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[flow_default] Transcription: 02. Eeevee Interior Setup.json

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transcriptions/02. Eeevee Interior Setup.json ADDED
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+ {
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+ "audio_file": "02. Eeevee Interior Setup.wav",
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+ "text": "In this video I will do a quick rundown through the steps we need to take in order to prepare an illumination setup in EV. This is a step by step process similar to Cycles, but it works a little bit different in EV and that's because how this rendering engine is built. So the first step will be setting up the irradiance illumination or irradiance probes. The name is different but the meaning is the same. So I will visualize it quickly by disabling furnishings and details around our scene. So what you can see right now is basically the illumination quality I wasized by enabling the irradiance display size. And what we try doing in the first step is illuminating all those black or dark spheres that don't look naturally to the environment we are trying to set up. This one here actually makes sense, I think, because it should be displayed around the table and it's darkened because of the shadow casting here by the furnishings. But the other spheres, like this one here for example it's not always possible to eliminate them and I think that's one of the drawbacks of Evia at this stage that the irradiance setup is not that flexible as I would imagine but still I think we can get pretty nice results so the first step is setting up the irradiance. Step 2 of the process. Once we set up the irradiance is adding up the lights and in our scene this will be an area lights and a sun lamp. So we do this as a second step because as soon as the irradiance is set up and calculated correctly what the lamps will do is just bringing the additional light to the scene but the way this newly added light is calculated fully depends on the irradiant setup. So that's why I think it's better to add lights as a second step because we eliminate all the additional information that would otherwise interfere with our irradiant setup. So for example, we wouldn't be able to define if some illumination bugs we are seeing here or there are caused by the light sources or maybe by the reflections or maybe by the irradiance itself. So that's why I think setting up the lights as a second step of doing the EV setup is a must and setting up the irradiance should be the first step we take. Third and last step is the reflection setup. So all the reflectivity you can see in the materials, this should be in my opinion, last step in setting up the scene. I will just very quickly show you we can enable this screen space reflections very quickly to see if we have this enabled or disabled during the illumination setup, it's again hard to define if this thing happening here is some irradiance problem or is it an area light leaking through the objects or is it a reflection problem. So when setting up the scene in EV we should aim at eliminating as many information as possible when doing the base illumination setup. So that's why the reflections, shaders, details, refraction, so all the glass looking materials. This should be a last and final step in my opinion and that's gonna be a strategy I'm gonna take while working with this scene. So in the next few videos, few steps, I will go through point by point through those steps I just described. So hope you're gonna enjoy it and let's jump into it.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 278.05
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+ }