be really really

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annoying.

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Okay so I'm going to click on the lamp in the outline.

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I can also select in the 3D view.

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I'm going to go to the lamp properties on the properties window and we can switch here between points.

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Sun spot Hemmy area etc. So there's lots of things to choose from there.

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Now we can't change the intensity like we can in blender render as easily unless we click on this button

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that says use nodes.

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When we click on that we can see that the surface changes to in mission and then we can change the colour

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and the strength.

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The other thing we can do is actually make any missive object and that can be quite powerful as well.

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So you've got us both six options in total you can pick any one of these or create the missive object

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and that's what we're going to do right now.

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I'm going to leave the lamp on at the moment so we can just have a bit of light whilst we're making

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our lightsource So let's whiz back out and just have a quick look at our scene.

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Right.

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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

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mode.

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Brilliant because it's going to be a new object.

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It doesn't matter I'm going to create a UV sphere and it doesn't need to be complicated at all.

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In fact it can be the lowest possible thing three in three size radius of one where we can adjust that

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in a bit and see what its effect is and just kind of lift it away from our cone just leave it straight

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above it.

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And I'm going to go over to the middle tier reels tab and create a new material and call it lights.

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Once we've got the light material there we need to change the surface here to an end missive or emission.

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Here we go in mission.

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So it's just about a third of the way down.

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Now once we click emission it's going to emit this colour at this strength.

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So it's going to emit a white light at strength one.

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So let's hop straight back over into rendered mode.

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And we can see we've got our spot light so let's turn our lamp off and let's rename our spear spear

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sphere light source for the moment and just turn off the lamp.

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So at the moment we've got as we can see here we've got them sticking in renderman just moving around.

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We've got this kind of very dim light here.

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The strength is one.

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So we term up to 10 we can see it starting to light our scene up.

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We turn it up to 100.

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That's quite bright.

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Now it's taken a while to render off but that's like having a light above.

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Now we can have a sphere there we can have a plane so you can have like a window basically emitting

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light into the scene.

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Now I'm going to try and move this light source in the y direction.

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In our scene I just move it away so you can see it.

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Updates are seen accordingly and we've got a harsh line there.

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So this is important I quite like the lighting that's coming in there as a bit of ambient lighting might

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tone it down a bit once we've actually got the lamp cam we're just going through the principles here

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setting up our scene.

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In fact we could have two of those lights if we wanted to let's just see what effect if we select the

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light source it's there and that's absolutely fine.

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We know it's selected in the outline and just scale it.

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So if we move in that gets dimmer.

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If we scale it up it gets brighter.

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And it also changes the type of shadow that appears behind our.

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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

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see that it's yes that is far too bright.

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We can see that it's starting this shadow behind is starting to be a bit more blurry.

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If we make that really really small as if it was a little speck on we're going to have to turn the strength

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off at this point to even make an effect on our scene.

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Wow this is where at ten thousand we can see that the shadow behind here is much more sharper and defined.

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So depending on how large your source is just like in real life if you've got a large light in front

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of you it's going to make the shadows behind you much much softer than if you had a tiny light in front

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of you.

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That would create a much harsher light.

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But I quite like that that's worked out really well.

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So what else can we do.

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Well we can have different shapes of light etc. and we can obviously grab our lightsource.

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And I want to keep the lamps the same so I can link duplicate here and just move that across to over

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here.

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So now we've got two lights and we can light up our scene as if it was in an office or something along

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those lines.

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Okay guys it's Challenge time.

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I'd like you to set up your scene lighting set up an object or two as a light source in our scene.

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Now do remember we can and are likely to change this lighting later on.

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Once the scene gets more and more developed it's just a ploy almost a place holder lighting at the moment.

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Just so you can play with the lighting.

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Try different sizes different shapes you don't have to go for a sphere you go for a plane have that

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plane emit light and obviously as you rotate the plane itself it's like having a window or a sky lights

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depending on how you set it up.

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So balls of the air now give that a go.

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Okay guys.

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Welcome back.

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Let's hop back over into blender and have some play about with our lighting.

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Okay so back over in blender.

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I've I don't really like the idea of these two spotlights thinking about sets it's not spotlights but

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spotlights.

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I don't know how else to put that these two just circles in the sky.

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So I'm just going to delete both of those from our scene and it will go pitch black.

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But I'm not going to delete our lamp yet because it can always be a subtle addition to our lighting

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right.

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So in object mode I'm going to actually recenter.

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The 3-d cursor and I am going to hold down the right keys so I can move about properly and add a mesh

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that's going to be a plane.

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I actually quite fancy a window open.

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So let's just make that a little bit larger.

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Move that up move it back and then I'm going to rotate it around its x axis.

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So it's a bit like that so you can imagine that was be a very large window but you can imagine a window

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just there.

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We can always scale it in again depending on the effect it has on our model.

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So now we've got the plane selected.

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We just need to assign that material now being assigned a light material.

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And I haven't exited my animated lamp blend at the moment.

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I still have the light material available now if I was to call it that zero would disappear.

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Anything that's got zero against it will disappear upon quick saving quittin and coming back we'll get

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some more details in that later.

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But we can click on light and it will assign the same thing we were working on to this plane here.

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Now Im going to switch in surrendered mode and Ive got a feeling that is going to be far too bright

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for our scene and I'm right.

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That's because the emission level is 10000.

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Let's turn that down to 100 and see what happens then.

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All that's still too bright so we've got a couple of options I'm going to just hit one and see what

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how that comes out that's a bit better.

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Probably five.

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Let's have a look at our cone.

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Yeah.

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I like that.

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The only thing I don't like is the cone itself doesn't have smooth shading on.

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So with the cone selected unst going to hit smooth shading in the tool shelf.

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Have a quick look at that.

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And there's some funny stuff going around the base here.

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The reason for that is it's trying to smooth shade around the base as if it didn't have a sharp edge.

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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

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solid man.

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I'm going to add an edge loop.

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And with that edge selector I can't have an edge loop because it doesn't allow it.

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When you've got a cone so Im going to just extrude by nothing.

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So I'm going to pop in to rend my road now that's selected.

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You can see it's dark artificially around the base and if I hear extrude by nothing and hit enter.

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That should create a much better roundness around there and it has done so.

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There is some geometry on top of one another but that's okay because that has defined that one edge

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as a sharp point.

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There are there are a couple of other ways of doing that but for this purpose of this exercise right

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here that's absolutely fine and looks much better because of it.

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So I just need to turn off the other lamp of course that render the scene so we've only got the one

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light source going on.

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Excellent.

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Let's just go to render and render our image and see how that comes out.

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It's lucky that the camera faces at x y equals zero.

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And I'm still not happy with this sharp crease here.

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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

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see if we can do something about that as well.

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So let's just go out of here.

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We need to go down here to 3-d view again.

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Right so let's skip over to solid.

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Make sure we're in object mode and then select our backdrop and make sure it is smooth shaded believe

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it is.

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Up into rendering.

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Still got that sharp edge there.

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So in this case I'm going to bevel this edge here so let's hop into edit mode and this will just help

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smooth it out.

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Just a little bit more.

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Not going to add too much geometry into it.

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I think we've got doubles on top of one another here.

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Similar thing to the bottom around here what we did want because I've managed to create this with doubles

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around it.

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We've actually got ourselves a hard line then that's what it's rendering like that so in edit mode off

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selected that in time hollander's going to go remove doubles and we've removed two vertices.

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And if we hop back into rended mode I bet that's lovely and smooth now is perfect.

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It's exactly what I wanted.

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So occasionally if you've got doubles they can call sharp edges and they did in this case.

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Brilliant.

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Okay.

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How did you guys get on.

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I'd love to see the lighting you came up with in your scene so please share that in discussions and

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I will see you in the next lecture.
