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[flow_default] Transcription: 02_lookdev_viewport_shading.json

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transcriptions/02_lookdev_viewport_shading.json ADDED
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+ {
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+ "audio_file": "02_lookdev_viewport_shading.wav",
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+ "text": "In this video, we take a look at the new LookDev Viewport shading, which allows us to quickly set up an environment for editing our materials. When we start working on our materials, there's one important ingredient we need in order to actually see the material and all its properties. And this is lighting. But imagine you just want to quickly add some materials to your scene without adding a full lighting setup or test everything in different lighting setups, this would take a lot of time. And that's why we have the very nice look def mode over here in Blender, which allows us to quickly light up our scene and to have something for checking the reflections in our objects without adding any light source. So with just a single click, you can basically add a lighting setup to your scene to check your materials. But just to make this clear, this is not what you will see in the final rendering. This is just for checking your scene and materials. So now let's check the settings. If I click on this arrow, we can see we have a bunch of settings over here. And here you can see this mirror ball with an image on this. And this is basically a 360 degree background image which will be added and this lights up our scene and we can also see it in the reflections of our materials. And if I click on this, you can see we have a bunch of more we can choose from to basically check our materials in different lighting conditions. For example, here we have outdoor scene, here we have an indoor scene or maybe something at night. So we can check if our material we have created looks good in every lighting condition. And this works with just a few clicks as you can see. Then down here we can also rotate the 360 degree background image and then certainly the direction of the light changes. If I use this for example, you can see it pretty clearly. And we also can show the background, but just as a very blurred version. So this gives us a better feeling of like if we would have this background, this lighting all over the scene, how this would feel and look like. Then up here, we can also enable scene lights. That means as mentioned, everything we see right now in terms of the lighting is not for final rendering. But if you have some lamps in your scene like I have here, this sun lamp and I enable scene lights, you can see that this sun lamp and also all other lamps, if I would have more in my scene, would now light up my scene as well. But you can see still the background has an effect of this scene. And if you want to have the final look of your scene, how this will be rendered. Then you can also enable the scene world. Then it takes all the lighting information for the background, which we have set up here in the world settings. You can see here, here for example, I can change the background color, but I also could import these 360 degree background images, which we will learn more about in the lighting section of this course. So now let's disable the scene lights and the scene world and then if we take a look into the viewport overlays we can also enable the look death preview. Then we have these two balls here. One is a mirror ball and one is this white ball and if I move the scene around you can see how the reflection and the lighting also affects these two balls which we basically can take as reference while working on our scene. So when you enable the Look Dev Mode and you're wondering why you don't have these shadows down here, if I go to the EV render settings, as you can see, I enabled the Ambient Occlusion effect, the Bloom effect, which we can see if we have a stronger light here, which is this glow effect. And then I have also enabled Screen Space Reflection, which adds better reflection effects to our scene. But this also needs a bit more performance. But the good thing is even if you have screen space reflection disabled, the background will still be mirrored inside of these objects. So you also can check how reflective surfaces will look like even if you don't have this screen space reflection enabled. So and the last thing I want to show you here is the shading workspace. If I click here, we have a 3D view. Then over here we can access the files on our hard drive. For example, if you have a folder with a bunch of textures, you could easily drag and drop them into the shader editor down here, which we will learn more about in a separate video. And then over here we have the image editor if we would like to edit textures. But for the stuff we wanna do, for now we only need the layout workspace and the lookdev mode.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 302.93
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+ }