[flow_default] Transcription: 02_Lighting and Shading.json
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transcriptions/02_Lighting and Shading.json
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{
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"audio_file": "02_Lighting and Shading.wav",
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"text": "So first of all, let's create RS Lightdome. Select HDR map. Switch off background. Let's make this scene a vertical format. 1080 by 1920. And put the camera on. Let's create a different material for each object. Assign materials to geometry. Turn on Redshift R view. Let's set up the wood material first. Let's take the texture color correct. Let's decrease the gamma a little bit to make the texture. Now let's adjust the floor. I'm going some color correct and make it a bit lighter. Increase the gamma. Yeah, that's better. Now let's add a displacement map and plug it into the bump. We'll adjust this texture through Change Range too. Yes, there's more detail and let's make the bump scale smaller. And add a roughness map. Connect it to reflection roughness. Also make it more contrasty. Create a change range and increase the old range minimum and maximum. So that there is a noticeable contrast. This will make reflections in some areas more blurred. We'll add a little more exposure and contrast. OK, great. Now let's adjust the wall material. Let's reduce the scale of the texture. you Now let's add a bump map. Don't forget to switch the color space to RAW. Let's make the bump scale smaller, as this is now very highlighted, and make the reflection smaller's adjust the material reduce the level. And reduce the scale of the texture as well. Adjust the Diffusion Reflection values. Add Bump. Reduce the value and add a texture for reflection roughness. We'll contrast the texture just a little bit so that there's some difference in the reflections. Okay, let's see what light. Let's create an area light. Let's put it on the left. Make it a little bit bigger. Adjust exposure. Okay, now let's add one more light which will shine with texture and give more inhomogeneity in the light. Let it be spotlight, let's to make it easier to adjust this light looks in the scene. Reduce the cone angle and adjust the position of the light. Okay, now we're going to go to Cop Network and we're going to create a noise. Resize it, make it square. And turn off noise per component so that the texture is monochrome. Adjust the null to get the path to it. And go to Spotlight, and we'll rename the light for convenience. Switch on Use Texture. Go to the Texture tab, right-up and paste the path to null. Let's refresh the renderer. I'll switch off Dome Light too to see light only from Spotlight. And adjust the exposure. Increase the picture will look more lively. We'll also increase the shadow softness a little bit so that the shadows aren't so sharp. Switch the other light sources back on. Let's make gobo light, rename it. Go to Cop Network, copy noise and rename null to volume raise. Only in this case we need more detail in the noise, so we'll increase roughness and turbulence. And increase the frequency too. Copy and paste the path into spotlight. Now let's adjust the positioning. We're going to set it just about a little bit lower. Let's go to Out, Redshift, Advanced, Volume Scattering, click Enable. Let's update the render. Now the picture is almost white. To fix this, set all lights to zero has volume enabled. Let's rotate the camera a bit. Now let's make this light give only volume trick rays, no diffuser reflections. And to make it easier to adjust, let's turn off the rest of the light. Let's make the rays a little brighter. Increase volume to 2, reduce cone angle, and we'll reduce the softness as well. And let's also look for the positioning of the light so that the rays come into the frame nicely. you Let's see how it looks together. Let's reduce the exposure a little bit. And volume rays are also too bright now. Let's reduce the brightness a bit. Let's see how it looks in other angles. Yes, you can't see volume rays everywhere, but it can be put into a separate AOV volume lighting and you can adjust it looks like separately. Okay, let's see what the render looks like. Yeah great, let's move on to camera placement.",
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"language": "en",
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"confidence": null,
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"duration": 1416.19
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}
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