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[flow_default] Transcription: 01_image-based_lighting_05.json

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transcriptions/01_image-based_lighting_05.json ADDED
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+ {
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+ "audio_file": "01_image-based_lighting_05.wav",
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+ "text": "So far so good with the image-based lighting yet it would be very cool to be able to control the spill from the side lights. The thing is here's our character and it got lit from that side and get some lights wrapped around its sides from these directions as well and from these directions and some part of that light creates a spill from the camera side, from that side, which needs to be controlled as it flattens the image a bit. Generally, it's an unwanted thing to have too much front light reaching your subject. Often the solution is to build a protective screen to block it like that. With that in mind, we can put a blocker there or sometimes it's called a negative fill or neg in cinematography. I will start with creating a plate and placing it behind our guy. R2 rotate, G2 move as to scale. Nothing has changed yet. In that sense. This plane has to be pretty big to effectively cut the spill coming in from the front. I mean from the camera side. will soak in, just like in real life. Its physics, after all, and cycles is physically plausible, definitely. See how the amount of reflected light depends on the albedo, basically. The specular component should be zeroed out if you want to have a completely matte surface. A perfect negative fill, let's say. So this is ourgg. It deserves its own collection, obviously. It still doesn't block the light coming in from the sides, though. I think we can make it slightly more efficient in blocking the spill. So let's go tab to jump into the edit mode. Let's select these sides in the edge selection mode and then hit E for extrusion. And extrude it like this. The amount of extrusion depends on how much of the spill do you want to cut, actually. I don't want to cut it completely, though. I want the side light to still reach our subject. I think that looks cool. Just enough light from the side panels hitting the main subject. You can jump back into the edit mode anytime by pressing tab to make changes at any point. It's very convenient once you get used to it. Alright, so we removed the frontal portion of the side light reaching now subject by adding a negative fill or neg to control the spill and it made it look more dramatic and moody by emphasizing the shadows. A really low key look indeed. To optimize the viewports I'll change the display mode for this object to wire within the viewport display tab. This way it won't be blocking the preview window if that makes sense. So it just turns into these nice wire in the preview. And we are good with this one. Next to reintroduce some of the fill light and to have a better control over it, to brighten up the shadows or whatnot, we can add a separate source for that. New collection, this is gonna be hdri underscore fill, the function of this slide will be to fill in the shadows as the name implies. Which one can we copy? Maybe this one. Right click, duplicate. The trick is to place it in front of the blocker or negative fill. Otherwise it will have no effect at all. Where is it? I think I'll just switch over to Cycles Render View in a moment. I set up a custom shortcut for that. So we see where we need to place it. It should be in front of the blocker object. It should be good now. Now back to the material preview mode. This fill light needs its own material. So I'll pay a visit to the materials tab once more and press this button to create one to make it unique. I think I'll go for as low as 0.05 for now. It is a cosmetic change really, nothing impressive. You can compare the difference by toggling this layer on and off, but actually where is this object? I have created the collection, but where is the fill object? Okay, it's here. I messed it up slightly. Let's give it a proper name and move it over to its own collection like that. That's why it is important to keep things organized. Now we can toggle it on and off. You can see that the effect is pretty minor, it just gives some extra visibility to the areas that were completely black. I wonder, can you see the difference? It is a pretty small difference, yet it dilutes the blacks a bit, giving some exposure to these parts, which could be useful especially in post-pro. Otherwise, there won't be any kind of color information to work with. You can always darken or crush the blacks, but it's pretty hard to extract the information where there is none. Let me zoom back to give you a broad overview of the lighting setup we've built so far, the massive screens enveloping the scene, emitting the night's daylight, and one more screen at the front to fill in the shadows as needed, and the blocker that cuts the spill of the side lights reaching the front of our character. Here we can congratulate ourselves on passing the first milestone as all the main elements of the night city setup are in place. Feel free to get yourself a nice cup of coffee or tea or just a glass of water. Hydration is important. Maybe take a break and when you're ready we'll move on to the details.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 463.53
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+ }