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[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/8 - Lighting/1 - Sun sky.wav

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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_8 - Lighting_1 - Sun sky.json ADDED
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+ {
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+ "file": "1 - Sun sky.wav",
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+ "transcription": {
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+ "audio_file": "1%20-%20Sun%20sky.wav",
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+ "text": "In this lesson, we'll move on to working with light to start a few basic pieces of information. In Blender, we can generally divide lights into natural lights and artificial lights. Natural lights, i.e. lights that are emitted by sunlight as it appears in everyday life, and artificial lights that emit E, G, L, or LD strips. In daytime shots, artificial lights are usually turned off, although it sometimes happens that some individual elements are lit. In evening shots, on the other hand, artificial lights dominate, and the natural light is of quite low intensity or is reproduced to create a nice atmosphere of twilight. In this recording, we'll focus on the first type of natural light, which is the light emitted by the sun. It will be done using the built-in Sun Sky Texture. We carefully create the light settings in the Shader Editor tab and then we modify the object to World precisely and with attention to detail. Here we already have a defined light that we used when previewing materials. I didn't talk much about it back then but now I will discuss it in detail. We'll remove these two elements and we'll keep the basic settings because in the basic settings, basically if we create a new type of lighting, we get these two nodes, node world and node background. The node background is responsible for the color and intensity of our light. We have the color set initially to gray and the strength to a value of one in the preview. This lighting looks like this, which is just gray and you can't really see anything. We'll add something here like sky texture. We'll connect the color with the color. Sky text share, which is a node that simulates the light generated or received from the sky outside our window. And here we have an option called Sun Disc. This option, when enabled, makes it so that it simulates the glow of the sun. Outside the window we can have sunny weather where the sun's rays are clear and intense. Or cloudy weather where the sun is hidden behind the clouds. With the sun disc turned on we have that vibe of sun is. Tilted in relation to the horizon. It's expressed in percentages. So, here we can imagine that there is a 90 degree angle between the zers axis and the x axis. And at this moment, our sun is at an angle of 15 degrees, which higher our Sun will be above the horizon. Basically, essentially the larger the angle in general, the more we can assume that the Sun is approximately approaching noon. Because at noon, the Sun is typically positioned directly and usually the highest in the sun. position and shines in this direction. At this angle, the rotation in a degrees there causes the sun to rotate clockwise, meaning that by increasing the value, we make it so that the sun rotates from this point. Exactly in that direction. In the visualization, as always, it's nice for the shadows to be quite long. So I'm trying to keep the sun relatively low above the horizon, usually around 15 to see some sun rays in my scene. So, I'm leaving this option turned on. And after activating the sun disk, we have two options to choose from. The first one, which is Sun Size. Sun Size determines how sharp our shadows are in our scene. Basically, a starting value of 0.5 to 4.5 degrees makes the shadows relatively sharp. But the more we increase that value, the more blurred the shadows will be. For example, a value of 5 will already make the shadows softer. And a value of 20 will make the shadows both slightly shorter and even more blurred. Here it really depends on the mood you want to achieve and what effect you're looking for. In my scene, I would like the shadows to not be too long and to be very soft. So I think a Sun Size value of 20 will be optimal here. Below we have Sun, Intensity. Sun, Intensity is responsible for how intense our light is, how strong the sunlight is. A value of 1 is definitely too high in this case, and I would like to have that value lower. For example, 0.1. Besides, our scene is obviously getting a bit darker, so maybe a value of 0.2 will be better here. And when it comes to the overall brightness of the scene and the overall brightness of the lighting, we can juggle it in the Strength position in the Background node. Right now we have the value set to 1. I think I'll try a value of 2. We can see that our scene has already brightened up a bit. A bit more. We can use a value of 3 as well. It all depends, of course. As I mentioned earlier, it depends on what effect you're looking for. At this point, it's worth mentioning that the lighting of our scene, when it comes to its color, largely depends on sun elevation. Because the smaller the value, the lower the sun is, as I mentioned, above above the horizon and that's how it lights up our scene. Generally warm in colors, more yellow, more orange. For example, with a value of 5, our scene will be darker. Of course, oh, and even more saturated into colors like yellow, into orange colors. And if we raise it, for example, to an angle of 45 degrees, we can see that our scene shifts into colors already more neutral. But what if we want to have long shadows like we did before but we want to maintain neutrality colors? To do this we can use the hue saturation value node which you already know from the lesson on materials and we can adjust the saturation set the value to one for example. So this, our scene shifts into slightly more neutral colors leaning towards a more white tone. But we keep all those settings that we wanted regarding sun elevation. We can juggle the saturation to the values that interest us. Value 0. It completely removes any saturation. However, I don't want to bring it all the way down to zero. I would like it to gently shift into a yellow color, orange, but really subtly. So I think that a value of 0.4 will be the optimal value here. Now, depending on the angle of our camera from the view of our scene, we can juggle things around here. Sun rotation, yes, to achieve the most satisfying effects. We can rotate it freely. This angle really until we decide that this is the point. And at this moment our scene looks the way we want it to look, that it looks the most interesting. I'll try to set the value to 120 here and I think this is how the scene looks. Okay, here I can see that my kitchen cabinets are nicely lit. It's nice how this wall is highlighted between the lower cabinets and the upper cabinets. This place is a bit dark, but I think it adds a really nice vibe and a pretty cool effect. It's precisely because this part of my composition is highlighted. This wall is gently illuminated. The top is slightly dark. Nice contrasts are created between light and shadow and in my opinion it looks really great. A big advantage of Skytexture is that we really have the freedom to shape shadows, the freedom to shape lengths, also those shadows when it comes to the rotation of the sun's tilt relative to the horizon. And when it comes to interiors, it's really, really, it's a very good option and I use it in practically every one of my projects when it comes to interiors and I highly recommend it to you. It gives you much better control when it comes to the lighting atmosphere is really about juggling shadows, juggling color, intensity and so on. One disadvantage maybe that if we have a lot of glass surfaces, there will be no reflection in them. Nothing. Interesting. But we'll also tackle this topic in the upcoming lessons when we set up the view outside the window. In this course on scene lighting, the lighting for each shot was done using sky texture. Finally, here's you you you",
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+ "language": "en",
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+ "duration": 665.53,
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+ "timestamp": "2025-12-10T17:48:14.365713"
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