[flow_default] Transcription: 02. Environment Lighting I.json
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transcriptions/02. Environment Lighting I.json
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"audio_file": "02. Environment Lighting I.wav",
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"text": "If you look at the references linked to our project, you might think, well, setting up the global lights, let's say global illumination is not that hard. It seems pretty flat to be honest. It's just white light coming from behind the windows. But if you look closer at the stairs, for example, you can see there are actually pretty complex shadows visible in this area. Same as when you look at the staircase, there is a very interesting shadow coming from those elements here. This might be caused by the sun, this might be caused by the lamps used by the photograph. But anyway, I think it's pretty interesting effect and it would be interesting trying to get the same effect in our scene. So let's see what we can do in terms of setting up the global lights themselves. To create the most basic global light setup we simply go to this icon here or we can also in the shader editor go to this little section here and change the object settings to world. And as for now, you see nothing here, but as soon as we click use nodes button, there is this very, very simple node setup visible. And you can see the default color for some reason is 25% white or gray. Let's just switch to the rendered view and see what it does. It's basically this very dark image, what we have. So by increasing the color to 100, you can see an instant change and well, at least we have some light right now. However, if we disable the staircase elements from the view and I'm pressing Ctrl B and selecting this region here just to see it closer, when we move to this nice interesting stair area, you can see there is very little shadow happening. Even if we increase the strength of the global light to 5, the shadows somehow are visible maybe in the upper section here, but they are very diffused and very different to nice vibrant shadows we have here. So what is a solution to this problem? The easiest way to cast those kind of shadows would be adding an extra light source to the scene, but that makes things a bit more complicated. Perhaps it is possible to create this interesting effect by influencing by changing the global scene background settings themselves. So there are two approaches to that. We could try to create Blender only note setup or we can use HDR image, which I also have covered this topic in one of the Chocopher tutorials. It will be linked below this video. But let's just see if we can recreate this kind of setup for our scene and check the results it gives. So I'm going to use Chocopher HDR image 05 which will be also linked below the video. So you can see, it is this cloudy weather kind of scenario with a little bit of light coming through the clouds. But in general, this should give us this very diffused white kind of gray illumination similar to what we have here in the scene. So to begin the setup, first we need to go to the node editor here. I'm gonna press Shift A, go to the Texture and select Environment Texture node. I'm gonna place it somewhere and link it to the color source. Now when I go to the rendered view immediately, this will be the effect and you should be getting familiar with this color because it indicates that there is no texture in a source of the color somewhere around the scene. So since this is a global illumination and there is no texture, it paints everything with this kind of light. So let's now load an environment texture. I'm going to my folder and selecting the lower resolution LR version of the texture because we don't need actually a high resolution image for a decent looking illumination setup. Let's now switch to the rendered view again. And the results should be visible instantly, almost instantly. So as you can see, this is something, and HDR map is available. It's able to generate simply by plugging it in as a background color. You need to remember, I'm gonna go to wireframe view, you need to remember that it has to be environment texture, not an image texture used as a color source for the background, because otherwise it's not going to work. You're going to have a very flat image without any realistic illumination, and you might be thinking you're doing something. I mean, you might be thinking you're doing everything correctly, but the truth is that's a common mistake for people who are just starting with interior or architectural visualization in general. So please keep in mind we need to use environment texture here. So let's get back to our preview again. And if your viewport is quite slow, as in my case, especially when I'm recording this video, you might see the mouse cursor is jumping sometimes, we might consider changing some of the performance settings here. So a bit slower. I went to the rendering settings, the same place where we switched EV rendering engine to cycles. Then I scroll down to the performance tab and here if we close everything, yeah, we have to go to the viewport settings, so performance viewport and we can change the pixel size to half of what it is normally. Meaning it will simply render just a bit faster, but the image preview we have is a little bit more blurry. And the reason it's blurry is because Blender divides the normal standard resolution of what you see in your viewport and it divides it by two by four by eight So it's natural it becomes blurry, but it doesn't mean we cannot set up the lights correctly with this kind of preview because we need a general information how the scene looks more or less I would say Keeping the setting of two is enough. It should work even on lower computers but if necessary you can even go lower down to eight.",
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"language": "en",
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"confidence": null,
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"duration": 490.97
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}
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