WEBVTT

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Welcome to this lessons, where we will discuss lights and the different types of lights, so we've

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learned a couple different kinds so far.

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We have the Skydome in this scene, which we can see here, and we've also learned about the directional

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light and spotlit so.

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I'm going to reduce the render settings so that we can see these quicker, so I'm going to turn this

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off and go to the rendering tab, go to render test resolution, and let's go even smaller, like 50

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percent of the resolution.

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And it's going 50 percent based on what is set here in the render settings.

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And we've been in this once before when we chose Arnold render review here.

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And it's going based off of this number here where it should be.

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If it's not so, that's where we can set that.

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But I can also reduce the camera, the sampling here.

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So I'm just going to crank that down a little bit and I'll explain that a little more later.

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But basically, I want to make sure that I'm.

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Using the quickest kind of rendering to evaluate stuff that we have here, it's want to play now, it

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should be a little smaller size here.

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And.

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It's taking a minute to render, but basically all we have the scene is a Skydome Dome light, so it's

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very directional light and it's not super interesting.

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So how do we make more interesting lighting?

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Let's look and see what we have at our disposal.

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So let's delete the Skydome light and let's just start with the idea of a three point light set up.

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So that's in filmmaking, one of the most common lighting setups.

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So I'm going to go over to the rendering tab here and you can see we have different lights.

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You'll basically never use an ambient light because it is not physically based.

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Ambient and light is a cheat.

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And so you can test mess around with it.

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But I would recommend never using it.

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Directional light is going to have no fall off.

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So it's also somewhat not physically based.

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We can go over here and see the different attributes that we have, which are just very few.

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So to be able to adjust these settings, let's open up Arnold, render view and see how we can affect

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this object.

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So this is pretty flat as well.

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And you can see the shadows are pretty hard.

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So most lights have this kind of shadows softening effect.

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So we're we're using the Arnold renderer.

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So we need to go to the Arnold render tab in that light to change most of the settings.

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We can change the intensity here, of course, and that's fine.

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And the color.

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But there's more settings down here, mainly about this shadow kind of silhouette here, the hardness

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of this edge of the shadow.

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So if we to affect that, we need to increase the angle.

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And by doing that, you can see the shadow gets much smoother.

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So that's one way that we can affect the lights.

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And most lights have this.

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You know, of course, I don't think the ambient light has one, but you can see it's very noisy here

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and that's because the samples are so low.

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So we get to increase the samples and that just increases the render time, but it takes out all that

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noise.

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So now that's a lot smoother and there's no kind of grainy noise there.

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You can also see that it's still sharp where it is closer to the ground.

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So you can see its sharp shadow down here and more soft towards the head the further away from the ground,

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the object is.

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So that's one way to effect directional lights.

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And let's just make this a little more, three points.

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So the idea and three point lining is you have a key light and it's usually your one of your brightest,

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if not the brightest.

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So let's use that and get it fairly directional on kind of a three quarter angle.

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I'm going to reopen the Arnold interview and make sure that's the correct kind of direction we're going

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for.

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And I'm just going to go to the light settings and say this is kind of like a sun light, so I'm going

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to add a little color to it.

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Now, let's go to learn about another light called an area light.

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And an area light is kind of like what it sounds like.

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It's almost like a soft box.

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If you're familiar with photography.

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The only thing with area lights is they're very expensive at render time.

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So everything is about to slow down a lot and you can change the size of them.

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So it's very nice to use, but you're going to pay for it, render time.

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So I use these very sparingly.

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And also whenever you're lighting, it's good to isolate different lights.

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You can see what they're doing, something to hide the directional light for now.

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So we can see only what that the area light is doing.

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So you can see it's doing nothing.

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And area lights, like most other lights, besides the directional work on this kind of quadratic scale

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here.

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So we need to increase this intensity by quite a lot.

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We can also go to Arnold and increase the exposure here, which would help us out.

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But you can see it has a lot of fall off, like there's no light back here.

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And that's about how physically based renderers work.

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So if you know about the physics of light, you know that they have a I believe it's a quadratic fall

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off and you can say change the decay rate here.

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So typically we're using a quadratic.

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You can change it to linear.

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But I believe because we're using Arnold, it's going to ignore all of that because Arnold is a physically

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based ranger.

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So it's assuming all of the physical attributes of quadratic fall off and everything for you.

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So, again, you can see the samples here.

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It's very noisy in the shadows.

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So we can increase that to make those shadows a little softer.

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The other thing we can do is the other thing we can do is just turn off cast shadows altogether.

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If we just wanted to cheat this light and use it as a fill light, which is another term of light,

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we had the key light with a directional light and now this is going to be the fill.

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So depending on how you wanted to use the light, we could say cast no shadows.

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But of course, that is definitely not physically accurate.

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You know, we don't get all the self shadowing in this ribcage.

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It helps to find that area.

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So I'm going to leave that on for now.

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And instead of using color here, I can also use color temperature.

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And this is just more accurate.

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It's based on Kelvin temperature.

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So that basically just means warm or cool.

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So I'm going to make a cool feel light here and I'm just going to reduce the exposure a little bit.

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And then I'm turned back on the directional light.

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So now we have our fill and we have our key light, the directional being the key light.

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I think the key light's a little strong somewhat to reduce that down, just a touch and maybe even rotate

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it a little more.

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So with directional lights, it doesn't really matter where they are.

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So I can move this around and it's not going to affect anything.

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It only matters when I rotate it because a directional line is basically like the sun.

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So if you can imagine the sun, the rays are coming from a long distance.

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So where it's positioned point wise doesn't really matter as much.

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So we're also getting a ton of bounce light off the ground for free.

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So that's kind of acting like our film lights.

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You can see we're not getting you can kind of see some of the blue color here in the shadows on the

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scapula.

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But so that's basically the key in the film.

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And then the last thing we can do is add a rim light and just for demoing purposes, I mean, he's a

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spotlight, which we've already used.

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But I want to go ahead and use it again anyway.

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Because as a rim light, it's kind of nice because we can direct it exactly where we want it.

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So it looks like I'm going to need to isolate these two first lights and turn them off so we can see

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what the spotlight is actually doing.

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And it looks like we need to increase the exposure like we did.

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And now you can start to see part of the skeleton.

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So increase the intensity.

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And or it's really starting to work, and that's actually kind of a cool image just by itself.

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So one other thing we can do to place lights, especially the spotlights that I like to do, is we can

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go to panels, look through selected and it's upside down.

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But basically we're using the light as a camera now so we can use all the same things that we've learned

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to be able to position the camera and point out exactly where we want it to point.

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And then we can also see the cone angle here so we can increase the cone angle so that it shoots over

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a wider area.

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Now you can see that it's actually hitting all of our model.

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It's also hitting the ground here.

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And the shadow, the light is very hard, the right there.

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So as we learned in the directional light, we can adjust that by going down to the angle.

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But you can see we don't have the angle here.

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We just have the radius.

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So that's not the same thing.

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Always look for angle.

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So here up top, we have no angle.

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So as we increase that, you can see it softens that shadow.

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And of course, we can go past 10.

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We could say like 15 or something, and it makes that a lot smoother.

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So now we have this very hard light coming, rimming this object.

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So now if we turn on these other two lights, we have our three point lighting setup.

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We have our key light, which is the directional light.

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We have the area light, which is the FIL over here, which is giving a little bit of a blue color.

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And then we have our spotlight, which is giving us our rim, which is adding a lot of highlights here,

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including this big one on the skull.

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So you can mess around with these and adjust them like you want to have them.

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But that's basically those lights.

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And real quickly, I want to discuss mesh lights.

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So I'm going to delete all of these lights or just hide them, at least for now, because we might use

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them again.

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I close this and mesh lights are something.

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I'm still in the spotlight.

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You always want to be careful with that.

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And see, we lost the outline here of the cone.

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I think it's because it's too big beyond where we are.

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So, you know, the way that we can tell is says spotlit one here based on what our view is.

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Hold on, spacebar, click and get a perspective.

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You so I've unhidden this group here called Mesh Lights and it's basically just I just took a bone from

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the leg, scaled it up and put two of them back here, rotated at forty five degrees.

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So metabolites are something specific to Arnold.

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So we need to go to the Arnold lights.

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Option here, and I'm going to select both of these and go to mesh light and you can see it only that

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one of them.

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So I need to hit that again and do that one as well separately.

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So let's see what we get just out of the box.

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They're going to Arnold interview.

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And hit play.

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And similarly, you can see nothing is going on.

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So what we need to do is go into the light, which we can get to from the outliner.

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We can also selected here, but basically it has the same properties as anything else.

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And like everything else that we've seen so far, we need to increase the intensity and the exposure.

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So let's just crank those up.

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So now we get a pretty cool light, except we can't see it.

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So to get the bone to actually be visible, we need to turn on light visible here.

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So now we have the bone outline and we need to do that for both of them.

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So let's look at the intensity.

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We have a 10 and 10 on intensity and an exposure.

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So I'm just going to add those same values here on the other bone and I'm going to turn on light visible.

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So now you can see we have this pretty cool light set up.

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That adds a lot, I think, to this character, Brender.

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And like the other lights, we have samples.

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You can see it's a very as this gets done rendering, you can see it will kind of try to clean this

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stuff up.

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But for the most part, it's really noisy here.

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And this is part of the mesh like it's part because the intensity is still fairly low.

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So we can increase the samples here.

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And I'm just selecting it from the outliner so we can keep up the Arnold render view here.

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Scale this down.

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Just a touch.

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And increase the samples here as well.

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And then I'm going to turn on the directional light shift h and you can see these bones are kind of

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acting like a really strong REM light, which is pretty cool.

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So the one downside of mesh lights is that there is currently no workaround for it to cast shadows from,

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say, a directional light.

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So now that we've turned on this directional light, you can see that these lights themselves are actually

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casting shadows.

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And in other cases, there may be workarounds or there are workarounds through light.

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Linking is an option or turning off cast shadows for an individual object's mesh.

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But in the case of an Arnold Meche light, there is no workaround.

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And you can talk to a solid angle and they'll tell you the same thing.

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So that is a limitation of Meche lights, even though they're super cool.

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Just be aware that that is an issue.

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So.

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So in this lesson, we learned about the most commonly used lights for Maya and hope to see in the next

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lesson where we will create a rendered sequence for this scene, the next lesson.
