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[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/8 - Lighting/2 - HDRI Maps.wav

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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_8 - Lighting_2 - HDRI Maps.json ADDED
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+ {
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+ "file": "2 - HDRI Maps.wav",
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+ "transcription": {
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+ "audio_file": "2%20-%20HDRI%20Maps.wav",
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+ "text": "In this lesson, I will tell you about HDRI maps. HDRI maps. These are maps created by specialists that accurately represent the situation outside our windows. These are maps made in real conditions, for example, on a mountain ridge during sunny weather, where the creator captures the scene with a special camera or equipment. I don't know exactly how it's done technically, so I might be saying something slightly wrong. But in any case, it captures the real conditions that surround us. For example, let's say there is Sunday, 12 o'clock, full sun, clear sky without clouds. And if the artist captures just such a moment in the HDRI map that he makes, then, such an environment, we can then load it directly into our program and replicate those lighting conditions in our scene. Of course we need to adjust them accordingly. It's similar with HDRI maps as it is with textures. The quality varies greatly. There are free maps that are of good quality. There are also paid maps that are of poor quality. There's no one size fits all solution here. You always need to look for an HDRI map that is really good quality. And at the end of this lesson I will tell you where we can download such HDRI maps. Moving on to how to create lighting. We'll copy the settings we created a moment ago. We'll switch to it and remove the sky texture and hue saturation value. We create an HDRI map by adding an environment texture. It's like the equivalent of an image texture, which we use for materials. We connect it with color, and if nothing is loaded here, we get this pink glow. It usually informs us, just like with materials, that something is wrong. We need to add mapping. We add mapping through mapping, just like with materials. And texture coordinate with the difference that this time we connect the generated to the vector. Now we can load the HDRI map. We choose open and we specify the location of our HDRI map. In our case, it's in the texture folder. I've chosen two HDRI maps here. One is in 1K resolution. The other is in 8K. Now I will discuss the difference. Let's first read the 1K map. After loading, we can see that some lighting has been created for us. This lighting depends on the HDRI map because HDRI maps are created, as I mentioned earlier, at different times of the day. Depending on the position of the sun relative to the horizon at that moment, the lighting in our scene will be set up. This is exactly what we can juggle with in the case of sky texture. Here we juggle sun elevation. In the case of the HDRI map, we already have that imposed and there's not, we juggle it here. Strength in the background node if we want to decrease or increase the intensity of our lighting. This is also heavily dependent on the HDRi map. In one case, the appropriate value here will be 0.1 and in another case, for example, a value of 50. And it's not guaranteed that our lighting will always look good. In this case I can see that my scene is relatively dark, so I'll try to give myself some lighting, e.g. height, or even 12th to brighten it up a bit more. We can see that the sun must be relatively high above the horizon because the lighting and the sun's rays fall below at quite a sharp angle. We can rotate the HDRI map just as we rotated it. Sky Texture. However, it's not specified from which point the lighting starts. What I mean is that the starting point zero isn't necessarily where the sky texture was. Often with HDR, the zero point is located here. But in this case we see that point zero is located definitely somewhere else. Because if it were here, we should be getting shadows in this spot. Well, because the sun would be shining at exactly that angle. So let's try to catch up. Such a point. And we can roughly assume that the zero point is at approximately a minus 37.7 or minus 38 angle rounding it to whole units. So it's located somewhere here. Sitting this to a minus 38 angle gives us the zero point. Of course I misspoke, I'm sorry my mistake because point zero is at point 38 which is here and by setting it minus 38 which is counterclockwise we're at point zero because now we can see that the shadows are over here which means the sun is shining probably exactly in that direction. As I said this starting point let's call it the origin point, is not the same for every texture, so you have to keep that in mind. When it comes to the possibilities of juggling the tilt angle theoretically, we can do this from the location at point Z. We can enter, for example, a value of 10 cm, which would suggest that the Sun would rise by 10 Smymethara and the angle would be even sharper. It actually works the other way around because by giving a value of 10 our Sun is lowering. It goes lower on the horizon and the shadows get longer, so positive values. They are the other way around. They behave the opposite of what we expect. So this is a way to make a slight adjustment to the sun's position when it comes to HDRI maps. We can also simply use the hue saturation value node here if we want to see a patch of the window and we really don't see much beyond that window. But maybe from a different perspective, we'll see a bit more. Let's switch to a frame where you can see something more outside the window. Oh, that grid will be perfect. We can see that there are some trees here. Trees, some meadow, some sky. In the case of sky texture, there's really nothing outside. This is a certain advantage, HDRiMap. The other side of the coin is that typically the views obtained using HDRiMaps are views that are difficult to match to the current situation. Because in this case, with this apartment and working on this project outside the window, I would like to see a fairly large section of the city viewed from above. So it's really hard to find a map HDRI, first of all, that will guarantee us the kind of view we're looking for. And second, to match the perspective perspective of our view it was hiding what we want to achieve. So theoretically it's a plus but practically not necessarily. Another downside is that one key quality HDRI maps they're lightweight for the scene and you can easily juggle and quickly adjust the angle of rotation HDRI maps and it's very, quick and pleasant to work when it comes to choosing different types of lighting. But the view outside the window is very blurry and of very poor quality. For this view, if we really insist on it, the HDRI map should be at least 8 or 16k quality. You'll see what happens if we load such a map. I'll copy these lighting parameters. Again, I'll load the same map, but in 8K quality. How do you see the view outside the window? And automatically, the view in the reflections, if it's visible somewhere, in this perspective, we can't see it. The view outside the window has become sharper. But what's the downside? The downside is that the HDRI map takes up more MB and is a bigger load for our scene. Moreover, any change in angle, for example, from minus 38 to minus 20. This means we will have to wait a bit longer than in the case of the 1K map. While in the case of an 8K map, this difference is still acceptable and will not bother us so much. If we load a 16K or even 24K map here, because these can also be found on the internet, the potential will be longer. And really, when we're choosing the lighting, we test a whole bunch of different angles. If we test for each frame, 10, 15 settings, and with each setting, we'll have to wait a few seconds for the view to refresh which can be quite frustrating. And we have to remember, as I mentioned earlier, that with HDRi maps, unfortunately when it comes to height and shadows, whether the shadows should be sharp or more blurred, we are quite limited. For this reason, for interiors, I strongly suggest using Skytexture because it gives us perfect control over all the aspects I've mentioned. It's really very nice and very pleasant to use. It gives great results. In my opinion and belief, when it comes to interior visualization, Skytexture performs much better than HDRI maps. HDRI maps, on the other hand, were great for lighting outdoor scenes. There we have buildings with a lot of windows where you can see some reflections and it's nice that the reflections generated by HDRI maps look great because they are natural. In the case of outdoor visualization we also see the entire sky so the sky generated by HDRI maps it is incomparably better in quality than the sky generated by HDRI maps. It is incomparably better in quality than the sky generated by sky texture. Plus those reflections I mentioned a moment ago. Putting it all together, it really gives us great results. In summary, when it comes to natural light and interior lighting, for me the advantage, a pretty big advantage, is on the side of sky texture. When it comes to outdoor visualization and lighting for buildings, HDRI maps definitely take the lead. Where can we download HDRI maps? There is a website that, in my opinion, is the leading site for free HDRI maps that are really good quality. This is the website polyheaven.com. I already mentioned this website in the context of free textures. We have a very large HDRI map here. Some are have lighting that's more orange, more evening like. Really wide range and a very large selection. When it comes to paid maps, they are really high quality maps that have been leading the market for a long time. I can recommend maps from PG Skies and also maps from 3D Collective. A lot of people use them. I personally use these maps in my work. When it comes to outdoor lighting I'm really very satisfied with them so I can confidently endorse them and confirm that they are truly great in quality. That's all for this lesson on HDRI maps.",
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+ "language": "en",
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+ "duration": 776.24,
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+ "timestamp": "2025-12-10T17:58:35.052825"
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