[flow_default] Transcription: 01_hdri_background_lighting.json
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transcriptions/01_hdri_background_lighting.json
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{
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"audio_file": "01_hdri_background_lighting.wav",
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"text": "In this video we start the lighting process of our animated car scene by adding an HGI background image to on the one hand add a bit of atmospheric lighting and on the other hand Extend the background so that we can see the nice mountains in the distance as You maybe remember from the images I grabbed online for the mood from my scene I wanted to have this bluish pinkish yellowish tone and in this case it should be a kind of night scene. And this is what I aim with all the lights and the color here. So before we get started, a quick look into the EV render settings here. We have ambient occlusion enabled. This are basically the settings we enabled while creating the car. And since we pasted all the objects into this scene here, we still have all these settings enabled. Then I have the bloom setting enabled, which adds this nice glowing effect here. And I also have this green space reflections enabled, which adds this nice reflection effects, as you can see. So in order to see the actual light we added to our scene, we have to switch over to the rendered mode. Since right now we are just using the look dev mode, which we used to create materials and so on. Since then we don't need to add any lamps or lights in general to the scene since Blender offers these background HGI's to test different lighting scenarios, but this is not for final rendering. So let's switch over to the rendered mode and now we can see what the scene actually looks like. And as you can see, although we don't have any lamp in our scene, we can see a little bit brightness overall. And this is because if we go to the world settings that we have this light gray background color. If I set this to be black, as you can see, then we don't have any lighting at all. And in this video here, we want to add a background image, which has two different purposes. The first purpose is to light up our scene just a bit so that we have like an ambient lighting and I use this to have some nice mountains in the background to fill up our scene so that it looks that we have a distance and a horizon. So what I do in the world settings behind color, I click on this dot here, go to environment and then I click on open and I already downloaded here. lamp later on. And this should shine from this area here. And as you can see, this HDMAP has like this sunset area already, but this is in the wrong spot. So we have to rotate the background image. And in order to do that, we have to go to the shading workspace. Down here in the shader editor, let's switch to the world settings. Let's switch to the rendering here again, but I just want to rotate this. So I have to add an input, text or coordinate node and under vector and mapping node. And here you simply have to connect the generated to the vector and the mapping vector to the texture vector of the HDI map. And now we have this nice mapping node here. So that means if I change the Z value of the rotation, we are rotating the HDI map. And now I can place it somewhere here and then we have the nice sunset area over here. So that means if you later on need to rotate this a bit, certainly you can get back here and change this. So for now I switch back to objects since most of the time we need the object shader nodes for adjusting the materials of the objects. So let's go back to modeling. This is the workspace we use because then we don't have this timeline down here. And now we have this nice background which also adds a little bit of lighting to our scene.",
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"language": "en",
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"confidence": null,
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"duration": 287.42
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}
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