[flow_default] Transcription: 01_image-based_lighting_04.json
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transcriptions/01_image-based_lighting_04.json
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{
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"audio_file": "01_image-based_lighting_04.wav",
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"text": "Let's now do some side lighting. Apparently the plain light that we have just created isn't enough to wrap the light around our character and to push more of that light into the scene. So what I'll do in a moment is add extra screens like they did when shooting Mandalorian to wrap some of that light around. And so our plan is this. We'll put extra image based screens on the left and on the right using this same source image with the Night City because now this side of the character is just black. It is just a black outline, which is cool, but we can work to extend our setup to make it slightly more universal. So I'm gonna press Shift D to create a copy of our background plane, then R to rotate it like that, make it bigger as well with the S key. And you can see how the left side of the guy got some exposure and color from that panel. That and move it to the right, obviously like that. It should have its own collection as well. It's nice to separate lighting layers like that. You can easily switch them on and off and do all kind of interesting stuff. I'm naming this HDRI right and moving this panel over here and giving it a proper name. Again, I made these screens a bit bigger than the backdrop. It won't be seen in camera anyway, but it'll help to and projecting colorful light into it. I hope you don't mind the grayed out TMP folder. It's for trash, I keep it this way. So these lights, by the way we can turn them on and off like that by clicking on the checkbox near the collection. So these lights will help us to get some side lighting still motivated by the background. The colors are still the same across all these images. Technically, the city should probably extend to these directions anyway surrounding the set. It should look pretty realistic. Now we can give a unique material to the left one. So I'm clicking on this icon and giving it a proper name. I forgot to do it previously, so here we go. Left and the right one as well. Go down to Material Settings, press this icon, double click and rename it. Right. Now it should be possible to adjust some of their settings separately. I'll press Shift F3 to get into the Shader Editor. And now we can, for example, increase the power of the left panel. Here it is. Remember we added the multiplier after the group that multiplies the strength. It can be anything. Let's just not go too crazy with it. It can be anything, maybe something like, I don't know, five, or maybe somewhat a bit weaker, three. The color can be tweaked as well. I think I'll boost the saturation to a crazy value of 2 for more neon-like or laser-like colorization to really emphasize the saturated night city colors. That will work really well to convey the mood, I'm sure. Or to demonstrate this technique. The same for the right one. First, we can amplify the power from the side lights even harder to solid 5. Okay, that's good. It wraps a nice amount of night city light around our scene and that is a basis of our setup. We've done it. This is how it looks without these extra panels and with them. Keep in mind all of them still use the same group with the edge-erised image but with the local controls for strength and color. Hopefully this part of the setup wasn't too difficult. Hopefully everything is clear. If not, feel free to pause, feel free to re-watch this segment. Hit us up with questions if anything is unclear. And we can move on.",
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"language": "en",
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"confidence": null,
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"duration": 391.79
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}
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