Get Better Lighting in Blender With This Easy Trick

Max Hay
11 Jun 202413:02

Summary

TLDRIn this tutorial, the speaker demonstrates a technique to enhance indirect or bounce lighting in 3D rendering using normal lights. They discuss the importance of adding lights strategically in areas where indirect light naturally occurs and show how to use area lights for soft, directional lighting. The speaker also covers how to avoid common pitfalls, such as creating unrealistic glows or harsh lines on objects, and provides tips for color matching and keeping the effect subtle to maintain realism. The video concludes with a before-and-after comparison and a mention of assets used from a fantasy environments course.

Takeaways

  • 🎨 The tutorial demonstrates a technique for enhancing lighting in 3D renders by simulating indirect or bounce lighting with additional light sources.
  • 🔦 The primary issue addressed is the lack of sufficient lighting in certain areas of a scene, despite the presence of direct light sources.
  • 🏠 The example used is a 3D render where the main light sources are spotlights simulating sunlight from above, but the surrounding areas are too dark.
  • 💡 Area lights are recommended over spot or point lights for their ease of directional control and natural soft lighting effect.
  • 📏 The size and power of the additional lights are adjustable to control the spread and intensity of the light, enhancing the scene without overdoing it.
  • 📍 Lights should be strategically placed in areas where indirect light would naturally occur to maintain realism in the render.
  • 🌡️ The color temperature of the additional lights should match the existing lighting to ensure a cohesive look.
  • 🚫 Overusing additional lights can quickly break the realism of the scene, so subtlety is key.
  • 🌐 When using volumetrics in the scene, unchecking the 'volume scatter' option for lights can prevent unwanted glow effects.
  • 🔍 Reflective surfaces in the scene can reveal the light sources in reflections; adjusting settings like 'glossy ray visibility' can mitigate this.

Q & A

  • What is the main purpose of the lighting trick discussed in the script?

    -The main purpose of the lighting trick is to fake indirect or bounce lighting with normal lights to enhance the overall lighting in a scene where the existing light sources are not providing enough illumination in certain areas.

  • Why does the speaker prefer using area lights over spot or point lights?

    -The speaker prefers area lights because they provide easy directional control, illuminate only the desired areas, and naturally produce soft lighting due to their size. They also allow for control over the spread of light, making it possible to adjust from a direct beam to a wide angle.

  • How does the speaker determine where to place the additional lights in the scene?

    -The speaker places additional lights in areas where there is already some indirect light but not enough, or where it makes sense for there to be more light based on the direction and source of the existing light in the scene.

  • What is the significance of the power level of the additional lights used in the trick?

    -The power level of the additional lights is significant because it determines the intensity of the light and how much it contributes to the overall lighting of the scene. The speaker suggests keeping the power low to maintain a subtle and realistic effect.

  • Why is it important to color match the additional lights to the scene?

    -Color matching the additional lights to the scene is important to ensure that the lights blend naturally with the existing lighting and maintain the overall color harmony and realism of the scene.

  • What is the effect of using volumetrics in the scene, and how can it be managed?

    -Using volumetrics can cause bright lights to emit a glow effect throughout the scene. This can be managed by unchecking the 'volume scatter' option in the light settings to prevent the light from affecting the volume.

  • How can reflective surfaces in the scene cause issues with the additional lights, and how can these issues be resolved?

    -Reflective surfaces can cause issues by showing the actual light in their reflections, creating unnatural-looking bright spots. This can be resolved by either unchecking the 'multiple importance' or 'glossy ray visibility' options in the light settings to reduce or remove the unwanted reflections.

  • What is the role of the point light placed in the middle of the scene?

    -The point light placed in the middle of the scene serves to enhance the lighting in the back of the room, where the speaker felt there wasn't enough light. It helps to create a more balanced and illuminated environment.

  • Why does the speaker caution against overdoing the additional lighting effects?

    -The speaker cautions against overdoing the additional lighting effects because it can quickly break the realism of the scene. Excessive lighting can create unnatural looks and draw attention to the artificial enhancements rather than enhancing the scene naturally.

  • What is the speaker's advice for maintaining realism when using this lighting trick?

    -The speaker advises to keep the additional lighting subtle, ensure it makes sense within the context of the scene's lighting, and to be mindful of the power levels and reflections to maintain a realistic appearance.

Outlines

00:00

💡 Enhancing Lighting with Strategic Light Placement

The speaker introduces a technique for enhancing lighting in 3D rendering by strategically placing additional lights to simulate indirect or bounced light. They use a recent render as an example to demonstrate the 'before' and 'after' effect. The main idea is to augment the existing lighting setup with normal lights to create a more natural and visually appealing result. The speaker emphasizes the importance of placing these additional lights in areas where it makes sense for light to be present, such as where direct light hits surfaces and then bounces onto other objects. They also discuss the use of area lights for their directional control and soft lighting properties, as well as the need to avoid overdoing the effect to maintain realism.

05:01

🔍 Fine-Tuning Light Effects and Avoiding Realism Breakdown

In this segment, the speaker continues to discuss the nuances of enhancing lighting in 3D scenes. They show how to add area lights to specific areas to brighten up walls and other surfaces, ensuring that the lights are placed where they would naturally be present, such as in patches of sunlight. The speaker also cautions against intersecting lights with objects, as this can create harsh lines and reduce the realism of the scene. They mention the importance of color matching the added lights to the existing light tones in the scene to maintain consistency. Additionally, they provide tips on keeping the enhancements subtle to avoid breaking the realism of the render, and they demonstrate how overdoing the effect can lead to an unnatural look.

10:02

🎨 Managing Volumetric Lighting and Reflective Surfaces

The final paragraph covers the challenges of managing volumetric lighting and reflections in 3D scenes. The speaker explains how using bright lights in a scene with volumetrics can cause unwanted glow effects and how to mitigate this by adjusting the light's 'volume scatter' settings. They also address the issue of lights being visible in reflections on reflective surfaces, such as water or glass, and provide solutions like adjusting the 'multiple importance sampling' and 'glossy ray visibility' settings. The speaker concludes by mentioning the use of assets from a fantasy course in the example render and invites viewers to check out the course for more information.

Mindmap

Keywords

💡Lighting Trick

A 'lighting trick' refers to a technique or method used in visual arts, particularly in photography, cinematography, and 3D rendering, to manipulate the lighting conditions to achieve a desired effect. In the context of the video, the lighting trick involves using normal lights to fake indirect or bounce lighting, enhancing the visual appeal of a scene. The video demonstrates how to use this trick to add a 'special kind of feeling' to a render by strategically placing lights to simulate natural light bouncing off surfaces.

💡Indirect Lighting

Indirect lighting is a lighting technique where light is not directly from the source but has been reflected or diffused off other surfaces before illuminating the subject. This creates softer, more natural-looking light. In the video, the speaker discusses enhancing indirect lighting by adding area lights in areas where light would naturally bounce, such as from the floor onto surrounding objects, to create a more realistic and visually appealing scene.

💡Area Light

An 'area light' is a type of light source in 3D rendering that simulates light emitted from a larger surface rather than a single point. This type of light is used to create soft shadows and a more natural lighting effect. The video emphasizes the use of area lights for their directional control and the ability to create soft lighting effects, which are essential for achieving a realistic bounce lighting effect.

💡Spotlight

A 'spotlight' is a focused, directional light source that is commonly used to highlight specific areas or objects in a scene. In the video, spotlights are used as the main light source to simulate direct sunlight. The speaker then adds additional lights to enhance the indirect lighting, complementing the spotlights to create a more dynamic and complete lighting setup.

💡Bounce Lighting

Bounce lighting is a technique where light from a source is directed onto a reflective surface, which then reflects the light onto the subject. This can help to soften shadows and add fill light to a scene. The video script describes how to use bounce lighting to enhance the overall lighting in a 3D render by strategically placing additional lights to simulate the effect of light bouncing off various surfaces.

💡Volume Scatter

Volume scatter refers to a rendering technique that simulates the scattering of light within a volume of space, often used to create effects like fog or mist. In the video, the speaker mentions using volume scatter to create a foggy effect and discusses how to manage the interaction between bright lights and volume scatter to avoid unwanted glow effects.

💡Ray Visibility

Ray visibility is a setting in 3D rendering that controls whether a light source contributes to the illumination of a scene or not. It is used to fine-tune the lighting effects by selectively enabling or disabling the influence of a light on different aspects of the scene. The video script illustrates adjusting ray visibility for volume scatter to control how a light affects the overall scene's lighting.

💡Glossy Reflection

A 'glossy reflection' is a type of reflection that occurs on smooth surfaces, where light reflects in a more diffused manner, creating a sheen rather than a sharp mirror-like reflection. The video discusses managing glossy reflections, especially when using bright lights, to prevent overexposure or unrealistic reflections that could detract from the scene's realism.

💡Color Matching

Color matching in lighting refers to the process of adjusting the color temperature or tint of light sources to ensure they are consistent with the overall color scheme of a scene. This helps to create a cohesive visual appearance. The video script mentions color matching the added lights to the warm tones of the scene to maintain a natural and harmonious look.

💡Realism

Realism in the context of 3D rendering and visual arts refers to the degree to which a scene or image resembles the real world. The video emphasizes the importance of maintaining realism when enhancing lighting, cautioning against overdoing effects that could make the scene look fake or unnatural. The speaker provides tips on how to subtly enhance lighting to improve the scene's visual appeal without compromising its realistic appearance.

Highlights

Introduction to a simple lighting trick for enhancing render scenes.

Demonstration of the lighting trick with a before and after comparison.

Explanation of faking indirect or bounce lighting with normal lights.

Highlighting the use of spotlights as the main light source in the scene.

Discussion on the limitations of increasing exposure and floor brightness.

Introduction to the concept of adding lights to enhance the scene's lighting.

Preference for using area lights over spot or point lights for directional control.

Importance of placing additional lights in areas where indirect lighting makes sense.

Example of enhancing light in areas with existing indirect light.

Caution against placing lights in a way that creates harsh lines on objects.

Technique for tracing light direction to place lights strategically.

Use of a point light to add brightness to the back of the scene.

Advice on color matching lights to the scene's tone.

Warning about the risks of overdoing the lighting effect and losing realism.

Solution for dealing with unwanted glow from lights using volumetrics.

Technique for reducing reflections of light sources on reflective surfaces.

Conclusion and mention of assets used from the new fantasy course.

Transcripts

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okay so I want to show you a pretty easy

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lighting trick that I use sometimes when

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I'm in this kind of situation where the

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lighting that I have is kind of going in

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the right direction but it's just

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missing a whole bunch of pieces where

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I'm pulling this example from is a

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render I did recently this one where I

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was in this situation and I ended up

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doing the thing I'm about to show you to

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get this result right here so here's the

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before and the after so the basic idea

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here is just faking indirect or bounce

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lighting with just some normal lights

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but I'll show you EX how this works and

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when to use it and um when not to use it

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so in this case it is highlighting quite

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an extreme version of this effect so

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it's not always going to be this extreme

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and most of the time when I use it it's

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a lot more subtle than this but it can

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still all uh usually when I use it it it

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adds just a really nice touch where it's

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visible and just kind of gives it that

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more special kind of feeling that you

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can see here so how exactly do you do

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this let me show you um so here we are

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in this scene we have just some

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spotlights up here which are the main

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lights that are casting kind of this

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direct uh kind of Faking sunlight I

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guess so the direct light is just coming

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the kind of the main lighting is already

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done here so the light is just coming

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from the top from these uh three

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spotlights up here and that's just

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shining down there and you can see that

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kind of just that's what that is there

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so the problem is there's all these

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surrounding areas which are silhouetted

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and I want more light to be kind of

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radiating from that bright point into

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all these other areas so there's a bunch

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of ways to do that you could do things

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like increase the exposure um but that

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might not always give you the look you

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want you could also do something like

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increase the brightness of the floor

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again just might not give you the look

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you want because say I say I do this I

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increase the brightness of the floor it

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does kind of increase the amount of

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light reflecting off the floor but the

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problem is the floor is really bright

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now and there all the tiles look kind of

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weird so that might not be a desirable

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solution either so something you'll see

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pretty often in 3D is kind of just

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faking this effect by adding in lights

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so here are all the lights that we going

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to be adding in I'll show you kind of

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one by one what this is doing but if I

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just toggle this on and off you can see

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that kind of accentuates the bounce

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lighting that's already there and just

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makes it feel nicer but still natural so

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let's go let's go through this one by

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one and I'll show you where this starts

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so the first one I added was this one

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right here so this is just an area light

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and the reason I like using area lights

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instead of spot or point or anything is

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because it gives you a very easy

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directional control so it's shining

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right in the direction that I want and

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not Illuminating areas that I don't want

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this in uh and it also is really easy to

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make this it's it's just soft lighting

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by default cuz it's already a meter in

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diameter by default so that's why I like

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using that and then you can also control

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the spread on this as well so you can

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make this a direct beam or you can make

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it all the way up to like 180° outwards

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uh so mine has turned down a little bit

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but basically the the key that I want to

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show you here is you have to add these

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lights in areas that make sense for

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there to be light okay so you can see

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that there's all this direct light kind

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of this fake you could say sunlight

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coming in the scene here so the sunlight

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is hitting the ground and then there's

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already actually indirect light in here

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if you look at this the indirect light

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is just the light that bounces off of

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something onto something else so for

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example the light that's hitting the

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floor is bouncing up onto like the

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underside of this ring you can see all

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that there uh up here the bright part of

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this the top of this ring underneath

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here that's all indirect light that's

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bouncing off of the floor bouncing

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upwards hitting this thing and that's

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what is lighting that up right there so

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this effect is not uh something that is

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always faked right like it there's

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always indirect Lighting in the scene no

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matter what but if you want to

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accentuate that you have to add the

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lights in areas where it makes sense for

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there to be indirect lighting so

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basically what I look for when I'm doing

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this is where are the areas that there's

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already some indirect light but maybe

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not enough and maybe some uh areas that

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I can beef it up a little bit so if you

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add an area light let's just look at

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this first one um the power is very low

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so it's only at 160 Watts which is this

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effect is already quite extreme what I'm

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showing you so I'd probably go lower

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even than that uh in a in something

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that's not an example of this uh like

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just in some other random render that I

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would do I'd probably go lower than 160

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but just to show you exactly what's

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really happening I'll I'll keep it on

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high here and this was actually the the

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value that I used in the render but most

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renders aren't this extreme okay so we

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have this area light and if you notice

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if I just go to where this light

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actually is and I rotate around it it's

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pretty much in the spot where there is

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light already ref reflecting right so

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it's kind of like right around here in

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this patch of sunlight that's kind of

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where roughly where I've placed it and

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so it's just shining the light right up

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on there just again enhancing where the

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light should already be coming from just

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kind of pushing that effect a little bit

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further in the direction that I I want

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it to go so the next one I have this

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areir light here uh let's just see what

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this one is doing I added this one just

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for this video just to kind of make the

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walls a little bit brighter just to

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really show what this is doing there's

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an and same thing here it's not very

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bright uh this one sorry this one

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actually is quite a bit brighter um and

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sometimes you just have to turn it up

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for it to kind of reach the wall if it's

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bit further away um but anyways the next

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one is this one over here so this is

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adding again same same exact thing I'm

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just going to keep showing you this so

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we have this one right down here where

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there's uh this patch of sunlight where

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it kind of makes sense where it would be

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lots of light bouncing out of that area

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onto other objects and so that's

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bouncing up onto

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there and uh again this one's very low I

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have this uh size just kind of stretched

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out over here now something you want to

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be careful of is if you notice here uh

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this object is this light rather is

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intersecting on these chains right here

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do you want to be careful of that

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because sometimes you get a a really

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harsh line on your objects so just be

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aware that you can decrease the realism

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if you're not careful with this so uh I

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don't think it matters in this one you

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can't really see it but just be careful

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of that because it will ruin everything

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if you accidentally leave that like

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intersecting with an object in the wrong

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spot okay so the next one I have another

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light which is actually pointing towards

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the camera in this one which is kind of

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highlighting the floor so this I still

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think this actually does make sense

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because if you think about where the

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light would be going you just have to

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kind of trace it back right so the

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light's coming from the top hitting the

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floor hitting this ring and it would

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probably make sense this whole it could

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either be bouncing off of that or it

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could be bouncing off of just the whole

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bright area behind all this stuff so it

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kind of makes sense for there to be some

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light coming from from that direction

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anyways so I'm okay kind of enhancing

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that and and faking it a little bit with

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an area light that's pointing in that

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direction cuz again it's bright coming

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from that way so it's okay to just kind

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of fake that a little bit right we have

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another one over here um an area light

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which is just pointing up in this

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opposite direction this is a this is

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another one that I added specifically

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for this video just to kind of um make

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the thumbnail look better but that's

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just kind of it was really dark over

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there so I just wanted to lighten it up

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a little bit so that's what that's doing

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and then the final one is this big Point

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light in the middle of the scene which

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just kind of tops it all off so one

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thing that was happening was I just felt

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like there wasn't quite enough light

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coming from that back the the room kind

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of behind the ring there and so adding

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one point light which I'll show you here

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one big Point light in the middle this

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one's very bright at 12,500 Watts uh

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that's much much higher than I would

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usually go with this but in this case

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you know it kind of makes a bit of sense

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it just looks better um you can see how

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much bright light is hitting this spot

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behind here so it you know it kind of

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makes sense that this one it would have

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to be brighter to actually be visible um

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so that's there and normally I would use

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actually a bigger radius like minimum a

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meter so I would recommend turn that up

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just because you want it to be quite big

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and soft if you're trying to um enhance

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a big and soft reflection like this

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would be this is kind of going to cause

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a really soft reflection right here this

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big patch of light it's almost like

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another light itself uh a big patch of

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reflecting light that's a trick you see

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a lot in photography where if you're

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taking a portrait of someone you you

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might literally hold a piece of paper on

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the opposite side of their face where

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the sun's coming from and that can be

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this exact same effect uh instead of an

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area light it's just a piece of paper

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which is reflecting the sunlight so it's

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the same kind of thing anyways um yeah

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the key here is make sure it makes sense

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like think about where the direction of

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light is actually coming from and then

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Place light Strate strategically in

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those areas you want to color match it

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so if the light is going to be um you

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know like everything's kind of warm

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tones in here so I want to match the

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light to be a little bit warm to match

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match that so it makes sense um you can

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see if I make it white it looks a little

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bit strange as soon as it gets warm it

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kind of fits in a little bit better so

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obviously just color match it to

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whatever other objects in in you're

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scene and then try to keep it subtle as

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well because if you overdo it the

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realism breaks really really fast so for

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example if I just crank this one uh

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let's just find one that's pointing this

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way and let's just like 10 x this um you

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can see it starts to look interesting

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but pretty fake uh quickly right and if

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I go really really extreme with it it

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just completely destroys everything so

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um it's you'll hit this point of it

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ruining everything probably faster than

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you'll expect so keep it subtle if you

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can because this isn't uh how light

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behaves in real life you're not going to

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have invisible lights which are are

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doing this um so we're kind of enhancing

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what's already there is the idea here

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okay one more thing that I want to

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mention is you might get this problem

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here where you can kind of see a big

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glow coming from your light so that

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happens because if we're using

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volumetrics in the scene so we're using

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a big uh fog over everything right so

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we're using uh just a volume scat excuse

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me just a volume scatter on this Cube

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which is just volumetric lighting over

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everything so if you start placing

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lights like bright lights in that you

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might get this effect where it's like

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just glowing everywhere the way you deal

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with that is just uncheck you can

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certainly see me doing it here but

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uncheck the uncheck excuse me the volume

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scatter check boox here so you go just

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click on the light uh the light you want

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to be affecting go over to Ray

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visibility and then just where it says

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volume scatter uh if I just pull this

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out volume scatter uncheck that and I'll

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just do it on this one as well uncheck

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that and now we can use lights as bright

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as we want without uh just having it

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emit into the volume so we're basically

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just saying hey light up everything but

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don't affect the volume at all that's

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what happens when you uncheck that

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one other thing too is if you have some

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reflective surfaces I'll just add an

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example of a reflective surface right

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here so if I just have this on um yeah

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so you might run into this problem where

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you can see uh the actual light itself

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in the reflection of something so for

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example if I have a point light here we

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can't see the actual light in the scene

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but in the reflection we can see the

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light which is the problem if you have a

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water or glass or something like that

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where the reflection of the light shows

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a big white circle or Square the way you

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can deal with that uh the first thing

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you could try is just uncheck this

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checkbox called multiple importance so

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that's in the light settings underneath

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where you adjust the power and

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everything multiple importance if you

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just take that off that will reduce that

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or actually just remove it the other

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thing you can do is uh uncheck if I just

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turn this back on if you uncheck uh the

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glossy aray visibility that can help

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this as well if it's uh like giving you

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too much glossy reflections

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and you kind of want to tone that down a

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little bit or remove it that's a way to

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do that so in in uh this scene what I

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did for all these lights I think was

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just take the glossy completely off so

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it's just not yeah you can see there um

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it's just not using that at all right

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there and that just makes it fit in a

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little bit better in this case I don't

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always do that I usually don't but uh in

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this case it just made it work a lot

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better I maybe could have just done this

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where I turned the power way down um

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let's just see what that looks like

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yeah like same kind of thing it just

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doesn't give quite the same effect uh

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but it's it's a different look you can

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go for that if you want but uh I opted

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for just turning the glossy off and kind

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of going for this more rough look so

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yeah that's it for this one so by the

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way a bunch of the Assets in this render

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are from the new fantasy course like the

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floor chest uh debris piles arches and

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stuff like that a lot of this stuff is

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from the the new fantasy environments

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course so I'll leave a link below to

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that if you want to check out the new

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course and other that thanks for

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watching and I'll see you in the next

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one bye

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