WEBVTT

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Welcome to creating a new scene in blender.

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In this video you will learn how to create a new scene.

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After we've done that we'll see a way of adding light rays in blender using the world volume settings.

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There are other methods to doing this as well just to let you guys know.

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However we're going to be using the world settings as it works best.

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In our case with the building we're doing so let's hop straight on over in a blender.

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Okay so we're over in blender at the moment and what we're about to do with the volume settings.

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Well the it only works with spotlights.

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So the environmental lighting and any other sun lamps or any other lamps that you've got in the scene

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where she worked for volumetric lighting which is a bit of a shame but that's how blender is at the

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moment.

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Of course it gets updated regularly so more and more options may become available in the future.

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So first of all what we're going to do is create a new scene because we're changing fundamentally how

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this scene is going to be lit and some of the other settings we can go into a new scene.

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And then we don't need to worry about it now.

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You may have noticed seen at the top in the outliner or you may not have paid much attention to it and

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just worked further down here each individual scene is self-contained it contains the render layers

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the world and all of the mesh and other objects you have in your scene.

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Now on top info ahead a bar there's a little plus button next to scene and at the moment.

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This is not got a names.

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I'm just going to call it Gothic church.

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Now my scene is actually named.

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And we can see it's named up here as well.

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Offic church now it clicked the pause button here and it gives us a couple of options.

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We can create a brand new scene so it'll be an empty seat in this we used to when we opened a brand

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new blend.

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Now this is useful if you're working on something else that's got something to do with your Gothic church

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or your office etcetera that you're working on and you want to keep it all in one blender file.

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We can copy the settings from one to another but with no objects as says Caesar we can link objects.

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Now of course the good thing about linking the objects is it means that anything you change in the scene

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one will go across to the second scene as well that were about to create a link object data so we can

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do that as well.

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And finally a full copy.

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Now that will make a copy but changes will not go backwards and forwards.

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And I am going to select all copy in this book.

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In this case because I just want to work on it as is in isolation.

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Essentially something go ahead and click for copy in its cool Gothic church as the one we used to this

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by now and Im going to call this light rays because thats what it's all about.

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So I've got this indoor scene here and we want to add light rays to it.

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Now there are various ways of doing this.

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But the best one is the world option so we go in the properties menu here to the world options itself

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and under volume there's nothing currently selected So let's go to volume and where it says none we

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can change that and it needs to save volume scatter.

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So I'm going to go ahead and click on volume scatter.

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Now a density of one is relatively thick and that's not going to produce very nice results.

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Now before we go and start playing with these options I'm going to go into the render tab of the properties

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and just scroll down.

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And I'm going to change my light path's to direk light.

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That's just going to make it nice and quick to render our case and now that that's been done I'm going

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to go back to World properties and on the density I'm going to turn that down to about Point one for

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the moment ask.

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See how that goes and adjust it from there.

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The other thing that we may want to do here just to speed up our volumetric calculations is under the

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settings we can turn on some modernness and we can put a tick in that and that just makes it quicker

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to render.

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Now in this it could be rectangular.

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The volume settings shift here the equal were is good for outdoors and the distance is for this or indoors

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lit up by the sun outside and things like that so.

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Or if you've got a mixture of things you can go for multiple important so I'm going to set that to distance.

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Okay.

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So now that I've got the scene roughly set up let's just move on over into rendered mode and we can

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see that it's pretty dark.

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And the reason why it's pretty dark is because the light in our scene comes from two places a sunlamp

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that's placed in the scene and the environment.

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None of which affect the lighting triangulations were in doing volume.

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So what we need to do here is go over and find our lamp.

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Or if you've not got one you're going to have to go and create one.

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I have got a sunlamp in my scene so I can go ahead straightaway and change that from a sunlamp to a

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spot lamp.

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Now that's not going to be good enough just yet because what happens with the spot lamp is the light

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falls off.

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The further you get away from it.

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So we need to make sure that that's constant.

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So what we can do here is go into the node properties of that.

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Particular lamps so we go to the node editor and we can see that there's a lamp out at the surface and

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it's an admission which is great and the strength is currently at five.

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If I put that 50 we might be able to see it's 500.

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No it's too far away it's not actually reaching the church building itself at the moment.

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So what we can do here is set this strength the light fall off the further away it is we can set that

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to a constant value so acts more like the sun as it goes through the scene.

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So going to add a node in here.

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So we go to out and go to colour.

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You see there's an option here like to fall off.

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Of course if you know it contains fall off we can go to search and type in fall off.

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And there it is.

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So now we've got that we can line up for constant outputs of the light fall off with the strength and

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then turn the strength up to three 50 400 something along those lines.

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Now it doesn't seem to be affecting our scene at the moment.

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There's a couple of things that we need to check.

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I'm happy with everything as it set up here.

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But what I don't know is where the lamp is and where it's pointing.

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So that's quite important so I'm going to go into solid shaded mode.

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Okay.

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So the lamps over here and it's pointing into the building.

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So that looks pretty good to me.

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Quickly render that and see if it's lighting up the outside we can see here is getting through here.

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Now I think that the light is actually being absorbed by the volumetric shading that we've got going

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on in the environment.

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So what I'm going to do here is still looking from the outside because that lamp is well it's well it's

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not being isn't even lighting up the ground so that's no good.

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Let's go ahead and go to the world properties here and scroll down the density here let's make it 10

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times lower Let's go nought point nought one.

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Aha.

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That is much better.

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Let's see what that looks like inside as well.

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How that is looking much much better now.

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Now it's still a bit dark in there and that's where we can use a couple of tricks to bring the light

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levels up.

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Now the moment because we've got the light paths on the render tab set a direct light there's not that

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many bounces going on.

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Certainly by changing that to limited global a nation for global illumination or just changing the settings

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here.

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So for instance increasing the number of diffused bounces the volumetric bounces as well will help here.

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So what we can do here is literally just render this out and see what it looks like and then take a

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base from there.

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Again make sure that you've got a relatively low resolution because the volumetric calculations is going

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to take a while to do.

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Now of course this I don't know quite how it's going to look when it's finished.

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It looks like we've got some rays coming in.

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It's looking pretty good there.

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Okay that is looking pretty good.

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Now it's going to pause the render there and I'm going to switch to another render slots to perform

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a change test but a not would diffuse back down to zero and go ahead and render that again.

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Now this is going to be slightly quicker in its processing but it's going to have less bounces in the

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scene.

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Now that is a style choice of course if you want to add more realism with the different bounces but

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this is going to end up much darker because light is not going to be bouncing off certain areas and

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we can see already it's had a much in well it looks much more contrasty.

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So that's with one bounce enabled so you've got some details where the light is not directly hitting.

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And if we go to here we see that it's a much darker image but I think that's a bit more atmospheric

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as well so there's a there's a kind of a toss up there between your style choice that you want to go

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for that looks pretty good.

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And of course with that it's time for a challenge.

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I would like you to go ahead and add volumetric lighting so you may have to use s.p. you rendering for

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this depending on your graphics card.

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And depending on your version of blender as well.

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So bear that in mind if you're if it's not working for you.

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Create a new scene and then add some volumetric lighting to your new scene and see how that comes out.

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Borzov video now and give that a go.

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Okay guys.

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Welcome back.

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I'm going to hop back into my blend file now and just see if there's any optimizations that I want to

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make and see if we can make this scene even better.

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Okay so that's looking pretty good.

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Obviously that's pixillated because of the amounts I've turned down the resolution I've put it at 25

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percent of 10 ATP there.

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Amber I quite like that dark atmosphere.

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And I think I could if I could just bring that up just a little it would probably make a much better

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impact on my scene.

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So with that in mind I'm going to try.

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Well let's scroll down here.

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Let's try turning up the amounts of bounces that happen through the volumetrics of the light that's

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coming in.

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Let's see if turning that up adds to the ambience of the room I don't want it much lighter than it already

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is.

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Adding one to the use she made it too bright for me.

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Let's go ahead and render that and see how it looks and obviously pick and who render slop before I

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do so.

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Otherwise I won't be able to compare one to the other.

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Okay so this render here is coming up to the end of it.

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And is it why it's different to the first one it's certainly lighter.

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And that is adding a lot of definition here in the in the pillars in the columns that are there.

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And I like that's that's all bringing that forward.

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It has made this scene a little noisier.

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Presumably because of those volumetrics.

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So what I need to do here of course is render it at a much higher sample rate.

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I'm happy with how that's looking at the moment so I'm going to render it now at I'm going to renderer

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a higher resolution for a stance that's going to take longer to do and I'm going to render it.

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I'm going to do the full screen render and then leave.

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Five hundred might be a little high but I'm happy to wait.

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So I'm going to go ahead hit render and I will see you guys back in a few moments.

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Okay so here we go here's the final rendering is still a bit noisy but more and more samples will certainly

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sort that out.

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But this is looking pretty good it's got the right sort of definition in there.

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I can see some detail in the dark areas which is awesome.

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That's exactly what I wanted.

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How did yours turn out.

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I'd love to see them remember to share them with us so we can all relish in your wonderful creations.

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Of course as always I will see you guys in the next lecture.
