WEBVTT

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So this is a little bonus video of me

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breaking down my rendering setup in Eevee.

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So I had many different

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inspirations and ideas behind this

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presentation. Mainly I didn't really

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have an interest in a simple Clay

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render or something. I really wanted

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to have something interesting to it and I

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really got inspired by some pencil

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drawings of Angel Ganev who had this

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really nice drawings with some colorful

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rim lights painted on top and I wanted

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to see if I can try out something like

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this in 3D with my sculpts and see if

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it works. So one of the first decisions

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I made for this lighting setup was to

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choose Eevee and the reason for that

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is in previous years I always had a

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lighting setup that I can reuse to

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quickly render out my sculpts and it was

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always done with cycles and cycles is

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pretty slow especially if you don't have

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the most powerful machine and making

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lighting changes takes a bit of time

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and the big advantage that Eevee has

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is that it's a real-time render engine.

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and especially for the purpose of these

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sculpts it's really fitting since the.

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render setup is not that complicated

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to begin with so I can really quickly

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experiment and rotate lights around

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create something within a fraction of

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the time that I would use it that I

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would do it in cycles and overall it's

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pretty simple lighting setup what I

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usually start with is it basically only

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has a setup containing of a single

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important key light and this light is

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really meant to inform you of the

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basic shapes and volumes of the model

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it's not very bright but it's evenly

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lights the model and gives some nights

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some really nice gradients and and

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shadows to define the shapes what I

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usually add to this is a a little

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extra focus rim lights this usually is a

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lot brighter and it kind of acts as

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a rim light to give you a focus point

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on the model that might be in the usual

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case the head or the face or it might be

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the main thing that I was sculpting

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on for example the clothing of another

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model or something like that and

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the last part of the lighting are these

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colorful rim lights if we look at

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it they are all pretty small and very

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close to the model you really need to

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be a bit careful with placement of these

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lights and one thing I really wanted

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to do was only really light up the

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silhouette without actually lighting

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the model itself the the colorful the

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colorful lights are only really

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meant as an outline to separate the

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from the dark background they usually

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in their placement are opposed to the key

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lights since the key light is creating

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these dark shadows that really blend

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into the darkness and the

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colored lights really give you the

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separation and this outline for a

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little bit of an extra fill lights I.

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also added an HDRI to the world

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shader so if we go into the material

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editor you can see there is an elevator

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HDRI for most of these sculpts I have a

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little hue saturation value note where

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I can more define the actual color and

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the brightness of the HDRI which is

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different from for every model that I

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made usually I try to color the

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world's HDRI in something that works

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well with the colored rim lights either

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something in the same color or similar

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or something that gives a nice

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contrast opposed to it at the end of

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the shader you can see that I

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mixed the the shader that is actually

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lighting the scene with just a

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very dark blank shader and mixed them

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together with the camera ray inputs

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what this does is it makes sure that

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from the camera perspective or the

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viewport perspective you always see this

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dark almost black background but what

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is actually lighting the scene is this

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elevator environment which is based

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on the environment texture that I

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plugged in if you look at the at

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the light setup and select some of the.

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lamps you actually notice that we go

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into the key light this entire setup

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isn't really single colored so it

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might look for the most part like it's

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just black and white with this one

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colorful rim light coming from behind

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but mostly almost all of them are

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to have two colors in them usually

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complementary colors and this

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really gives this extra little bit of

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contrast to the image what I also did

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for the lighting setup is I added this

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extra mist object which is wait let

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me actually turn off soft shadows to get

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a bit more performance I added this

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mist cube which is basically just a

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with a volume metric shader and

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adding this volume scatter shader really

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enhances the effect of the rim lights

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and adds a nice gradient across the

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render because of the volume metrics

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ultimately it's from the cat I try to

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keep it rather subtle from the

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camera perspective and also because the.

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shader is set rather low in density

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and has a pretty high anisotropy effect

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the volume metric effect shouldn't

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really over blow the image which is

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something really difficult to adjust

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sometimes because if you have lights

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that really light up the volume from

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from all kinds of different angles it

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very easy to kind of blow out the

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image because of because the volume gets

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completely lit for that I can

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really recommend to try out the custom

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distance setting for each light which

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can where you can kind of just define

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how far the light actually goes of

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these area lights I also sometimes

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have it that the key light is kind

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of pointing too much towards the camera

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and it's kind of lighting up the entire

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thing and even cost a custom distance

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setting can't really help with that

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because you also still need to light

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the model what I can recommend doing

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for that is just taking the key light.

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just rotating it slightly away from

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the camera and more towards the model

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try to remember that these area lights

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are actually lighting 180 degrees of the

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direction that they're pointing towards

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they are not spotlights that just go

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straight forward so try to point

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them more towards the model and not

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towards the camera if you're using

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volume metrics and while still being

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able to get some of that kind

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of gradient glow from the volume.

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additionally I also added some bloom

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effects and sometimes also some ambient

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occlusion to the post-processing in

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Eevee this kind of helps to give this.

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this extra little pop to the image

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which is really nice once I kind of

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the lighting I also go in and enable

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soft shadows which really just starts

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sampling all the shadows and gives

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it this nice soft feeling and higher

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quality I don't really recommend to

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have this on while lighting since it

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can really tank the performance to

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combat this you can also try lowering

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the viewport samples but I usually

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just keep it off as a last little thing I

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also added these little grease pencil

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elements so these little grease pencil

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lines they don't really affect the

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lighting since they are always 100% flat.

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and what I use them mostly for is to

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kind of blend them into the colorful rim

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lights so they share the same color

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and they kind of enhance the rim light in

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some way adding some nice extra

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effects so I tried out many different

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styles to kind of cross hatch them

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or to in this case add a little bit

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of fur add some liquid effect some

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fire some dust some dust there are

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really many different possibilities

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to use them and I can really you can

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really recommend to let me just can

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really recommend to just kind of try

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out different styles and just

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experiment you can use for example a

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fill stroke or kind of just have

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these little drawn lines go into

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mode and add thickness to them or

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just take thickness away so you can just

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sculpt extra thickness on them or

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you can sculpt away the Alpha value or

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just add more Alpha to them just

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really experiment and see what you can

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do grabbing them around taking them

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pulling them away it's really easy to

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manipulate them and create something

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out of them but also be careful that

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when you actually be careful when

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you actually draw these grease pencil

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lines every every single stroke that

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you make creates a key so since grease

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pencil is mainly meant as an animation

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tool when you're scrubbing around in

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the timeline and started start to

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draw it always creates a new key in the

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timeline so this you can use this to

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your to your advantage to kind of try

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out drawing new iterations for every

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new frame to kind of keep stuff hanging

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around to keep different styles and

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different iterations of drawing the

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lines but if you're just generally

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scrubbing around in the timeline and.

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then drawing in a different frame

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and then going back just keep this in

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mind that there might be some stuff

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appearing and disappearing you can

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find the the grease pencil animation

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settings in in the dope sheet under the

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under the grease pencil tab so here

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you can you could find all the keys

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that you have created to delete some

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or merge them or just generally fix

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what you're or just decide on which

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one you want to use but that's that's

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basically everything about this this

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rendering setup it's basically rather

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simple there are some some careful

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elements in there basically how you

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place the lights to get this rim

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lighting effect and how to manage the.

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but the material for example is also

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pretty simple it's basically just a bit

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of diffuse and glossiness on it and

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overall in a gray color but once you

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have a lighting setup like this set

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up it's it's really powerful because

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you can just keep it as a separate

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file and then we and then import it.

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once you need to use it and I did

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this for all of my sculpts I kept

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using this file and I already have

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the lighting setup completely there and I

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just need to adjust it a little bit

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change the colors change the placement

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of the lights and it's done this

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ultimately saves a lot of time so you

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don't need to relight everything

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completely and as always you can find

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all the files in the assets directory

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so just download one of them check

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out the render setup and

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experiment with it I hope this

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has been insightful and I

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will see you in the next one.
