WEBVTT

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And the upcoming lessons, we're going to continue to sheild this Ghostbuster trap with a little more

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detail, but before we do that, we kind of need to adjust the scene a little bit.

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If we go to the Arnold Render view and we hit play, we can see that everything looks kind of black

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and it's hard to really tell what's going on if you look over here.

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We can't really see where the edges on this part of the model.

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So to remedy this, we need to make kind of a ground plain.

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And to do that, we can go over here to the modeling shelf and click the plane and we can just scale

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this up.

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And I'm going to scale us up quite big.

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And.

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The other thing we can do is add some subdivision's to this.

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And then we can add of to former and what I'm creating is a basically what is called an infinity background

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and it's used all the time and photography.

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And if you've watched the modeling part of this course, you'll have you'll know how to use the binda

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former.

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So I'm not going to go into a ton of detail on that as I'm making it.

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But you can follow along here just visually.

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And the reason is to make this background.

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We need something for the the model to reflect off of for light, to bounce back off of onto the model

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and so that we can see the reflections and all of that kind of a thing in the model.

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So.

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Now that we have this, I'm going to maybe increase the curvature just to touch more and to lead by

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type history to get rid of the former, and we can just rotate this and whichever way we want and.

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Push it in space back here.

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And I'm going to put this on its own display layer so that we don't actually accidentally grab it and

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turn off the grid now that we have the ground plane.

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So now if we go back into the Arnold interview and hit play, we can see that the model looks way different

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than it did before because it actually has something to reflect off of and for the light to bounce back

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on, too.

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So now we can kind of see the edge of the model itself where we couldn't before.

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And the other thing we need to add here before we move forward is just two things that might kind of

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help us in the future.

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And I'm going to create a sphere here, drag it over and make it a little smaller here.

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And this is done.

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And look, development where you basically create a chrome ball somewhere, right?

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Click and go down to assign the material, create a standard surface and use the chrome preset here.

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And click replace and then I'm going to leave this on the Lambert, and when we go into the Arnold Render

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review and play, we can now see these kinds of reference balls basically, so that whenever we're making

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Shater adjustments, we have a reference point of, OK, this is no, this is what it should look like

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in the scene.

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If there's no reflections, this should look like if it's totally reflective.

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So when we're making adjustments to our shaders, we can kind of visually reference the two extremes

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here and kind of dial it in based on what's possible with the lighting that we have and the environment

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that we have in the scene, which right now is just a simple ground plain.

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But so these couple of little adjustments will make our life a lot easier in the coming lessons where

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we are going to add more detail and create some more shaders for these pieces here.

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All right.

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Well, thanks for watching.

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I'll see in the next lesson.
