[flow_default] Transcription: 02_night_scene_01.json
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transcriptions/02_night_scene_01.json
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{
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"audio_file": "02_night_scene_01.wav",
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"text": "Hey, Glad Alexander here! Welcome to yet another tutorial from this cinematic lighting update. As a quick reminder, in the previous one from this extension pack we learned an easy and very approachable image-based lighting technique for illuminating the night scenes, so feel free to watch it first to get a quick result. This one is gonna be more extensive and in depth. In fact, it will take you about an hour and a half to watch it in full, so it's like a mini course on its own if you wish. If it makes you feel intimidated, don't feel like that. This tutorial will be split into a few manageable parts, each one with a clear goal. To make it easier to digest, you'll be able to follow along and repeat the steps shown in the videos in the blend file that will be available for download. So I recommend you just go ahead and download this file right away. After watching the whole thing and preferably following along and going through all the lighting layers, you'll get a similar result to this and you'll learn how to set up a beautiful nighttime lighting in Blender in the scenes like that. So without a further delay, I present to you the night lighting tutorial for Blender. Before diving into lighting layers and all that stuff, let us open the blend file provided with the tutorial. Right away, a few things. Here is our camera. We're gonna be filming our scene through this camera's lens, and the bottom window is reserved for the camera view. We will use cycles, our photo-realistic render engine for the viewport rendering and if you have a GPU that supports cycles, the device should be set up to GPU then. We'll use cycles because this path tracing engine offers us, well, maximum realism and physically plausible light behavior. Let's make sure that the viewport shading is set to render, though, via the circular icon. One more setting that I wanted to mention is show overlays. You can find it here. Usually I do not like when the UI elements block the camera view so the overlays can be toggled off here. The resolution is a 1912 by 816 pixels, a widescreen aspect ratio, and lastly I'll tick the render region checkbox to limit the cycles rendering to the area inside the frame. Because our shot is going to be dark, I'll go down the camera settings. By the way, you can find the camera in the camera collection as well, If that's easier for you, you will never lose it this way. So I'll go down its settings and turn on Passport 2, then dim down the blank space outside the camera view until it's completely blacked out. And finally, I'll turn off the overlays, like I mentioned in this window. That is it, we prepared the camera view, we have no distractions whatsoever, just a nice clear view through the viewfinder of our camera. We can start outing lights from scratch.",
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"language": "en",
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"confidence": null,
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"duration": 210.43
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}
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