WEBVTT

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Welcome to lamps verses in missive materials in cycles.

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So in this video you will learn the differences between the two light sources when using the cycles

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render engine understand that there is a time and a place for both.

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They both have pros and cons and finally will go on to use the blackbody node.

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So let's hop straight on over in a blender.

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Okay so we have our lamp here and if we render it as we had it a few moments ago we notice there's no

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lights coming to it so we do want a light bulb inside our lamp.

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Now there's a couple of ways how we can simulate this happening so we've got the three curse a 3D cursor

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set there at the moment so we can literally go ahead and add a lamp into our scene.

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That is a spot light.

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Let's change this to solid for a moment so we can see the direction of the spotlight is currently down.

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So I'm going to rotate that 45 degrees yes but it's roughly the right size as well.

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Over in the spotlight options you can change a couple of items here.

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It's strength we can see it's an admission that the colour coming out of it this size of the spot itself

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and there are couple of other options there.

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So let's just render that out and see what happens in faith.

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I'm going to just render this area here where the lamp light is falling and we can see we get a relatively

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clean lighting effect quite quickly.

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Let's just move it around a little and see how that comes out.

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Yes he's looking quite good but we're already at 30 with the number of samples accounting up here I've

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raised my preview to about 100.

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That's not bright enough so we can increase the strength here a little and see what we get then.

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So that should give us twice the amount of light.

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And in fact we can see there's a hole here and it looks like our position the lamp behind some think

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so it's actually causing a shadow.

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But you can see very quickly how we've got a nice quick defined line and it's not taking too long to

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get out a spots on the floor but it's not as accurate as a mesh emission would be.

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So there's places for both of these.

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The actual bit of our scene that's lighting the main scene this plane over here in the sky.

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This one here that is in a mission plane.

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And it's basically casting light across our scene.

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However if we want our spot light to be quite accurate we may use a lamp to do it.

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So let's just let that render out now and see what it looks like after 100 samples.

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In fact before we go and do that I'm not going to let let you be bored to much watching 100 samples.

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I'm literally just going to hop in here and move our lamp.

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Oh wrong lamp move.

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The spot lights just move it's down a little to where a bulb would be.

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Okay.

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Brilliant.

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So let's see how that works out when it's rendered.

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Okay so we've reached a hundred samples there.

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That's a really really crisp image really crisp spot light sorry that's going on there so I really like

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that.

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In the case of here if I wanted to use that I would attach it to the lamp itself parent it to the lamp

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joint I think we've got everything going on there.

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Now we've had a look at that.

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Let's have a look at what an admission would be like.

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So I'm going to hide our spotlight.

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In fact I'm just going to delete it from the scene for the moment.

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So it's not there at all not going to cause any problems.

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And I'm going to use a circle.

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So it's not too complicated mesh.

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There's a circle.

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I'm going to have to scale that in.

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I don't know how small.

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Probably Oh point eight again.

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That seems to be a good number at the moment.

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I'm just going to turn off render mode for a moment as well.

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Okay so I'm going to have to rotate that around the x axis by 45 degrees.

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I'm going to go to the side view again.

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To see and move that down to around the same place as our lamp was and I'm going to hop into wireframe

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mode to see where that is.

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That's absolutely fine.

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Now the moment is just a circle.

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So what we're going to have to do is fill the circle in.

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So it's got a face to it.

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Now I'll hop into edit mode and add a face.

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Now that looks like the face is actually the wrong way round but it doesn't matter at this moment in

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time but there is an option that will make sure that the light only comes from one side of the plane.

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We will worry about that at the moment.

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We've got that set there and let's create a new material.

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And I'm going to call it light bulb.

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And it's going to be in a missive material.

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And there it is on the node editors hiding away out of the way.

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So I want to introduce you to this colour value here you can actually change the colour of the light

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coming off of here.

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And by default it's set to white.

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Now we can control that colour values.

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You can see there's a little entry point for it here.

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So if we go in ad and it's all the way down at the bottom yet converter you can see here we've got a

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black body and what that does is it enables us to give a colour temperature.

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So if we link the colour outputs or the colour inputs of emission we can change the temperature of the

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colour see if you know you've got a five thousand Kelvin lamp.

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It will actually produce the right coloured light.

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So now we've got that.

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We've got an emissions strength of one.

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Let's turn it up to 200 like the last lamp and let's render a similar scene as before.

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Okay.

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So that is a 100 sample render.

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And as you can see it's a lot more noisy than the last one although it is probably more physically accurate.

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Now we can play with the settings down here and perhaps increase the strength because it's quite a small

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surface area.

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And the way that light is calculated from an admission is the while this strength this value here is

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based upon the area of the surface itself as we saw with the large plane when we originally set that

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up for the lighting for the rest of the scene because it was so large we could get away with the strength

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of only five.

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But of course with this tiny bulb in the middle there.

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We have to make the strength much larger if we want to bring to light.

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So we see 100 samples.

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It's still very noisy.

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So over in the render properties here we can go down here and let's find samples.

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I think of whizzed past actually sample samples sample sample samples is sampling here we get so in

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the preview of it sets a hundred.

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I'm going to now up that to something silly.

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And of course Paul's video whilst it renders.

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So we're coming up to around a thousand samples now and it's actually looking.

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Dare I say a bit more realistic is not so such a concise spot and I don't think it would be coming out

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of a lamp like that but it's a much more even spread of light.

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Now I'm going to again pause a video but I'm going to just render the entire scene that we can see here.

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Okay so just after a thousand samples and it's been a about 10 minutes render at the moment this is

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just a viewport rendered not a camera based render like where we've done in the past and we can see

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we are getting more and more of a spot appearing.

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But it's taken an absolute age to do this.

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So for accuracy I mean we've got the bright light where it's closer and then it fading off.

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Obviously this is an orange background but the light itself is slightly orange as well from here.

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And you know there's an argument both ways one looks one is accurate because that's exactly the light

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you get out of that lamp shade whereas one is a fake spotlights so one's kind of faking it.

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But it does depend on what you want to do and the power of your machine and the time you've got to render

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it.

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Obviously the more complex a scene you you've got to do.

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I mean the other one had a realistic or not a realistic render a suitable render in 30 seconds or so.

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This is already at 10 and a half minutes and it's going to probably just keep on going and going.

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What have we got there another 15 minutes I am tempted to leave it to do that.

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But at the same time I want to get on with the next stage of this as well.

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So we'll leave it there for the moment actually.

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Whilst that's rendering in the background I'm going to give you a challenge.

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One quick thing that I'll mention before I do the challenge is that if we were to look inside the lamp

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at the moment there would be a light in there if we were to look inside of the lamp with only a lamp

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source a bit confusing with lamps and lamps here if we were looking inside the lamp.

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When we had the previous spotlight generating the lights coming out we wouldn't see anything.

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It would be dark inside the lamp shade itself.

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So there is a distinct difference there.

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So what you may want to do is do a small combination of both.

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So it may be not turn the emission up quite this high but just have it in there so there is a light

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source.

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So if the lamp were to ever look in the direction of the camera at least then there is something inside

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there because it would look a bit odd if when we were animating it you moved the lamp towards the camera

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perhaps to look at the camera.

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And then you find that it's dark inside there that would that would be a bit confusing for the viewer.

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Okay so your challenge is to add your light bulb choose your light source for the bulb.

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You can do both of course you can do a missive and a spotlight and then finally parent the light source

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appropriately so it moves correctly.

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When we move the lampshade pause video now and give that a go.

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Welcome back.

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Let's hop over in blender and sort that out.

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Wow.

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So back over in blender and I don't know if you can see what I'm seeing here but the screen's gone a

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little bit funny looks like when I move the mouse over it it all comes back was that bit coming back.

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I don't know.

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I don't know whether Blender's going to crash because of this.

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But I can still see it doing its render at the moment and it's not even reached at two thousand samples.

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I'm going to obviously move my model round in a moment to show you one can do and I'm going to stop

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that rendering.

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Going to solid to change to stop it there.

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But if we hop around now and have a look inside the lamp you will see that that circle that I generated

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when we actually look inside the lamp if I hit Brenda it's white.

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There is a light source there which is great.

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That's is what we want and hop back into solid mode.

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I'm going to use the origin of that some are going to move the cursor to their origins to shift S cursor

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to selected.

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I'm going to add.

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I'm in edit mode I don't want to be in edit mode.

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I'm going to come out of edit mode.

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I'm going to add a lamp.

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I'm being blind here lamp.

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There we go as spotlight.

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I'm going to take that round by forty five.

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I'm happy with the light it casts from there.

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And because we're working on the lamp now we can see we've got a lamp out on a mission.

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I'm going to set it to the same colour temperature as before some going to add a black body.

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So be a whole day body.

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There we go.

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And I'm going to link these two together.

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And of course fifteen hundred would be a very orange type light.

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I think we were at 5000 before.

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However I will check.

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So let's go to the circle that's on here five thousand.

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That's absolutely right Kate.

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So let's just do a very quick render.

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I'm going to use control and be to go around here and just hit render and see how that comes out.

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So we get a spot coming out plus all the other stuff in there so we can do to minimize that from happening

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is.

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We can go on to our circle and just turn the shrinks right down.

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So I set that Sue I'm going to do a 100 for the moment we still get a little perspective.

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But it's not going to cause us too much grief.

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And when we look inside the lamp we've still got some.

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I'm looking at it through the rest of the back drop there.

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Okay.

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I'm going to turn the emission down a little bit more I'm going to go to 50.

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Maybe even less than that actually I am on the right thing yeah I'm on the circle.

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Let's try one.

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Okay that's great.

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That adds something inside the lamp.

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No that's far too dim.

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Let's try 20.

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Okay.

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That adds enough detail in the lamp.

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Is it causing a lot of speckling outside.

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So I do want to be cautious of the amount of noise that's being produced.

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No that's absolutely fine.

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I'm quite happy with that.

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Although I do want the strength of our lamp to come up the actual spotlights itself so let's going about

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the spot and looking at this.

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We've got a strength of 100 Let's turn up to 250 and see what we get then a much more defined spot.

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Perfect.

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So I've left that to render out for three thousand samples.

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That's a bit higher.

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No need for you to go that high.

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And I just noticed a couple of things.

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First of all I don't want to be quite this harsh so I can change a few settings there.

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I did walk away to go grab a glass of water I didn't deliberately let it run for 3000 samples.

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So now we go to the spotlight and go to the spot properties.

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I'm just going to increase the size of our spots to 60 and that will give it a much larger circle.

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So I'm happy with that.

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Okay.

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Now I'm going to increase the blend ever so slightly as well to make it just a little bit softer round

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the edge maybe not quite that high.

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Perhaps point five.

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Okay.

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Now that's done I just need to link both.

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The lamp that we've just created this circle here I'm going to call that light bulb.

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Okay so that's that.

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And the spots now need to find the where is the lampshade joints.

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They're both children of that.

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I would just check really quickly if we click on the rig go into post mode which we're in I can't see

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the rig at the moment so let's turn it on.

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Excellent.

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We need to grab one of the bones and that is the not the upper arm bone.

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The next one down this one here.

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Oh have we not.

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Upper arms here are a one.

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Let's rename that straightaway was respotted that's two lamp shade.

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Excellent.

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That's selected.

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If I move.

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Ah lamp abouts.

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Excellent.

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The spotlight moves as well.

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That's exactly what I wanted to do.

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Excellent.

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So please share how you got on in discussions.

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I'd love to see what sort of spotlights you guys came up with whether you follow this exactly or you

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experimented a little.

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Please share in the discussions and I will see you in the next lecture.
