[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/8 - Lighting/3 - Artificial Lights.wav
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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_8 - Lighting_3 - Artificial Lights.json
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{
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"file": "3 - Artificial Lights.wav",
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"transcription": {
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"audio_file": "3%20-%20Artificial%20Lights.wav",
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"text": "In this lesson we will move on to artificial lights. These lights, as I said in the first lesson, are the lights that can be responsible for the light. Emitted by elements such as lamps, LED strips, or other items that can shine. We add these lights from the same position where we add all other objects, and it can be a light, for example an area light. We'll move them to this spot. We'll move it slightly up so you can see the effect. Area, light. This is a surface light that shines down here. The direction of the light is indicated by this vertical line. In the light settings we have several parameters that we can juggle. The first of them is color. We can change it, first of all from this position. Or if we switch to object mode, we can easily check the use nodes option for the specific light. This way we will get nodes, similar to those for materials and world settings, except that this main node is called light output. The node is connected to the emission material, which is the material that emits light for us. In this case, just like here, we have the color option. If we want to change this color and set it to, for example, the specific color expressed in Kelvin's can be achieved using a node called blackbody. If we connect color with color, we now have a specific temperature. It is expressed, I mentioned in Kelvin's 1500 is a very warm temperature. The more we move towards the higher values, the colder and more neutral the temperature will become. An optimal temperature still warm is around 3000 K. I'll increase the intensity so it's more visible. For example, at front and coming back, a warm temperature is 3000K or 3500K. The more towards neutral, for example 5000, this light is already changing its color to something still warm but more subdued. And values of 6500 are considered neutral values, meaning white values. We can take some extreme values, for example, approximately 10,000, then the light will start to take on a more blue tone. Areotype light is the most commonly used light for interior visualizations. It can imitate lighting from an LED strip, lighting from a lamp, or lighting, for example, from a lamp or lighting for example from a halogen. We can change the shape of this light here. We can set it as a square which is what it is now, so square. We can give it the rectangle option which is the rectangular by changing it here. Its proportions, the disc option which is round, here we can change its diameter. And the ellipse option, which is ellipse, just... It matters in... in certain situations, such cases, like when we want to adjust the lighting from a long lamp, for example, we will set the shape to a rectangle. And we can set up such lighting now. We'll move this light roughly under our lamp. And we can change its sizes. We can do this from this position. And we can simply scale them, just like we scale all objects with the S key. So we'll adjust it here roughly so that it matches the size of our lamp. Of course, it doesn't have to be perfect. It's crucial that this size is as close as possible to the shape of our lamp. It could be this. And then we'll just slightly move our light just under the lamp, so that it is right under Baicha, our element. Thanks to this we created lighting that will illuminate our island. Now we need to set the appropriate parameters for it. I don't want to create an evening atmosphere, but not too warm. So I'm not looking for a value of 2700 but something more subdued. I think a value around 4000 will be just fine here. When it comes to the zones, the value is 15. I think that value is also perfectly fine here. As for the next types of lights, we can simply add a point light. We're adding it from the same position. Point light. This is a typical point light. Such light can be used, for example, as the light emitted by our lamp. We'll do a test like this and transfer this light. Here, somewhere in the middle of our lampshade, we can isolate these two elements so we can focus on them a bit better. Of course, it doesn't have to be perfectly in the center, but it's important that it's roughly in this position. We'll copy this light to the side so that it is in every basket. We'll copy it using ALTD to keep the same settings for all the lights that will be here. And then we'll take care of selecting its parameters. We'll use the nodes again. Something is happening here in this spot, but at the same time, it's not generating a super bright light compared to, for example, with a value of 20, it's just a very subtle highlighting of the areas around this lamp. It could be a value of 2, it could be a value of 3. In general, I would stick to fairly low values here. Area lights and point lights are the types of lights that are most commonly used in visualizations, because they correspond to the lighting of the most popular elements which are simply lamps. In the next lesson I'll show you how to create lighting using models that have an emission material.",
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"language": "en",
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"duration": 423.67,
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"timestamp": "2025-12-10T17:49:49.779000"
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},
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"timestamp": "2025-12-10T17:49:49.782186",
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"processing_time_seconds": 223.84664678573608
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}
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