WEBVTT

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In the previous lesson, we signed a piece of the Ghostbuster trap, our first new material and dividing

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up these lessons in this way because we can't really evaluate the shader unless we can see it rendered,

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because we can't see reflections in the viewport here very accurately.

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And so we need to add some lights and we need to add something to reflect off of as well, because if

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we just add one light, it will illuminate the object, but there will be no other things around for

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it to reflect off of.

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So there are a couple new concepts you need to learn as well there.

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So there's something called an HDR, a high dynamic range image, usually on a visual effects set.

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They take photographs of a mirrorball and it looks something like this.

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You may have seen this in behind the scenes footage on Game of Thrones or some movie, something like

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that.

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But this is what a high dynamic range image is usually created from for visual effects.

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So they get accurate reflections because what's what we're going to do in 3-D is actually project this

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reflection inward so that the object in the scene will accept these types of reflections that this mirror

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chrome ball is receiving as well.

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So it might not make a ton of sense, but maybe it will once we get creating it ourselves.

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So let's go up here to Arnold and we'll go to lights.

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And you need to be in no specific tab.

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Arnold Tab is in every one so we can go to Arnold Lights and we can just tear that off for now because

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we were going to create another light in a moment.

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And in Maya, we actually have the option to create a physical sky.

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And what Arnold is trying to do is just make a very generic chrome ball.

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So it's going to be a physical sky.

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So it's going to be just kind of no texture.

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It's going to be colors and will be able to control all of that.

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But it's just trying to make it so that you don't have to have an actual image every time you want to

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create a sky or a kind of mirror chrome ball to be able to project reflections onto an object.

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So let's click physical sky and let's see what kind of render we get just straight out of the box.

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So let's go to Arnold Arnold render view.

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And when we first opened this, nothing happens and we need to tell it to start.

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So let's hit this play button and we'll say initiate that.

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That's pretty cool.

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We actually can see the difference between the two different materials we've applied already, which

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is this default Lambert, which comes with every single piece of geometry that's created in Maya and

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then our new Arnold shader, where we can see there's actually reflections happening now and the color

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is black and we can see this kind of rim reflection here based off of the physical sky that we created.

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So if we were to delete this physical sky, this disappears.

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There's no light for it to reflect from.

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So let's let's try a different light.

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Let's do a directional light.

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You can tell from the Arnold Lights tab there is no directional light.

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So Arnold uses directional lights, but it's not technically an Arnold, quote unquote light.

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So let's go to the rendering tab here and we can select this image here to get a directional light.

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So once we click that, we can see we start to get the image back here because we have some light in

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our scene.

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If we go into the viewport here, we can see we can scale up this light.

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We can see we have a selected here.

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Let's scale it up.

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And scaling it up won't have any effect on its intensity or anything else.

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It's just for us to see it a little bit better so we don't see the arrows are pointing in this direction.

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So we're actually illuminating the side we can't see right now.

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So if we just rotate this around now, we can see this object and you can see we are getting some reflections,

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but it's very obviously one directional and it's not as kind of illuminated as you would probably see

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in nature as much as we when we had the physical sky.

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So.

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This is just stuff to play around with that depending on how you want to render this or light it or

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use it, you may need to use a combination of these.

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We could use a physical light with a directional light.

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So let's create a physical sky again.

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So now we have kind of this key light and we have a fill light using the Skydome.

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And the terms I'm using key and fill are film filming terms.

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That is kind of a whole lesson in and of itself regarding cinematography that I won't necessarily get

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into now.

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But you can definitely look up or I might create a new course later about that kind of thing.

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But so basically this is how you create lights.

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This is how you start to see final renders.

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And what we're seeing here in the Arnold render view is a real time update.

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So it's constantly trying to finish out the render based on the settings we have.

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So this is just kind of there's a lot going on here.

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But I really just wanted to show that you can kind of click a couple of buttons and R to get like a

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nice kind of a render.

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So the next steps I would take is to finish applying the different types of materials to the object

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so I can unsullied this so you can see it here and we can apply this shader to these other objects that

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it's related to.

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So these are all going to probably have some version of that.

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So right now we can just apply that same shader we've already used.

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So if we right.

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Click and we go down to assign existing material, we can see that this is standard surface is already

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created so we can use it again.

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And if we were to update any of the settings.

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In the standard surface, Ashmead editor like changing the color, it'll change for all of them and

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we can see that update in real time.

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So what I highly, highly recommend is to get to this stage.

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And start to drag these sliders around, because you'll be able to see in real time what each one of

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these do, and it'll be much quicker than me going through and explaining what each one does and probably

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much more interesting for yourself as well.

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So definitely play around with this stuff.

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You know, roughness is a big thing that will dictate the type of feel that the material has.

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Sub-surface is more for humans.

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And so when you have metal in this on at all, you can see how great out.

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So as soon as we take the metal this off, it'll come back.

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But I wouldn't really get in the subsurface yet.

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That's a little more complicated for human characters.

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And other than that, I would play with these other ones like transmission.

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And again, if we have metal, Anderson, you can't really transmit.

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So some of these will become unavailable with metal shaders or if you're trying to get metal.

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But I think it's definitely worth trying and going and sliding some things around because that's the

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best way to learn.

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In addition to kind of the guidance here in these videos to show you which buttons to press to get to

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that point.

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So in the next lesson, we're going to delve a little deeper and talk a little bit about textures so

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that we can kind of get a big picture on textures as well.

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Thanks for watching.
