WEBVTT

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Welcome to the for an owl married.

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So what does this do.

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Well it makes things more physically accurate and that is because everything has a friend nele effect

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in the real world and we go into more about what that is.

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In a moment now cycles does not do it by default so we have to mix some nodes together to make sure

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we get the effect that we want.

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Now one of the things to remember is that if your surface has a low roughness it has a high amount.

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A friend now.

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So for instance anything that's glossy is going to exhibit this more than something that is rough.

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So a high roughness equals a low amount for a now.

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So how does it function.

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Well simply put it calculates the proportion of incident lights of the light that is coming in from

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our lamps from the environment from whatever that is reflected off of a surface versus the amount that

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does something else.

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Now I say does something else because it does depend on what surfaces some of it will obviously be absorbed.

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Otherwise you wouldn't see the surface if we were talking about water and liquids.

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Well is going to go through the surface and start lighting up the base of the pond or the lake or whatever

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it happens to be.

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So let's have a couple of looks at some real world examples.

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So here we have the roof of a car now.

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Cars are pretty reflective in general and you see that closest to us where we're looking at it's almost

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straight on.

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There's less reflection then if we go further along towards the other car you can see in the background

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there.

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So we end up with more of the lights going through and hitting the paint underneath the clear coat on

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top of the car as it goes round so we see more of the base colour as we go around and further towards

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the top of the car.

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You can see more and more of the sky so you get more and more reflection.

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The lower that angle of incidence is to the viewer here we have another example of a car where we've

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got we can actually see the blue of the car and as we actually go further and further away from are

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our straight on angle we get a white and that's obviously reflecting the sky in the sun.

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And what we can see here this is the four an l effect happening so depending on the angle you're viewing

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depends on the angle of reflected light that you're going to see.

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Now a classic example of the for an l effect is something along the lines of this where we've got a

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gorgeous scene in front of us and we pay attention to the water because that is the highly reflective

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surface of this is an example of something with low roughness as all the others have been.

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But this is extremely low roughnesses is going to have a high for an l effect.

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So closest to the camera where we're almost looking through the water obviously we can't look into the

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water on this particular shot but you can see more of the bottom so more of the light is being refracted

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and hitting the base of the of the lake here and then being reflected now as we go further into the

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distance to the far end of the lake.

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More and more of that light is being reflected rather than refracted and transmitted through the water.

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Now here we have something that we've all experienced whether it's with a phone screen or a laptop screen

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when the angle is not directly facing us.

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We end up just seeing pure reflections of what's on the outside world rather than what we're trying

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to look at.

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This is something you can experiment with straightaway if you want to.

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We can really see the effect in full flow.

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So now we seen some real world effects of how the frenzel effect works.

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Let's go explore this now and hop on over in a blender.

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Okay so over on a default blend file now before I do anything else because I'm fed up of doing this

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I'm actually going to modify my start-up file.

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I want to select this lamp number of times I've now switched it to a sunlamp and change to the surface.

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Use nodes.

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That's NEWS NOTES here surface emission and set the strength to three the number of times I have had

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to do something along those lines is getting a joke now.

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So now I've done that.

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What I can do is go ahead and save my start up far than the next time I go file a new.

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It actually starts up with the lamp.

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Perfect that's exactly what I want.

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So when I go to rendered mode I actually get the bright uniform light across my scene.

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I have to set up almost every time so I won't be setting them up any more because it's already done.

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Okay so we've got our cube here and I'm just going to shift that back in our scene and again.

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Well actually in this point what I can do is open up a previous file if I wanted to but I'm just going

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to add a couple of objects into my scene.

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Doesn't really matter where for the moment because we're going to see them reflected in the surface

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in a few moments so.

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One final object let's go for a cone.

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Okay I'm going to turn snapping on so I can lift that up.

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And the same with the cylinder and I'm just going to move that back in the cross slightly.

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I'm going to put objects at slightly different places so I can see how the reflection changes with distance

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in a few moments.

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Kate.

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Perfect.

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I've managed to put that one relatively high.

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The final thing I want to do is add in a plane along and scale that up to cover the entire lot.

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The reason why I've added a plane is because this is going to become our reflective surface much like

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The Lake is with the mountains and trees in it all in the background.

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So all these low poly mountains and trees if you'd like.

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So now we've got that setup.

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I'm going to get rid of the tall shelf go into rendered mode make sure everything's working perfect.

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Another shift this across so I can see still see what's going on in rendered mode.

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But switch this one to the noda and I've gone to a vertical sort of workflow here rather than horizontal

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and actually I'm going to get rid of those two will not get rid of them but pushed them to the side.

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I'm going to add my alarm and make sure that selected the plane is selected and then create new material.

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I am going to call this water doesn't have to be water but in this case it's going to be.

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And we've got a set up here.

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We've got diffuse going into a material output so that's the default material we've currently got.

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So I need to show you guys where they're from l.a. is You might have seen it earlier if we go ahead

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and add in input and friend now and there we go.

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So that's now ready to be used in order to change the reflectivity of this surface based upon me angle

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that you're looking at it.

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Now one of the things we can do is actually hold down control and shift and click on for now and we

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can see the effects in action so we can see that it's going to be a dark grey not black.

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It will become darker and darker if you play with the Io.

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Ah but we can see here it's dark grey when we're looking straight down.

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So have a value close to zero.

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And then as we get less and less as we start going down to a much shallower angle to that surface it

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gets more white.

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And as we can see here there's actually a gradient as well.

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So we can see there that the which ordered to place things in as well.

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We can see the gradient there from not quite zero maybe Point 1 or so on grey all the way up to one.

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This will be white at the very top so that would be the most reflective.

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So just set up the diffuse snoad as the main outputs again.

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And then of course it's time for a challenge.

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I'd like you to go ahead and set up for an l.a. SIR add the remaining shade as necessary to make the

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friend node effective.

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Remember we need a shallow angle furthest from the normal to be reflective.

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And as we approach the normal off the surface for it to transition to another shader pause a video now

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and give that a go.

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Okay guys welcome back.

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Let's go set up the four in l.a..

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Okay so we're back over in blender and one of the first things that I need to do is decide on while

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we need something reflective to begin with if we're going to make this work.

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So let's go ahead and add in a gloss shader.

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There we go.

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So we now have two shaders to transition through.

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So we need to mix these two together.

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I'm going to use the node Wrangler shortcuts to do that.

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There we go.

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Got a shader plugged in and we need to change the front women factor here so where it's glossy or shady

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so glossy here pure reflective just to test.

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Of course I could use a control shift and click on it to us to isolate it.

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Let's go back to the mix shaner.

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We can see that the roughnesses say a point to so we're never going to get a decent reflection straight

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off.

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So let's lower that down to zero.

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So we do get 100 percent reflection and we want it as we come up here to be.

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Almost diffuse came with a tiny bit of reflection of course because it's not going to be there so that's

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the factor in here and see what happens.

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K. writes that is going the wrong way we can see that straightaway because it's not being highly reflective

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when we're down here it's being highly reflective at the other end.

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Kate So the next thing we need to do is swap these around then so let's swap them round if I'm going

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to reorder them as well.

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Just so it looks better.

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It doesn't look nice if you've got things crossing over.

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Okay so let's have a look at there now so it's diffuse all the way up here.

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And it starts to get more and more glossy The further you come down.

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Excellent.

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Someone to drag this ball actually closer.

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Oh it's.

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Closer to us.

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So we can see this far less reflection closer to the camera.

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Then there is a way from the camera.

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Okay that's perfect.

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How did you guys get on did you play with certain things so we go back to the surface here.

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Did you play with this Iowa to see what it does in fact.

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Let's do that now.

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I'm going isolate it first so we can see the pure what's actually going on so we keep it this shallow

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angle so we can see almost no.

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Oh no.

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Glossy coming through it all the way up to gloss coming through.

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So here we have an eye o are one point four five oh if we lower that down we see that we get more.

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All in fact if we go all the way down we get pure white.

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We don't seem to be able to stop going up.

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So is most effective lowering it because we get a much stronger gradient.

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So this is going to really emphasize the fact it's not going to be glossy close and glossy further away.

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I'm going to go for a valuable 1.0 and then control shift click on the mix shader again and just see

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what's happening.

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Okay so as you can see here it's at this sort of angle these are very reflective.

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Well let's make this bigger.

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So you guys can really see what's going on.

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So at this angle you can hardly see the reflection of this sphere but you can see the reflection of

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everything else in the distance.

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That's perfect that's exactly what I wanted to achieve.

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How did you guys get on please show your work.

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In the discussions and I will see you in the next lecture.
