[flow_default] Transcription: 01_image-based_lighting_07.json
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transcriptions/01_image-based_lighting_07.json
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"audio_file": "01_image-based_lighting_07.wav",
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"text": "What can be better than image-based lighting? Even more image-based lighting, of course. So far we have managed to create this immersive and quite a good-looking night shot with the help of the lighting technique that borrows the color from any image you give it. In this case, obviously, the urban night type of photography. I want to take it a step further to practice these techniques a few more times, and develop these techniques a little bit. So let's keep going. Now let's have a look at how to light up the sore fronts using their diffuse textures. In the scene that you always can find in the project files for the course and Open Open Blender, we have a bunch of these stores or shops, as I call it in the Outliner. We have it in this collection. shops Each shop consists of a few sub-objects. It's not a singular mesh. You can click through to see that it has a few sub-components, like this window for example, the sign at the top and of course this store model itself. You can expand the shop collection in the Outliner to have a better view at it. We need to select the shop underscore 01 underscore 1, not the window or anything else, then go to Material Editor and you'll see the shader with a bunch of nodes creating its color, specularity, and so on and so forth. I'll use this texture, the source image, basically to create illumination or emission from it. We just need to drag the color into the emission socket of the material like that and then increase the emission strength to make it work. It works, but it lights it kind of uniformly. Here's a quick setup that I invented for the purpose of controlling the look or the spread of illumination. Let me walk you through it really quickly. First, we need to add the color ramp. And again, I'll use the color of the storefront texture plugged into this ramp like that. Let's just click and drag it over here. And then it should be going out into the emission strength. It's already more interesting and now it's possible to control it by moving the black and white flags to mask out the dark or bright parts. But what if you wanted to make it shine stronger? For that, we need the math node that we need to set to the multiply mode and we just multiply it by any value. Any value that hopefully looks realistic. I don't know, 100 doesn't look awfully realistic to me. It has to be nuclear powered to shine like that. That doesn't look realistic at all. 20 is still too hot for me, based on the city lights in the background. 5 is more or less okay, I guess. 2 is even more okay. Alright, these two nodes is how we control the strength. What about color? Shall we do something to control the color? Yes, we should. I'll start with a fairly standard hues saturation value control. Here it is. Coupled with the mix node. That will follow it. Shift A, mix. The mix node should be either set to multiply or color. These modes work a bit differently and I'll show that in a second. But first, the cue saturation value node is pretty self-explanatory. Your bread and butter color controls. You can use it to spin the color wheel or add more juiciness to it via saturation or on the other hand take away the saturation if needed. The mix RGB allows you to mix in a certain tone like make it more blue for example. Interestingly, when it's set to multiply, it kind of mixes in that blue, but doesn't completely replace the colors of the original. That's really interesting I think. In a similar vein, mixing in some orange or red warms up the color, without breaking the original ratio of tonal values, something like that. The color mode, on the other hand, works quite differently. It kind of replaces the original colors with the one that you have chosen. So it's slightly more monochromatic, I guess. I hope that makes sense. Yeah, if it's more destructive in some way and monochromatic, then multiply kind of retains more tones. I describe it these two and press Shift P to draw a frame around them. Then I to draw a frame, then gonna give them the Strength label and closes the Tool Shelf. That is our setup. Hopefully it wasn't too convoluted. I think that's the minimal amount of nodes to control both color and strength. We'll need our first storefront, again, just reusing its own diffuse texture and giving it some amount of control. For this one, I didn't change the original colors too much, but you can go with the red lighting or whatever, based on your preference. It's fairly fun to play with it.",
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"language": "en",
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"confidence": null,
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"duration": 409.6
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}
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