WEBVTT

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Welcome to realistic lighting.

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All fake it in this video you will see that there is a fine balance between choosing realistic lighting

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and faking it and the time required is often a major factor in working out the path you wish to take.

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So all one hand we have realistic lighting just getting everything hyper realistic now.

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The issue with that is it can take an incredible amount of time to render and sometimes you get a rubbish

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result at the very end.

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And of course because it takes a very long time to render.

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You may not notice there's a problem with it.

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He spent a very long time doing it.

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But there are other ways around this issue where we can fake the look we're going for and we're going

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to go explore that now and hop on over in a blender.

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So I've opened up a brand new blender file and the first thing that we're going to do is literally just

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make a a just a quick room out of this cube so got a cube here.

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I'm going to go to edit mode.

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Subdivide it a couple of times.

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Going to edit mode.

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I'm going to subdivide it.

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Going to bring up the specials menu with W and it go to subdivide and then adjust the number of cuts

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in there.

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That's about right.

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And then I'm going to face select select these six here so we've got some light coming in but I'm not

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going to just delete them I thought I was going to what I'm going to do is actually separate them into

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a separate object and we can use that to demonstrate what we're trying to do.

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Now in this case I'm going to have to move my camera into my box so I'm going to do that now.

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Grab it's now going to have to move it not in the z direction just push it in there.

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Let's see how that looks.

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That's absolutely fine.

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I'm going to go for a bit double wide angle similar Go see the camera properties and go to the focal

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length and make it twenty four Yeah that should do absolutely fine.

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So at the moment and we've not got any lights coming in our scene we've got a lamp outside I'm going

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to change that to a sunlamp.

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And turn the strength flaps on in a click use nodes at certain strength up to five.

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And if we switch over to a rendered married it's going to be black because we are inside that cube.

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If we were to go in hide the Q One which I'm going to name now windows so I don't get too confused with

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anything.

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And make that a bit bigger there.

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There we go.

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So now we render it we've got like coming into the room I'm not going to bother setting up a light portal

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at the moment we shoot obviously make it a bit less noisy.

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So we've got the light coming into the room Now that's absolutely fine.

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Now if we were going to have glass in the way we would have this window would actually make it a material

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change.

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So I'm going to see unique material first of all and change that to glass otherwise I've been modifying

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the original material there which is something I wouldn't want to do.

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I'm going to use notes here and change this to glass.

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Now when we go ahead and go around there and scan to render in the viewport we see that it's taking

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absolute ages to actually put any light into the room.

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It will eventually get there we're on three out of 10 cycles but you can probably guess we're going

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to need a lot and lots of samples to get here.

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Now this is all in preparation for a stained glass window in a few moments that Im going to be making.

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However you can see actually going along the lines of having a realistic room with them in the windows.

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It may actually cause you more problems than you think its going to happen.

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You want it realistic but at the same time you dont want to wait in the e.on.

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So after 10 samples this is what weve got not very good.

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However what we can do and this applies to textures is well if we put a texture on to that plane it

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all it would be doing is emitting the colour of that plane.

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Thats all a basic texture would be doing.

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We can change the surface to a emission.

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And now that is lighting up the room.

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Now depending on what youre going for that could be all you need in order to get the right view.

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So we're in this render this out now see how it looks.

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Its going to take a while to go through.

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And of course this is just a basic room so that is absolutely fine in terms of filling the room up with

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lights.

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I'm not sure how many samples of gone this render Lets go have a look at 50 in total sense whizzing

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around there and thats absolutely fine.

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Now of course if I change the material colour and had its red then it would be ziv of the room or the

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glass was tinted red.

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Now the downside of doing it this way is you cant see through the window which means if theres something

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you want to see outside through that window this wont be the best way of doing it you may be able to

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find a mix of shaders that sorts that out perhaps putting in a a transparent shader as well as something

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else to try and a minute or mimic the see through ability or the transparency of glass.

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I was about to make up a word there dangerous thing to do.

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So now we've had this preparation.

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I've got a small challenge for you.

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I would like you to go ahead and create a missive surface so I'm going to be using an image of a stained

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glass window and using it's a fake light coming through into my church that I'm making.

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Now in your scene perhaps you have a coloured lamp or a TV screen computer screen or a laptop screen

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in your scene.

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There are lots of different options that you can go for create in the missive surface and see how he

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gets on 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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Let's go ahead and add in a missive surface over in blender.

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Okay so we're back over in blender here and I'm going to go ahead and open up my Gothic church scene

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and I'm going to import an images as a plane.

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That's how I'm going to bring my texture in.

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Now I want to make sure it's roughly in the right place.

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I'm going to pop it on the back window here.

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So I'm just going to click to but the 3D cursor roughly in the right place.

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I can move it to my heart's content in a moment.

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I'm going to go and add a mesh images planes or lots of choices here.

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Or I can see this stained glass window.

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Case I'm going to go in to.

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Is it textured mode I want here.

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There we go I can see what's going on.

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I'm going to rotate round on the y axis.

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By the looks of it.

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No no no no.

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X axis by 90 degrees.

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I think so.

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Let's move that up.

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And make that a bit bigger.

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I'm not seeing anything in the moment and just switch over into rendered mode.

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OK.

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So that gives me an idea of what's going on there and I'm literally just going to stretch this image

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up for the moment.

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So let's scale it on the z axis.

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That's looking good.

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Now move it only on the z axis until it fills up the area.

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I want it to go it's looking pretty good.

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I might actually be able to scale that back down again but I'll leave it like that for the moment.

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Now I know there's a few issues around the top here with you in the church from outside of the building

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from outside but that's not a problem because my camera view is from the inside.

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So let's have a look at what's going here and I can see that it's actually a little bit too high.

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So that's crowd that move that back down ever so slightly.

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Okay.

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Now I'm going to.

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It's already.

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It's already brought in a lot of the properties.

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We've got an image texture here but it's currently set up as a diffuse b s.

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So if you shade up I'm going to go ahead now and switch that to a mission if I can see it.

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There it is.

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And there we go I can already see that that's already pumping out light into our scene.

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Now we can play with the strange some going to go to five and perhaps that's a little bit too bright

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so drop it back down to four.

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And just getting a feel of it here.

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And of course the best thing to do.

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Is to probably just click render and see how it's looking so we will go ahead and render the image.

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Now that might take a while to do I'm just going to check my settings before I go with mine.

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There we go.

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I don't need to run it at a full 10 ATP or any stupidly high like that's just going to run a very very

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low rez version because it's just a spot check how things are looking.

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Is lights coming into the scene.

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I mean that's looking pretty good so far I'm liking what I'm seeing.

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Now of course I can adjust this.

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It doesn't look like it's actually filling up the entire window like I expected to.

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But again those are all adjustments that I can make.

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But that is definitely letting light in and looking much better than it looked before.

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It does look like I need to adjust these or indeed get an image that matches my window or make my window

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match the image a bit better.

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Lots of options there but that is coming along pretty well.

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How did you guys get on what did you add into your scene as in a missive surface please post in the

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discussions.

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I'd love to see them and I will see you guys in the next lecture.
