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[flow_default] Transcription: 02_Lighting and shading.json

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transcriptions/02_Lighting and shading.json ADDED
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+ {
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+ "audio_file": "02_Lighting and shading.wav",
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+ "text": "I've prepared the geometry like this. Walls, floor and window. It's a pretty simple setup here. Let's now put cloth geometry in the scene. Let's create a transform. Reduce the scale and set it to the right. Closer to the window, so that the light falls from the window. Let's first create materials for each object and assign them. Now let's create a dome format here for Instagram Reels. 1080 by 1920. Let's set the focal length to 100.1 and rotate the dome is. Increase the dimensions. Adjust the exposure and reduce the spread a little bit so that the light isn't so soft. Alright, now let's adjust the cloth material. Let's turn the color base to red will increase the reflection roughness to make the reflection softer. Let's turn on tessellation and render. That's better. Now let's add a bump map. I'm going to use this texture in general. It doesn't matter much what the pattern will be. Color space set to raw and plug it into the bump. Let's check render. The texture didn't work because there is no UV. But I saved the material UV attribute. So let's just rename it the texture scale bigger. set it to 20. Okay, let's keep it that way. Now, let's adjust the wall material. Let's start with a concrete texture. there's no UV on the wall geometry. So I'm going to use Tri-Planar. Let's see what the texture looks like. Let's make the scale smaller. you you Okay, now it looks pretty monotonous. Let's take another texture and mix them. Let's select another concrete texture. Let's copy the texture and try planar. Let's pick a texture layer. In Base Color, let's connect the first texture, the second texture in Layer 1 color. Let's select Blend Mode, like Screen. Let's try another option, like Lighten. Let's compare it to the previous option. Yes, it's much better. take one of the textures and not to make a mix because here we need a very small, barely visible bump. Let's use normal map here. Then in the bump node, we'll switch the map type to tangent space normal. Okay, let's now set up the floor material. I'm texture is not so dark. Let's refresh the render. Yes, now there is a texture. Let's increase the IOR for starters so that the reflections are stronger. Let's add a bump map. you Reduce the height scale. and add a roughness map. Switch to Raw. Now the reflections are very much blurred. I want to make the reflections somewhere very blurred and somewhere not. Let's contrast this texture. Let's create a change range. Let's increase the old range min. Let's increase the old range max. We need to make sure that there's a strong contrast. Yeah, now the reflections are more complex and more detailed. Let's move the camera away a little bit to see how it works at a different angle. Yeah, great. You can see what the reflections look like. The bump scale can be increased increase the exposure. And then we'll adjust the window material. I don't think we can use a texture for the base color here. Just increase the reflection roughness. Add a Max and Noise and plug it into the bump map. See how it looks. And make it very small to get a little bit of detail. Reduce the bump scale. Okay, that's better. Let's update the render raise.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 1137.98
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+ }