WEBVTT

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In this lesson, we're going to do some pretty fun and learn about fog and lighting, so at this stage

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of the game, you should have a pretty well textured and shaded Ghostbuster trap.

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Let's just take a look at what we have so far.

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I have done some three texturing on the other shaders and basically put in a mix shader for everything

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so that we can map in a chrome texture underneath.

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So it looks like this stuff is kind of painted.

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And then the scratches reveal more of a metal chrome texture on this stuff.

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So it's all the same techniques.

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You've learned how to add rust to these plates.

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And in this way it's using the textures to reveal chrome.

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So it looks like painted metal and with some scratches on it.

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So it adds a lot more realism and kind of organic quality to it.

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So at this stage of the game, this is kind of what we're working with.

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Let's make something super cool and have some glowing light and fog coming out of the doors here.

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So let's close this down and learn how to do that.

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First, let's open up the doors.

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We'll just select the geometry at E to rotate this stuff up.

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So we need to open the doors up and then let's go into the render settings.

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This is something that we haven't touched yet.

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It's this little button up here with a clapperboard and the gear wheel.

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We like that we get a new window and we want to make sure that we change our render that we're using

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to Arnold render.

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And again, if you don't have that loaded up, you can just go to Windows settings and preferences,

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plug in manager.

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And it's down at the MTA, a bundle down here, right here.

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So you probably already have that turned on because we've been using Arnold shaders.

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But in this case, we need to tell it.

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We want to render with this on as well.

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And you can see these tabs change and now we get the Arnold Renderer tab.

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Let's go down to the environment and now we see atmosphere and we can add a texture into here.

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So if we click that, we get some unique options and we're going to want the atmosphere volume.

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So let's click that.

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And now you can see it's piped in here and we can get to it through clicking this button and you can

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see the attributes of it over here.

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So before the fog can work, we need some lights to work with it and atmosphere fog.

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And Arnold is particular to certain types of lights.

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It will not work with infinity based lights, meaning sky domes and directional lights that come from

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an infinite distance.

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So it really like spotlights.

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So we're going to add a spotlight to the scene.

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So let's close the render settings.

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And you notice under Arnold lights, it does not have a spotlight, but it is actually located over

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here with this little flashlight and it'll still work in Arnold.

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It's just not an Arnold only light like those other ones are.

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So let's click the spotlight and you can see we've created it here and we need to enable show lights

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under this tab if we've turned it off like we did earlier in the series.

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So now we can manipulate this like anything else, rotate it up and shoot it in the direction of straight

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up as what we want.

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Let's kind of set this in here.

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And as long as we don't have this point at the bottom, go through the geometry.

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You know, this is too far right there.

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We want to get it just above the kind of floor of this bottom and let's rotate that and even direction.

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So.

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Ninety degrees and now let's see what we have.

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Let's turn on the Arnold render view.

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And hit play and nothing really happens.

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So why is that if we go into the atmosphere fog, we can get to it back through the winter settings.

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And click this little button now and go to the street editor, kind of we can see it kind of almost

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like a Qader, like we had been shading things.

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And you can see what's going on in this sub.

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So you can see the density is automatically set to zero, which is not very helpful.

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If you're creating this, you would assume that the default would be at some value greater than zero.

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But yeah, sometimes the defaults aren't what you want them to be.

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So if we increase this, we should start to see some fog and you'd see it start to illuminate right

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here.

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So now you can kind of see it illuminate.

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Let's turn this all the way up and now we can get some fog.

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Check that out.

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And it's basically taking the shape of the light.

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So we need to adjust the light.

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So that is a little bit broader.

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So it fills up this entire piece here.

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Or you can just leave it like this if you like.

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But I'm going to make mine a little bigger and there's a couple of different tools we can use for the

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spotlight.

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So I'm going to click the spotlight.

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And.

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I'm going to increase the intensity so you can see the fog almost feels like it's more intense fog by

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increasing the intensity of the light itself and we can increase the cone angle.

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So let's just spread that out.

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And let's also increase the penumbra angle, and that's basically like the feathering of this, as you

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can see how hard this edges of the spotlight.

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Now watch it as we increase the penumbra angle, it gets a lot softer now.

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You can't see that hard edge.

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So it's super helpful, maybe went a little too far.

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So we can just dial it back a little bit.

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Now, let's go take a look at the fog because it's just white and that's fine.

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But I think it can be look a lot more interesting.

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And I'm just going to move this over.

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Just a touch.

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Trying to keep both of these things in the scene scenes, you can see it update as well, so I'm just

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moving it over so that the light is kind of emitting from the middle of the doors and not from one end

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or the other.

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So now we have that.

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Let's go back into the atmosphere and mess with that.

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So the density is that a value of one?

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We could mess with that a little more.

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The other thing I want to do is make this a purple color because it is a, you know, ghost alien type

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of a trap.

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We want some more interesting color than just white so you can change the color here.

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And then finally, the thing that's really going to make this look amazing is by adding a texture to

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the density.

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You can see that we have this checkbox over here.

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So you guessed it, just like everything else, we can type in a texture here.

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So let's click that.

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And the only thing special we need to consider about this is the fact that this fog is kind of 3D,

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right?

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It is taking up space in three dimensions.

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It's not just on a flat plane.

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So when we look at what type of texture we want to map in here, we need to look at 3D textures.

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And 3D textures are just that.

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They're basically a texture that goes through a volume, you know, imagine like putting, I don't know,

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glitter or ink or something in a glass of water.

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It's going to create patterns in three dimensions.

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And that's kind of the same idea that we want to do here.

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So I'm going to create a cloud texture here.

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As soon as I click that, you can see it adds all this great organic texture to the fog and it looks

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so much more believable than the solid piece that we had.

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And of course, we can adjust the attributes of this cloud as well and increase that or decrease that.

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But yeah, so this is pretty much how you create some cool looking fog coming out of your Ghostbuster

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trap.

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So I'm going to just tweak this stuff a little bit for one second.

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You can stop now or you can kind of go along with me and see how I'm going to finish this out.

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You know, it's all about that kind of final 10 percent.

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And I like to get let's get that highlight on this three core angle so we can kind of see the highlight

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of this.

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And let's also increase the intensity of the spotlight so that it's a bit of a stronger effect.

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And, of course, we can type in a bigger number here to something like twenty and see what happens.

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It looks a lot better.

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And yeah, that's already looking really, really good.

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I love how quickly and simply you can add so much more in Maya and with Arnold's toolset.

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So that is how you add fog to the Ghostbuster trap.

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And of course you can animate all this stuff that we'll learn how to animate later on in another section.

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But yeah, that's that's a really useful look Dev tool to add a lot of dimensionality and atmosphere

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to all of your renders as you finish them up and put the final polish on them.

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So in the next few lessons, we're going to go back to the Bones character model and kind of finish

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that one up as well.

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I'm going to show you a few more tips and tricks and then we're going to finish this whole section out

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with a covering how we're actually going to render a sequence or final image out of Arnold and Maria.

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So thanks for watching and I'll see you in the next lesson.
