[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/8 - Lighting/6 - Scene Lighting.wav
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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_8 - Lighting_6 - Scene Lighting.json
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{
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"file": "6 - Scene Lighting.wav",
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"transcription": {
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"audio_file": "6%20-%20Scene%20Lighting.wav",
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"text": "In this lesson, I'll briefly talk about illuminating scenes with external light. For this purpose, we will move on to the daylight lighting that we created in the first lesson. Very often there are situations where we get nice light from the sky texture but for example a corner that's quite far from our window ends up being dark and not much happens there. It stands out a bit too much against the background of other bright elements. That's exactly what lighting is for. I'm illuminating such a scene by simply creating area type lighting and I place it outside the window. I need to scare this lighting so that it's roughly the same size as my window. It can even be a bit wider and a bit taller. It doesn't have to be exactly like the window. I place it right next to the wall. I can move it back by five cms for example. The same light. I'm copying it to the second window. And I scale it to adjust the dimension. I'll move this light to a collection that I named Illumination. Because in the case of night lighting, which I'll show you later how it was specifically created, as you will see in a moment, in this particular demonstration, we won't be using that outside lighting. The values of this light should be quite high. We'll set them from the light settings position. We'll set a value of for example 800 buil. And thanks to that you can notice when it comes to this light. Of course, because we still need to set this light and we'll take that into account here. Let's say 800 buil. Thanks to that you can notice that this area right behind the window is nicely illuminated. So we'll turn off those lights and we'll turn it on. You can see the difference in the lighting. I think I can slightly adjust the overall lighting from 3K2 to get a bit better contrast between this part and the shadows in my scene. Here we can see that the experience is really doing a great job. It nicely brightens up this area here. This way a nice contrast is maintained. At this point it's worth mentioning one more thing regarding the glass in our windows. Here as you can see the glass is isolated from the window models. They are completely independent elements. They contain glass material but they have one option marked when it comes to their settings. This option is located in the object tab. It's this orange square. Next, Visibility. And we have something like ray visibility. This is an option that tells us whether our glass will generate any shadows in our scene, how it would be visible in diffuse, glossy, and in other elements regarding other models in our scene. All objects generally have all options enabled when it comes to ray visibility, meaning they behave 100% physically correct. In the glass however, it's worth leaving just the option, camera. That's all the information regarding lighting our scenes from the outside.",
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"language": "en",
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"duration": 235.8,
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"timestamp": "2025-12-10T17:46:54.420126"
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},
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"timestamp": "2025-12-10T17:46:54.422988",
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"processing_time_seconds": 48.48683142662048
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}
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