WEBVTT

00:00:01.080 --> 00:00:03.033
Hello and welcome to this Animation Master tutorial.

00:00:03.089 --> 00:00:05.617
In this tutorial, I want to show you how to

00:00:05.681 --> 00:00:09.049
create an image which is more or less looking like

00:00:09.097 --> 00:00:09.881
that one.

00:00:10.033 --> 00:00:14.481
So we have a very bright background or ground color

00:00:14.513 --> 00:00:18.857
here and we have a quite realistic looking object in

00:00:18.881 --> 00:00:23.553
the front here with a quite hard shadow.

00:00:23.609 --> 00:00:26.871
It’s not really a fully hard shadow, but it should

00:00:26.903 --> 00:00:27.535
look like that.

00:00:27.575 --> 00:00:31.463
We have some kind of reflective surface here and I

00:00:31.479 --> 00:00:34.195
think this is looking more or less realistic there.

00:00:34.695 --> 00:00:37.855
Of course this is not a realistic rendering, but it’s

00:00:37.895 --> 00:00:40.647
a very fast rendering and it’s more or less like

00:00:40.671 --> 00:00:42.535
a product shot or something like that.

00:00:42.655 --> 00:00:45.391
And should give you a nice idea what I try

00:00:45.423 --> 00:00:47.591
to achieve in my tutorial here.

00:00:47.783 --> 00:00:51.695
This tutorial is not about, for example, modeling that stuff

00:00:51.735 --> 00:00:52.745
or something like that.

00:00:52.855 --> 00:00:55.773
I will not go deeper into that.

00:00:55.829 --> 00:00:58.765
It’s more or less just a laced object in this

00:00:58.885 --> 00:01:04.265
part and a few laced objects here in there.

00:01:04.765 --> 00:01:11.021
And it’s really nothing very complex or something like that.

00:01:11.133 --> 00:01:15.349
Just a few spheres, two laced objects here and some

00:01:15.397 --> 00:01:17.453
cover rings I put on that.

00:01:17.589 --> 00:01:19.753
There’s nothing special special about that.

00:01:19.929 --> 00:01:24.441
And at the moment this will render more or less

00:01:24.553 --> 00:01:25.185
like this.

00:01:25.265 --> 00:01:31.033
So yeah, the default geography we are using in Animation

00:01:31.089 --> 00:01:32.325
Master typically.

00:01:34.465 --> 00:01:37.125
And what I want to do is I want to

00:01:37.705 --> 00:01:41.085
create more or less such an image like this one

00:01:42.425 --> 00:01:46.525
with more or less these materials and stuff like that.

00:01:46.885 --> 00:01:52.149
And what I’m using in this image is really, for

00:01:52.197 --> 00:02:00.145
example, heavily there’s a global ambience type, global color here.

00:02:00.445 --> 00:02:02.861
So if you put that on, you will see that

00:02:02.893 --> 00:02:08.461
we have a very overlit scene here in this case.

00:02:08.533 --> 00:02:10.945
And it will just look like that.

00:02:13.075 --> 00:02:16.707
What I want to do here is I will decrease

00:02:16.771 --> 00:02:21.868
it to for example 50 or let’s say, I don’t

00:02:21.987 --> 00:02:24.855
know, maybe 66 or something like that.

00:02:25.435 --> 00:02:25.963
Percent.

00:02:26.059 --> 00:02:29.803
So I still see something, but it’s very, very bright

00:02:29.859 --> 00:02:30.815
at the moment.

00:02:31.115 --> 00:02:36.635
And this is because we have already a few lights

00:02:36.675 --> 00:02:37.339
in here.

00:02:37.467 --> 00:02:39.705
What I will do is I will just get rid

00:02:39.745 --> 00:02:42.925
of these light, for example, just delete them.

00:02:43.905 --> 00:02:49.017
You see, we have a little bit less of that,

00:02:49.121 --> 00:02:51.881
but it’s looking quite flat at the moment.

00:02:52.033 --> 00:02:54.365
So let’s see what we can do about that.

00:02:55.505 --> 00:03:00.673
First I would like to take my spotlight, for example,

00:03:00.809 --> 00:03:01.593
this one.

00:03:01.729 --> 00:03:03.585
And what I want to do is I want to

00:03:03.665 --> 00:03:06.247
set it to a sunlight, for example.

00:03:06.391 --> 00:03:09.111
There’s no real reason why I’m using the sunlight.

00:03:09.143 --> 00:03:11.875
You could use different other lights too.

00:03:12.735 --> 00:03:15.663
This is just one of the lights I like because

00:03:15.719 --> 00:03:20.471
it’s very controllable and it’s easy to use in that

00:03:20.503 --> 00:03:21.115
manner.

00:03:22.055 --> 00:03:24.435
Let’s see what we can do here.

00:03:28.135 --> 00:03:29.663
Let’s have a look at the options.

00:03:29.759 --> 00:03:34.141
For example, we want spectacularly light on, because we will

00:03:34.173 --> 00:03:41.105
use spectacularity in this rendering later.

00:03:41.845 --> 00:03:45.385
We want a shadow casting.

00:03:46.005 --> 00:03:49.301
What I want to use is it should not be

00:03:49.333 --> 00:03:50.997
a totally hard shadow.

00:03:51.061 --> 00:03:53.545
So I will increase the ray cast here.

00:03:53.965 --> 00:04:03.003
In other rendering pages, rendering packages, for example, this would

00:04:03.059 --> 00:04:06.731
be called an area light because we are increasing the

00:04:06.763 --> 00:04:07.203
raycast.

00:04:07.259 --> 00:04:08.975
You can increase this even more.

00:04:09.355 --> 00:04:11.499
It will increase your rendering times.

00:04:11.587 --> 00:04:14.603
And because of that you should just have a look

00:04:14.659 --> 00:04:16.683
and see how much you really need.

00:04:16.819 --> 00:04:22.547
And if you need a certain amount of ways here,

00:04:22.611 --> 00:04:23.347
use them.

00:04:23.491 --> 00:04:30.261
But don’t overcompensate or don’t overpronounce that settings because you

00:04:30.293 --> 00:04:35.029
will very fast see that it’s not a good way

00:04:35.077 --> 00:04:36.105
to use this.

00:04:36.685 --> 00:04:37.221
Okay.

00:04:37.293 --> 00:04:40.061
And what I will use in this rendering, of course,

00:04:40.133 --> 00:04:43.405
is additional to the spotlight.

00:04:43.445 --> 00:04:47.509
And the stuff I’m doing here is ambient occlusion.

00:04:47.637 --> 00:04:50.733
And you can use, for example, this ambient occlusion part

00:04:50.789 --> 00:04:51.385
here.

00:04:51.845 --> 00:04:56.465
And the problem with this ambient occlusion here is that

00:04:56.545 --> 00:05:00.805
it will take much longer than for example, the GPR

00:05:03.505 --> 00:05:09.617
approach, which can be accessed by using the screen space

00:05:09.801 --> 00:05:14.485
ambient occlusion available at this position here.

00:05:14.945 --> 00:05:18.265
So what I would put here is I would use

00:05:18.305 --> 00:05:23.757
ambient occlusion for nothing at the moment.

00:05:23.861 --> 00:05:25.725
So just keep that off.

00:05:25.845 --> 00:05:29.533
At least if you are using this, you can of

00:05:29.549 --> 00:05:35.309
course put for example, some kind of information in here.

00:05:35.437 --> 00:05:39.685
Let’s say what could we do maybe 50% or something

00:05:39.725 --> 00:05:45.141
like that, just to see how it would look.

00:05:45.293 --> 00:05:47.733
What you can see here is we don’t have ambient

00:05:47.789 --> 00:05:48.989
occlusion on at the moment.

00:05:49.037 --> 00:05:53.549
So we have to go to the rendering option tab

00:05:53.597 --> 00:05:56.253
here and activate amient occlusion.

00:05:56.429 --> 00:05:58.989
For the test proposals here, I will go with a

00:05:59.037 --> 00:06:02.773
very low number just to be able to see it

00:06:02.829 --> 00:06:03.437
quite fast.

00:06:03.501 --> 00:06:06.865
Because the lower the number, the faster the rendering.

00:06:08.325 --> 00:06:11.237
As you can see, we have ambient occlusion on and

00:06:11.341 --> 00:06:15.905
that is really adding something to the image now.

00:06:18.055 --> 00:06:21.399
But this is not everything we want to do here.

00:06:21.567 --> 00:06:24.635
Let’s see, we have the spot, we have it at.

00:06:25.615 --> 00:06:28.515
It’s casting a shadow somehow.

00:06:29.175 --> 00:06:30.671
Intensity is very, very low.

00:06:30.703 --> 00:06:35.151
I will increase it to 100 and you will now

00:06:35.223 --> 00:06:36.875
say, hey, stop.

00:06:37.175 --> 00:06:41.451
Now you have eminent intensity at 66% and you have

00:06:41.550 --> 00:06:43.475
the spotlight at 100%.

00:06:44.055 --> 00:06:50.863
If you combine that, you will receive more than the

00:06:50.999 --> 00:06:53.519
typical thing you want to achieve here.

00:06:53.567 --> 00:06:55.315
So more than 100%.

00:06:55.975 --> 00:06:59.591
Yes, I will do that in this case because I

00:06:59.623 --> 00:07:06.847
just want to have a Very bright ground here.

00:07:06.951 --> 00:07:08.555
It should be more or less white.

00:07:09.025 --> 00:07:11.305
And as you can see, we will not see much

00:07:11.345 --> 00:07:13.361
of the ambient occlusion at the moment.

00:07:13.553 --> 00:07:17.281
But there are a few other options we can tune

00:07:17.353 --> 00:07:19.657
to get a nicer image.

00:07:19.761 --> 00:07:22.377
For example, we can of course go with an intensity

00:07:22.441 --> 00:07:25.561
level which is smaller in this way.

00:07:25.713 --> 00:07:27.553
But we don’t have to do that.

00:07:27.689 --> 00:07:29.129
There are other possibilities.

00:07:29.217 --> 00:07:32.897
For example, at the moment we have just a very

00:07:32.961 --> 00:07:36.109
white color at our object.

00:07:36.297 --> 00:07:38.705
Let’s create some material there.

00:07:39.205 --> 00:07:41.585
So go to new material.

00:07:42.885 --> 00:07:44.985
Let’s say this will be.

00:07:45.885 --> 00:07:51.685
Yeah, let’s say it’s a chrome bolt of the ball

00:07:51.845 --> 00:07:53.301
Jira here.

00:07:53.453 --> 00:07:55.025
So let’s have a look.

00:07:55.925 --> 00:07:59.093
Chrome more or less is a very reflective surface.

00:07:59.149 --> 00:08:01.851
There’s nothing much more about it.

00:08:02.013 --> 00:08:07.503
Let’s go with a dark color as a base color

00:08:07.679 --> 00:08:12.875
and give it, for example, some kind of spectacular value.

00:08:15.335 --> 00:08:17.391
You just have to play around with that a little

00:08:17.423 --> 00:08:20.871
bit because there are just different options.

00:08:21.023 --> 00:08:26.295
And in some situations you want to put it high,

00:08:26.335 --> 00:08:28.427
in some situations you want to put it low.

00:08:28.591 --> 00:08:31.775
Say we want to start with 100% here.

00:08:32.275 --> 00:08:36.907
We should use a white specular color at this point.

00:08:37.091 --> 00:08:39.811
And of course for chromos, this is the most important

00:08:39.883 --> 00:08:40.379
part.

00:08:40.507 --> 00:08:43.495
We will have a very high reflectivity value.

00:08:44.635 --> 00:08:48.131
Theoretically we could use even 100%.

00:08:48.203 --> 00:08:51.043
I don’t tend to use that because I just think

00:08:51.099 --> 00:08:54.775
that 90%, for example, is just a better compromise.

00:08:55.325 --> 00:08:59.709
And yeah, that’s more or less it.

00:08:59.877 --> 00:09:04.845
But you can have additional information there, or you should

00:09:04.885 --> 00:09:06.385
have additional information.

00:09:07.245 --> 00:09:09.985
Let’s see what we could do.

00:09:10.645 --> 00:09:23.055
Maybe we give it a fall off, for example, 750cm

00:09:23.095 --> 00:09:23.675
here.

00:09:24.695 --> 00:09:28.231
We will come to that, what that means a little

00:09:28.263 --> 00:09:29.395
bit later on.

00:09:29.775 --> 00:09:33.559
Or better to say I can just tell you what

00:09:33.607 --> 00:09:35.983
that means or what that does is more or less

00:09:36.039 --> 00:09:46.383
that you get some kind of fall off concerning the

00:09:46.439 --> 00:09:47.087
reflectivity.

00:09:47.151 --> 00:09:54.165
That means that an object which is more than 750cm

00:09:54.205 --> 00:09:56.625
away will not be reflected.

00:09:57.365 --> 00:10:00.469
But yeah, if I think about it, let’s set that

00:10:00.517 --> 00:10:03.373
to not set at the moment because we are going

00:10:03.429 --> 00:10:05.309
to do that with the chrome balls.

00:10:05.397 --> 00:10:08.613
The chrome balls are not very visible because we have

00:10:08.709 --> 00:10:12.077
the other part here before that.

00:10:12.221 --> 00:10:14.325
But we can do something about that.

00:10:14.365 --> 00:10:16.145
I will do that in a minute.

00:10:16.455 --> 00:10:18.759
Let’s say what we can do here.

00:10:18.927 --> 00:10:21.355
Put that on the chrome spheres.

00:10:23.575 --> 00:10:27.315
That’s also the reason why I’m using a material here

00:10:28.175 --> 00:10:33.715
because I just can easily access and add that to

00:10:34.295 --> 00:10:38.195
different spheres there.

00:10:41.015 --> 00:10:46.127
There, of course, you could create one big group here

00:10:46.151 --> 00:10:47.375
with the spheres in it.

00:10:47.495 --> 00:10:50.727
I just tend to Keep it separated because it’s just

00:10:50.791 --> 00:10:56.475
easier to overview and to use.

00:10:57.575 --> 00:11:00.119
In the end, it’s a little bit more work because

00:11:00.167 --> 00:11:05.095
I have to attach for several times the part here.

00:11:05.135 --> 00:11:06.955
But that’s not really important.

00:11:07.695 --> 00:11:10.399
We cannot see that at the moment because there’s just

00:11:10.447 --> 00:11:13.085
nothing that would reflect that.

00:11:13.245 --> 00:11:18.389
Or better to say there’s just nothing which is shown

00:11:18.437 --> 00:11:21.373
because we have the outer and the inner part around

00:11:21.429 --> 00:11:22.005
that.

00:11:22.165 --> 00:11:27.653
Let’s say we want to get rid of this cover

00:11:27.709 --> 00:11:28.861
ring, for example.

00:11:29.013 --> 00:11:31.549
What I will do here is I will just add

00:11:31.717 --> 00:11:32.425
another.

00:11:35.125 --> 00:11:39.635
My first, better to say bone here.

00:11:41.455 --> 00:11:45.615
And this one is only to control one of the

00:11:45.655 --> 00:11:46.183
coverings.

00:11:46.239 --> 00:11:47.555
Let’s say that one.

00:11:47.855 --> 00:11:48.755
Okay.

00:11:50.135 --> 00:11:53.375
Attach this stuff to it.

00:11:53.535 --> 00:11:54.635
The cps.

00:11:55.615 --> 00:12:01.175
Okay, let’s see if we have the right side of

00:12:01.215 --> 00:12:02.271
my object here.

00:12:02.383 --> 00:12:03.303
So that.

00:12:03.479 --> 00:12:05.395
Yeah, it’s looking quite okay.

00:12:09.255 --> 00:12:14.631
Okay, that’s a modeling part.

00:12:14.743 --> 00:12:19.715
What I want is cell one.

00:12:20.175 --> 00:12:20.679
Okay.

00:12:20.727 --> 00:12:27.007
And if we take that out there, maybe we will

00:12:27.151 --> 00:12:33.575
rotate that, for example, for 90 degrees and we will

00:12:33.615 --> 00:12:41.995
put that on the ground more or less like that.

00:12:42.935 --> 00:12:46.035
So now we can see the balls in there.

00:12:47.055 --> 00:12:51.075
Let’s see if we can already see something nice there.

00:12:51.775 --> 00:12:53.855
It’s not looking too nice at the moment.

00:12:53.895 --> 00:12:57.007
There’s just this reflective surface as you can see.

00:12:57.151 --> 00:13:01.155
And that should be start for that.

00:13:01.575 --> 00:13:03.279
Let’s see what we can do.

00:13:03.407 --> 00:13:07.463
Additional to that, let’s create a new material for our

00:13:07.519 --> 00:13:09.315
outer and inner parts here.

00:13:09.695 --> 00:13:12.075
So create a new one.

00:13:12.615 --> 00:13:13.903
Go to that.

00:13:14.079 --> 00:13:18.703
I will call it metal, for example, whatever you want

00:13:18.719 --> 00:13:19.635
to call it.

00:13:20.095 --> 00:13:23.439
And if you have a look at my image here,

00:13:23.527 --> 00:13:23.701
you.

00:13:23.723 --> 00:13:28.161
You can see that we have this kind of structure

00:13:28.313 --> 00:13:31.113
at the outer here.

00:13:31.289 --> 00:13:32.457
And what that.

00:13:32.561 --> 00:13:34.485
That’s a checker material.

00:13:34.785 --> 00:13:37.297
So let’s see that we can create that.

00:13:37.401 --> 00:13:38.657
Right click on attribute.

00:13:38.721 --> 00:13:40.805
Go to combiner checker.

00:13:41.265 --> 00:13:46.489
And now as I said before, we need to introduce

00:13:46.617 --> 00:13:54.075
quite dark colors here to my object because I am

00:13:54.115 --> 00:13:57.415
really over lightening this scene a little bit.

00:14:00.515 --> 00:14:01.867
Let’s say like that.

00:14:01.971 --> 00:14:04.379
We may have to go back and do more about

00:14:04.427 --> 00:14:04.803
that.

00:14:04.899 --> 00:14:08.347
As you can see, I’m only using the color channel

00:14:08.371 --> 00:14:11.747
of the checker because the other channels should be the

00:14:11.771 --> 00:14:11.979
same.

00:14:12.027 --> 00:14:14.761
And because of that I can create a new attribute.

00:14:14.923 --> 00:14:17.625
For example, like that put.

00:14:17.965 --> 00:14:23.461
Yeah, let’s say, I don’t know, 50%, for example intensity,

00:14:23.589 --> 00:14:26.705
let’s say 100 or something like that.

00:14:29.245 --> 00:14:30.893
Reflectivity value.

00:14:30.989 --> 00:14:33.625
At this point I want to give it one.

00:14:34.565 --> 00:14:38.037
And I think for this object or this group or

00:14:38.061 --> 00:14:42.337
this material, let us say I want to use for

00:14:42.361 --> 00:14:44.005
example the blend value.

00:14:45.145 --> 00:14:50.945
Blend means that this will blend the reflection or the

00:14:50.985 --> 00:14:56.673
mirrored object, the reflected object, and the base color of

00:14:56.689 --> 00:14:58.561
your object with each other.

00:14:58.673 --> 00:14:59.605
That’s important.

00:14:59.985 --> 00:15:02.845
And as I said before, this is a fall off

00:15:03.225 --> 00:15:05.209
use some kind of fall off.

00:15:05.297 --> 00:15:07.993
Because I think it’s faster to render.

00:15:08.049 --> 00:15:10.545
I’m not really sure about that, but I think it’s

00:15:10.585 --> 00:15:16.017
faster to render because the algorithm doesn’t have to take

00:15:16.201 --> 00:15:20.485
in account what is farther away than 75%.

00:15:22.345 --> 00:15:22.745
Okay.

00:15:22.785 --> 00:15:26.049
And now we have to attach that to our image

00:15:26.097 --> 00:15:26.713
here.

00:15:26.889 --> 00:15:30.937
So inner part and the outer part, for example, needs

00:15:31.001 --> 00:15:32.525
these parts.

00:15:32.945 --> 00:15:37.809
And yeah, the checker material is at the moment just

00:15:37.857 --> 00:15:38.865
really a checker material.

00:15:38.905 --> 00:15:41.043
You can only see that if you render that.

00:15:41.209 --> 00:15:44.991
And as you can see, this is a shagged kind

00:15:45.023 --> 00:15:45.735
of material.

00:15:45.815 --> 00:15:49.343
What we want to do here is we want some

00:15:49.399 --> 00:15:51.915
kind of a stripy part here.

00:15:52.295 --> 00:15:54.791
So let’s do that, go back.

00:15:54.983 --> 00:15:57.503
And what we want to do here is to increase

00:15:57.559 --> 00:16:03.919
the size now we have to have a look at

00:16:03.967 --> 00:16:10.809
our object without the rest, just to see which axis

00:16:10.857 --> 00:16:12.045
we have to use.

00:16:12.825 --> 00:16:16.601
What I can see here is that it’s a set

00:16:16.673 --> 00:16:19.525
axis which should be very, very long.

00:16:20.705 --> 00:16:26.153
To get that kind of stripy feeling or optic, we

00:16:26.209 --> 00:16:31.165
need the X value.

00:16:32.355 --> 00:16:35.095
This one can be very long too.

00:16:36.595 --> 00:16:37.059
Okay.

00:16:37.107 --> 00:16:41.811
And I think this one, let’s do it with 2cm

00:16:41.843 --> 00:16:42.459
or something.

00:16:42.587 --> 00:16:44.667
We just have to test that.

00:16:44.811 --> 00:16:46.535
Let’s see what we have here.

00:16:51.435 --> 00:16:54.499
Not exactly what I was looking for, but it’s close

00:16:54.547 --> 00:16:54.875
enough.

00:16:54.955 --> 00:17:00.417
You see here are the wings we are seeing here.

00:17:00.561 --> 00:17:02.405
I don’t think you can see that.

00:17:04.625 --> 00:17:07.365
Let’s say this way.

00:17:08.025 --> 00:17:15.857
And I want to translate it for a moment because

00:17:16.041 --> 00:17:19.497
even if you put in very large numbers like I

00:17:19.521 --> 00:17:21.857
did here, that doesn’t really matter.

00:17:21.921 --> 00:17:26.177
You will have border at this point, which is a

00:17:26.201 --> 00:17:30.473
null or the zero point of your object because of

00:17:30.489 --> 00:17:30.617
that.

00:17:30.641 --> 00:17:32.745
You will see that like that.

00:17:32.865 --> 00:17:33.185
Yeah.

00:17:33.225 --> 00:17:35.545
And this is more or less what I wanted to

00:17:35.585 --> 00:17:36.233
create here.

00:17:36.329 --> 00:17:41.285
You can see that in the middle there was this

00:17:42.305 --> 00:17:45.405
border more or less where it’s a little bit blurry,

00:17:47.225 --> 00:17:48.601
defined by this.

00:17:48.793 --> 00:17:51.105
And what I want to do is I want to

00:17:51.145 --> 00:17:55.661
move it a little bit around and I really have

00:17:55.693 --> 00:17:57.677
to see which axis.

00:17:57.781 --> 00:18:03.213
It’s the z axis, not the x axis at this

00:18:03.269 --> 00:18:03.941
point.

00:18:04.133 --> 00:18:07.477
Go to the Z axis and let’s move that around

00:18:07.541 --> 00:18:08.585
a little bit.

00:18:09.005 --> 00:18:13.941
And this should get rid of that part there.

00:18:14.053 --> 00:18:14.905
It does.

00:18:17.245 --> 00:18:19.597
And this is looking more or less like what I

00:18:19.621 --> 00:18:20.985
wanted to create here.

00:18:21.295 --> 00:18:22.115
Okay.

00:18:23.135 --> 00:18:26.159
I think this is maybe even a little bit too

00:18:26.207 --> 00:18:26.559
dark.

00:18:26.647 --> 00:18:28.687
I will have to see about that.

00:18:28.791 --> 00:18:38.063
Let’s See what we have here? Yeah, it’s quite dark.

00:18:38.119 --> 00:18:43.279
But more important, it’s too much difference between the two

00:18:43.327 --> 00:18:44.835
colors, if you ask me.

00:18:45.975 --> 00:18:46.955
Let’s see.

00:18:49.885 --> 00:18:51.493
Yeah, for example, like that.

00:18:51.589 --> 00:18:53.213
I think that’s a little bit different.

00:18:53.309 --> 00:18:55.785
And what you can see, we have a nice little

00:18:56.885 --> 00:18:57.709
optic here.

00:18:57.757 --> 00:19:00.505
Already looking quite nicely.

00:19:01.325 --> 00:19:05.765
Okay, so let’s have a look at our material.

00:19:05.845 --> 00:19:10.229
For example, for this part in my image, I used

00:19:10.277 --> 00:19:16.491
a quite orange or yellowish color there just to give

00:19:16.523 --> 00:19:22.655
it some kind of a highlight in terms of color.

00:19:23.875 --> 00:19:25.735
And let’s do that here again.

00:19:26.995 --> 00:19:28.455
Create a new material.

00:19:29.995 --> 00:19:33.655
I call it orange or something like that.

00:19:34.355 --> 00:19:37.259
It’s really not important which name you choose there.

00:19:37.347 --> 00:19:45.317
And take in account that we are using, as I

00:19:45.341 --> 00:19:54.589
said before, a very, very overlit object or ambient there.

00:19:54.757 --> 00:19:58.065
Because of that, let’s use a little bit darker color.

00:19:59.205 --> 00:20:01.945
Put in some reflectivity, for example.

00:20:02.405 --> 00:20:03.653
You can use that.

00:20:03.749 --> 00:20:06.309
Reflectivity is a little bit rendering.

00:20:06.357 --> 00:20:07.249
Consume.

00:20:07.437 --> 00:20:09.633
Consumes some kind of rendering time.

00:20:09.769 --> 00:20:13.205
But in the end it’s not that heavy on rendering.

00:20:13.905 --> 00:20:17.897
What you can, for example, do is give it specularity.

00:20:17.961 --> 00:20:21.921
Rendering Glossy, for example, can be used if you are

00:20:22.033 --> 00:20:25.045
trying to achieve more like a glassy look.

00:20:25.585 --> 00:20:30.393
I tend to go down with this value because I

00:20:30.409 --> 00:20:32.885
just like it better that way.

00:20:33.345 --> 00:20:36.445
But you can of course use it 95% too.

00:20:38.225 --> 00:20:42.129
And there should be some kind of specular size.

00:20:42.297 --> 00:20:45.125
I like that one to be a little bit higher

00:20:45.585 --> 00:20:49.977
and maybe just a little bit lower on the intensity

00:20:50.041 --> 00:20:50.645
here.

00:20:51.585 --> 00:20:53.685
Let’s see what we get with that.

00:20:55.425 --> 00:20:59.083
We attach that to the covering and of course to

00:20:59.099 --> 00:21:00.975
the other covering too.

00:21:01.675 --> 00:21:05.735
Okay, save it and let’s have a look.

00:21:09.795 --> 00:21:12.675
Yeah, it’s coming along quite nicely.

00:21:12.835 --> 00:21:18.775
As you can see, we have a very, very high

00:21:22.955 --> 00:21:24.135
quality here.

00:21:25.435 --> 00:21:28.323
Let’s have a look again.

00:21:28.499 --> 00:21:31.795
What I think we should do is we should go

00:21:31.835 --> 00:21:35.723
to the checker material and a little bit lighter.

00:21:35.859 --> 00:21:37.695
Make it a little bit lighter.

00:21:42.235 --> 00:21:43.575
Yeah, that’s nice.

00:21:45.235 --> 00:21:48.259
Okay, let’s have a look at our rendering settings here.

00:21:48.307 --> 00:21:49.175
I think.

00:21:49.925 --> 00:21:53.985
Yeah, that’s on that one.

00:21:57.005 --> 00:21:58.465
This is needed.

00:21:59.085 --> 00:22:00.605
Plugin shader should be on.

00:22:00.645 --> 00:22:03.325
If you’re using, for example, like I’m doing here, the

00:22:03.365 --> 00:22:07.637
glossy part, I’m using always, all the time.

00:22:07.781 --> 00:22:09.741
Some kind of multipass rendering.

00:22:09.893 --> 00:22:13.653
Because it’s just creating the nicer images, if you ask

00:22:13.709 --> 00:22:14.305
me.

00:22:15.815 --> 00:22:21.035
And we have an ambience occlusion put on that.

00:22:21.415 --> 00:22:23.795
Actually, we don’t have that because I.

00:22:25.895 --> 00:22:28.595
Okay, we have some kind of ambient occlusion here.

00:22:30.335 --> 00:22:35.315
And yeah, that’s more or less looking nicely.

00:22:36.895 --> 00:22:50.193
Let’s have a look at Top here I will increase

00:22:50.289 --> 00:22:52.401
the darkness of my shadow.

00:22:52.593 --> 00:22:55.081
So maybe we can see something of that.

00:22:55.193 --> 00:22:57.737
Because at the moment I’m not really seeing some kind

00:22:57.761 --> 00:22:58.645
of shadow.

00:22:59.465 --> 00:23:00.713
It’s just too bright.

00:23:00.769 --> 00:23:06.313
At this point what I want to do is I

00:23:06.369 --> 00:23:10.003
want to go a little bit down on the intensity

00:23:10.059 --> 00:23:14.975
of my stuff here, of my light.

00:23:16.195 --> 00:23:18.855
Let’s see what this will look like.

00:23:22.915 --> 00:23:25.915
If you have a look at this point we can

00:23:25.955 --> 00:23:26.935
see something.

00:23:27.675 --> 00:23:44.901
There is ambient occlusion showing through again and yeah, looking

00:23:44.973 --> 00:23:46.585
more or less nice.

00:23:51.685 --> 00:23:55.085
So the next thing what I tend to do is

00:23:55.125 --> 00:23:59.505
I just want a little bit of bump on that.

00:24:00.265 --> 00:24:03.245
That just a little bit more interesting.

00:24:04.185 --> 00:24:07.105
We can see that there is bump at this point.

00:24:07.265 --> 00:24:13.325
This kind of stripy part here just indicates that.

00:24:13.745 --> 00:24:16.265
Let’s put that on there too.

00:24:16.385 --> 00:24:19.001
What I do for that is I just save my

00:24:19.073 --> 00:24:25.409
metal here, for example, in my material folder of my

00:24:25.497 --> 00:24:26.125
project.

00:24:28.465 --> 00:24:30.685
I realized that you didn’t see that.

00:24:31.305 --> 00:24:35.765
So let’s save that, reattach that in.

00:24:36.745 --> 00:24:38.361
So embed it again.

00:24:38.553 --> 00:24:45.041
And now we can just import material there and we

00:24:45.073 --> 00:24:46.045
copied it.

00:24:46.625 --> 00:24:51.673
That’s a way to copy stuff which is in Animation

00:24:51.729 --> 00:24:55.955
Master, which is a little bit to.

00:24:59.255 --> 00:25:01.871
Which is just a little bit harder to do for

00:25:01.943 --> 00:25:03.031
some of the objects.

00:25:03.103 --> 00:25:05.075
But this is a way you can do that.

00:25:05.415 --> 00:25:08.915
Okay, and let’s see what we have here.

00:25:09.575 --> 00:25:14.119
Yeah, we can just input for example, a bump percentage

00:25:14.167 --> 00:25:15.235
at this point.

00:25:15.535 --> 00:25:16.955
And now let’s.

00:25:19.575 --> 00:25:22.395
Yeah, let’s put that on our object.

00:25:24.215 --> 00:25:28.671
So it should be on the inner part and it

00:25:28.703 --> 00:25:30.795
should be on the outer part here.

00:25:31.215 --> 00:25:32.583
Okay, save again.

00:25:32.719 --> 00:25:33.635
Let’s see.

00:25:34.415 --> 00:25:40.755
Do we see something? Yeah, we see something.

00:25:42.415 --> 00:25:44.191
It’s a little bit hard to see.

00:25:44.343 --> 00:25:45.915
Let’s render that again.

00:25:46.535 --> 00:25:47.675
This part.

00:25:53.025 --> 00:25:56.645
Yeah, it’s really hard to see because I think that

00:25:58.385 --> 00:26:03.713
chromie image here, the metal bump in the checker material

00:26:03.769 --> 00:26:09.593
needs a different size for one of the axes.

00:26:09.769 --> 00:26:12.161
I’m not quite sure which one it is at the

00:26:12.193 --> 00:26:12.833
moment.

00:26:13.009 --> 00:26:14.045
Let’s see.

00:26:15.125 --> 00:26:18.437
I need to go to my ball bearing here again

00:26:18.501 --> 00:26:21.025
to the modeling part.

00:26:21.605 --> 00:26:25.385
Okay, let’s have a look.

00:26:25.885 --> 00:26:28.677
We have the Z axis and we have the X

00:26:28.741 --> 00:26:29.465
axis.

00:26:30.325 --> 00:26:34.341
And Y axis needs to be small.

00:26:34.453 --> 00:26:35.865
So let’s have a look.

00:26:37.285 --> 00:26:40.605
Z and X, Y axis needs to be small.

00:26:40.765 --> 00:26:45.095
If we want on the set axis, some kind of

00:26:45.215 --> 00:26:48.035
nicer image there, we could do that too.

00:26:48.815 --> 00:26:52.103
And what we want to do additional to that is

00:26:52.159 --> 00:27:01.079
I want to rotate it, for example, for 45 degrees

00:27:01.305 --> 00:27:05.593
on the set axis.

00:27:05.819 --> 00:27:08.985
45, something like that.

00:27:09.025 --> 00:27:12.481
It doesn’t really matter what you are using here and

00:27:12.553 --> 00:27:15.525
that one could be 45, two.

00:27:16.665 --> 00:27:22.165
Okay, so something like that should do for the moment.

00:27:22.705 --> 00:27:25.205
Let’s see if we can see something of that.

00:27:27.985 --> 00:27:33.873
Yeah, we have some kind of nice structure here, I

00:27:33.889 --> 00:27:34.445
think.

00:27:35.455 --> 00:27:37.355
Let’s keep it that way.

00:27:37.895 --> 00:27:42.727
Go back and let’s have a look through the camera

00:27:42.791 --> 00:27:43.835
at this point.

00:27:51.375 --> 00:27:54.543
It’s a little bit too dark still, if you ask

00:27:54.599 --> 00:27:54.839
me.

00:27:54.887 --> 00:27:57.635
So I will go to my material at this point

00:27:57.975 --> 00:28:08.569
and go with a little bit of a lighter color,

00:28:08.737 --> 00:28:09.649
something like that.

00:28:09.697 --> 00:28:12.605
Maybe you will see if that is okay.

00:28:13.705 --> 00:28:16.285
Yeah, it’s getting a little bit better.

00:28:16.905 --> 00:28:25.085
Okay, let’s have a look what we are into here.

00:28:26.435 --> 00:28:30.931
Yeah, we just need to create a better shadow for

00:28:30.963 --> 00:28:31.815
that one.

00:28:32.715 --> 00:28:37.779
So to get that, let’s see what we can do

00:28:37.827 --> 00:28:38.415
here.

00:28:39.195 --> 00:28:48.535
Our spotlight at this point, intensity.

00:28:50.275 --> 00:29:18.587
Let’s see what we can do in the end.

00:29:18.651 --> 00:29:21.283
That’s more or less like it should look.

00:29:21.459 --> 00:29:24.907
I will decrease with a little bit just to have

00:29:24.931 --> 00:29:30.735
a better view on where the shadow should be then.

00:29:31.835 --> 00:29:38.375
And let’s go to that part.

00:29:39.075 --> 00:29:40.695
Put it down here.

00:29:47.885 --> 00:29:49.985
Maybe it’s something like that.

00:30:08.315 --> 00:30:11.455
Yeah, looking a little bit nicer at the moment.

00:30:11.835 --> 00:30:19.259
Let’s put that a little bit to the right, maybe,

00:30:19.307 --> 00:30:21.775
so we can see a little bit more of that.

00:30:23.075 --> 00:30:24.491
We’re doing that.

00:30:24.683 --> 00:30:27.375
Yeah, this is looking quite nicely.

00:30:28.235 --> 00:30:30.987
Okay, so as you can see, we have a very

00:30:31.051 --> 00:30:34.299
bright object here or ground here.

00:30:34.347 --> 00:30:37.279
We have a nice object looking quite nice.

00:30:37.447 --> 00:30:40.679
And we are using ambient occlusion, a little bit of

00:30:40.727 --> 00:30:43.759
it, at least at this point.

00:30:43.927 --> 00:30:47.975
And we are, of course, using shadow, which is shown

00:30:48.015 --> 00:30:49.515
at this point, more or less.

00:30:49.815 --> 00:30:55.751
And yes, this is looking quite nicely, if you ask

00:30:55.783 --> 00:30:56.119
me.

00:30:56.207 --> 00:31:01.311
Maybe a little bit too small on the checker material

00:31:01.383 --> 00:31:01.957
there.

00:31:02.111 --> 00:31:07.041
We can, for example, go to that and scale that

00:31:07.153 --> 00:31:08.885
up a little bit.

00:31:09.345 --> 00:31:13.009
You can do that on different positions.

00:31:13.057 --> 00:31:16.593
For example, in here, you could go and put it

00:31:16.609 --> 00:31:19.845
to 200%.

00:31:20.425 --> 00:31:22.137
If you do it here or if you do it

00:31:22.161 --> 00:31:23.953
here, it doesn’t really matter.

00:31:24.129 --> 00:31:27.625
It’s just easier for me to do that at the

00:31:27.665 --> 00:31:28.325
moment.

00:31:30.015 --> 00:31:32.487
Yeah, looking quite nicely.

00:31:32.671 --> 00:31:35.599
Okay, so what we have here is an ambient occlusion

00:31:35.647 --> 00:31:44.007
rendering, which is looking, I think, quite nice, more or

00:31:44.031 --> 00:31:44.551
less.

00:31:44.703 --> 00:31:49.755
We have some kind of reflection part here.

00:31:51.535 --> 00:31:56.885
When we are rendering later, we will have more than

00:31:57.345 --> 00:31:57.729
that.

00:31:57.777 --> 00:32:03.649
Of course, there are other possibilities to increase the niceness

00:32:03.817 --> 00:32:06.025
of this scene here.

00:32:06.185 --> 00:32:07.201
Let’s see what we can do.

00:32:07.233 --> 00:32:10.329
We can, for example, create a new model which will

00:32:10.377 --> 00:32:15.005
be just a grid.

00:32:15.545 --> 00:32:16.337
You can’t see it.

00:32:16.361 --> 00:32:19.145
I will use a grid wizard here.

00:32:19.305 --> 00:32:26.833
And this grid will just be used to Something like

00:32:26.849 --> 00:32:32.233
that will just be used to as a reflector image.

00:32:32.289 --> 00:32:34.545
That means or reflector object.

00:32:34.625 --> 00:32:43.385
This object will only be visible in my reflections and

00:32:43.505 --> 00:32:54.525
I need a very bright, a bright material for that.

00:32:55.305 --> 00:33:01.537
So go to this, put in a bright material, for

00:33:01.561 --> 00:33:01.905
example.

00:33:01.945 --> 00:33:02.885
It doesn’t matter.

00:33:04.305 --> 00:33:07.433
The most important thing is that I will set the

00:33:07.449 --> 00:33:11.457
amend intensity for example to a high level 100.

00:33:11.521 --> 00:33:16.809
In for example the diffuse falloff I will set to

00:33:16.857 --> 00:33:18.725
null or zero.

00:33:19.065 --> 00:33:22.641
And the ambience color I will set to white for

00:33:22.673 --> 00:33:24.805
example, as this should do.

00:33:25.305 --> 00:33:29.361
And I will put that one on my new object

00:33:29.433 --> 00:33:37.845
here and use Z on that.

00:33:38.474 --> 00:33:44.174
Okay, go back to my scene here.

00:33:45.795 --> 00:33:47.535
Put it in.

00:33:50.155 --> 00:33:53.539
The important thing about that is that we don’t want

00:33:53.587 --> 00:33:56.403
to see that directly in our scene, but only in

00:33:56.419 --> 00:33:58.815
the reflection of for example the object.

00:34:25.565 --> 00:34:28.225
Let’s see if we see something of that there.

00:34:30.095 --> 00:34:34.959
I don’t know, maybe I have to increase the fall

00:34:35.007 --> 00:34:35.955
off again.

00:34:36.415 --> 00:34:40.447
I’m using here that one.

00:34:40.631 --> 00:34:45.875
Let’s say we go to 1500 for instance.

00:34:46.975 --> 00:34:49.831
And if you have a look at this, we have

00:34:49.863 --> 00:34:52.239
some kind of reflection now at this point.

00:34:52.287 --> 00:34:55.255
So this is a little small highlight we can see

00:34:55.295 --> 00:34:55.920
here.

00:34:56.102 --> 00:34:59.564
And this will increase the rendering quality and the objects

00:34:59.604 --> 00:35:01.504
of this a little bit more.

00:35:03.564 --> 00:35:06.084
As you can see, I’m just playing around a little

00:35:06.124 --> 00:35:06.420
bit.

00:35:06.492 --> 00:35:07.628
You have to do that too.

00:35:07.676 --> 00:35:10.404
You have to know a little bit of the tools

00:35:10.444 --> 00:35:14.104
you have here which should help you.

00:35:15.404 --> 00:35:20.716
For example, that one that you can, I don’t know

00:35:20.780 --> 00:35:26.887
can I increase the darkness? Know just that you for

00:35:26.911 --> 00:35:29.223
example can overpower your image.

00:35:29.279 --> 00:35:33.503
So use a higher level image color here to create

00:35:33.599 --> 00:35:37.495
such a nice little ground, for example.

00:35:37.615 --> 00:35:41.567
But this is quite nicely looking like what I wanted

00:35:41.591 --> 00:35:42.755
to achieve here.

00:35:43.655 --> 00:35:49.385
More or less like a very metallic part.

00:35:49.465 --> 00:35:52.045
And that’s more or less what I wanted here.

00:35:53.065 --> 00:35:55.217
And of course you can see we have nice little

00:35:55.281 --> 00:35:56.753
chrome balls in there.

00:35:56.889 --> 00:35:59.725
And this part is looking quite nicely too.

00:36:00.025 --> 00:36:02.537
And yeah, that is more or less what I wanted

00:36:02.561 --> 00:36:03.513
to show you.

00:36:03.689 --> 00:36:08.321
Let’s see, we can of course use now a faster

00:36:08.393 --> 00:36:09.369
ambient occlusion.

00:36:09.457 --> 00:36:13.297
Don’t use this ambient occlusion now go to this one.

00:36:13.361 --> 00:36:20.607
Activate that standard is I think 265, 56 samples here.

00:36:20.796 --> 00:36:26.371
You can go with 128 or something like that.

00:36:26.483 --> 00:36:27.947
It really doesn’t matter.

00:36:28.011 --> 00:36:29.455
Use it as you want.

00:36:29.875 --> 00:36:31.615
Plugins is okay.

00:36:33.315 --> 00:36:36.147
Yeah, let’s see what is going on here.

00:36:36.171 --> 00:36:38.579
And if that is what we want to create here.

00:36:38.747 --> 00:36:42.213
But this should render more or less fast.

00:36:42.309 --> 00:36:46.781
So it should not take too long for us to

00:36:46.813 --> 00:36:52.853
render that let’s see what is going on there and

00:36:52.909 --> 00:36:57.925
how it will look with this screen space.

00:36:58.045 --> 00:36:59.625
Ambient occlusion part.

00:37:00.005 --> 00:37:02.461
As you can see, we have a very bright image.

00:37:02.613 --> 00:37:08.081
This is normal because we don’t have any ambient occlusion

00:37:08.233 --> 00:37:09.145
added to that.

00:37:09.225 --> 00:37:12.897
Right now we have to wait for the last path

00:37:13.081 --> 00:37:14.153
to create that.

00:37:14.249 --> 00:37:17.433
But you can see we have quite fast rendering times

00:37:17.489 --> 00:37:19.441
and that is more or less what we are after

00:37:19.513 --> 00:37:20.125
here.

00:37:22.865 --> 00:37:24.605
30 seconds at the moment.

00:37:27.025 --> 00:37:30.169
As you can see, I’m using CPU SSR at the

00:37:30.217 --> 00:37:30.849
moment.

00:37:31.017 --> 00:37:34.893
This is not because I want to do that, but

00:37:34.949 --> 00:37:41.365
because my graphic card doesn’t compute that for some reason.

00:37:41.525 --> 00:37:43.965
For example, if I do this on my laptop, it

00:37:44.005 --> 00:37:49.745
will use the GPI or GPU to render that.

00:37:51.205 --> 00:37:53.781
On my desktop it doesn’t do that.

00:37:53.933 --> 00:37:59.025
That’s very, very, very, very much slower.

00:37:59.345 --> 00:38:03.601
So quite a lot slower than rendering with the GPU

00:38:03.673 --> 00:38:04.725
at this point.

00:38:05.025 --> 00:38:07.201
But it’s rendering fine too.

00:38:07.233 --> 00:38:10.793
And it’s still faster than using, for example, the real

00:38:10.849 --> 00:38:12.885
ambient occlusion in general.

00:38:15.425 --> 00:38:19.273
And I doubt that this will look very nicely at

00:38:19.289 --> 00:38:23.849
the moment because we just have to play around a

00:38:23.857 --> 00:38:24.605
little bit.

00:38:25.375 --> 00:38:27.995
It’s not even looking bad at the moment.

00:38:30.135 --> 00:38:32.999
Yeah, why not? It’s not looking bad.

00:38:33.127 --> 00:38:35.775
Okay, so as you can see, we have a nice

00:38:35.815 --> 00:38:36.735
little object here.

00:38:36.775 --> 00:38:41.007
It’s looking quite nicely, quite real in a really bright

00:38:41.111 --> 00:38:45.031
environment which is overpowered, which is more or less what

00:38:45.063 --> 00:38:48.183
is making it nice here.

00:38:48.359 --> 00:38:53.249
And yeah, I hope science.

00:38:53.297 --> 00:38:55.521
This is more or less a demonstration of what can

00:38:55.553 --> 00:38:56.325
be done.

00:38:56.905 --> 00:39:00.673
Not exactly if it needs to be done like that.

00:39:00.849 --> 00:39:06.057
I hope you have just learned a little bit about

00:39:06.121 --> 00:39:07.801
what we wanted to do here.

00:39:07.913 --> 00:39:11.041
You can play around with the settings again and do

00:39:11.073 --> 00:39:14.465
better stuff like, I don’t know, other stuff.

00:39:14.625 --> 00:39:16.885
But as you can see, we have a quite nice,

00:39:17.245 --> 00:39:22.869
more or less product typey image here which is looking

00:39:22.997 --> 00:39:25.425
more or less nicely, as you can see.

00:39:25.725 --> 00:39:31.933
And this is something I have learned which the client

00:39:32.029 --> 00:39:33.185
often likes.

00:39:33.525 --> 00:39:38.565
Some kind of a cool environment, a cool object, cool

00:39:38.685 --> 00:39:39.745
looking object.

00:39:40.205 --> 00:39:45.693
As you can see, I would decrease, for example, the

00:39:45.869 --> 00:39:49.101
stripes at this point, again, just because they are too

00:39:49.133 --> 00:39:50.365
visible for me.

00:39:50.525 --> 00:39:55.021
So decrease it in the height, for example, and maybe

00:39:55.093 --> 00:39:57.925
even in the object itself.

00:39:58.045 --> 00:40:02.105
You could for example, go to displacement renderings here.

00:40:02.725 --> 00:40:04.413
Looking quite nicely too.

00:40:04.589 --> 00:40:10.013
I have had mixed results with displacement on material.

00:40:10.109 --> 00:40:13.333
So if you want to use displacement, I would recommend

00:40:13.389 --> 00:40:15.265
to use the call.

00:40:17.685 --> 00:40:23.397
Let’s see if we can use that here and how

00:40:23.421 --> 00:40:24.865
it will look.

00:40:26.565 --> 00:40:28.565
Maybe we don’t even notice that.

00:40:28.605 --> 00:40:29.505
I don’t know.

00:40:31.445 --> 00:40:35.157
Yeah, it’s very, very hard to see at the moment.

00:40:35.221 --> 00:40:38.815
Let’s increase that just a little bit so we can

00:40:38.855 --> 00:40:40.075
see more of that.

00:40:42.655 --> 00:40:45.439
Yeah, as you can see we have a nicer structure

00:40:45.487 --> 00:40:45.911
now.

00:40:46.023 --> 00:40:47.727
This could be used.

00:40:47.871 --> 00:40:54.231
Maybe it is looking a little bit more real.

00:40:54.303 --> 00:40:55.195
I don’t know.

00:40:55.695 --> 00:40:59.167
Just play around a little bit and you will create

00:40:59.311 --> 00:41:01.315
nice looking objects like that.

00:41:02.545 --> 00:41:03.673
Yeah, it’s not bad.

00:41:03.769 --> 00:41:05.529
I will keep it that way.

00:41:05.657 --> 00:41:08.961
As you can see, we have this kind of optical

00:41:09.033 --> 00:41:13.489
interference here now which I had in my original rendering

00:41:13.577 --> 00:41:14.089
here too.

00:41:14.137 --> 00:41:18.585
So I’m using displacement map, displacement material at this point

00:41:18.625 --> 00:41:19.205
too.

00:41:19.745 --> 00:41:22.913
And yeah, it’s looking quite nice.

00:41:23.049 --> 00:41:25.765
Let’s render that again just for the sake of it.

00:41:29.305 --> 00:41:30.561
And what it is all about.

00:41:30.633 --> 00:41:34.161
It’s all about playing around, trying to get the perfect

00:41:34.233 --> 00:41:36.769
setting for your rendering scene.

00:41:36.817 --> 00:41:39.641
And for your propose you want to create here.

00:41:39.793 --> 00:41:44.729
Just get whatever looks quite nice to you and do

00:41:44.737 --> 00:41:45.601
it again and again.

00:41:45.673 --> 00:41:50.009
And after a while you will just get a feeling

00:41:50.057 --> 00:41:53.641
on how to create this kind of object or this

00:41:53.673 --> 00:41:56.077
kind of look you want to achieve.

00:41:56.241 --> 00:41:59.933
And it will look better and better with each iteration

00:41:59.989 --> 00:42:00.785
you do.

00:42:05.565 --> 00:42:10.105
Yeah, let’s wait for that to finish again.

00:42:10.565 --> 00:42:13.325
And if we are finished with that, I think we

00:42:13.365 --> 00:42:17.013
should just leave it like that.

00:42:17.069 --> 00:42:20.181
And I hope you learned something about the rendering with

00:42:20.213 --> 00:42:25.021
Animation Master with screen capture or screen space ambient occlusion,

00:42:25.053 --> 00:42:25.985
for example.

00:42:27.045 --> 00:42:30.757
This is a very specific case I’m showing you here.

00:42:30.821 --> 00:42:33.469
So if you for example, want to do an animation

00:42:33.517 --> 00:42:35.813
or something like that, you can do it that way

00:42:35.869 --> 00:42:40.773
and it may look quite nice, but you just have

00:42:40.789 --> 00:42:44.117
to play around and see what you want to achieve.

00:42:44.181 --> 00:42:46.533
And it’s time consuming.

00:42:46.669 --> 00:42:48.901
That’s just what you have to accept.

00:42:48.973 --> 00:42:52.345
It’s just time consuming to get the lighting right.

00:42:52.705 --> 00:42:56.841
And it will be time consuming.

00:42:56.913 --> 00:42:57.905
Any software program.

00:42:57.985 --> 00:43:02.761
There are one or two better to say.

00:43:02.793 --> 00:43:06.645
There are a few which use for example, physical correct

00:43:07.225 --> 00:43:08.929
materials and stuff like that.

00:43:09.057 --> 00:43:14.897
They are nice because they often include nice settings of

00:43:15.081 --> 00:43:16.481
rendering materials.

00:43:16.633 --> 00:43:20.017
But that doesn’t mean that you can’t create very nice

00:43:20.081 --> 00:43:23.819
looking images like that one, for example, in Animation Master

00:43:23.867 --> 00:43:24.455
2.

00:43:24.795 --> 00:43:28.015
Even so, it’s not really.

00:43:30.235 --> 00:43:35.491
Yeah, you know, a physical correct rendering service Animation Master

00:43:35.523 --> 00:43:38.615
can provide here, but it’s still looking nicely.

00:43:38.955 --> 00:43:39.827
Yeah.

00:43:40.011 --> 00:43:43.027
So I hope you learned something and if you have

00:43:43.051 --> 00:43:46.147
any questions, let me know about it and see you

00:43:46.171 --> 00:43:46.235
soon.