WEBVTT

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Lighting can be one of the most important factors of making your scene look presentable.

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Often times you can spend hours on a model, but none of the detail is visible at render because it's either too dark or too bright.

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For this, we're going to go over a very simple way to make sure your lighting setup looks good.

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Three-point lighting.

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Three-point lighting is a standard setup for lighting that has carried on through the ages as one of the best ways to light a scene.

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In film, photography, painting, and now digital graphics.

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Let's go over exactly what it is, why it's so good, and how to set it up in Blender.

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Three-point lighting consists of three lights, hence the name.

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These lights are called the key light, the fill light, and the rim or back light.

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Let's go over each of these real quick.

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The key light is the main light.

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It's the primary or key light source.

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So when someone looks at a scene and says, oh, the light's coming from the top left-hand corner, they're most likely referring to the key light.

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That's the light that defines the light source in the scene.

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Now, the fill light is the one that sort of fills or softens the shadow that the key light casts.

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It's usually the least bright light in the scene, but it's very important.

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The fill light acts as a way to keep the shadows from being too dark on your subject.

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That way, you can still see those details and soften the contrast that the key light makes.

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The third light is called the back light or the rim light.

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Now, this, as you might be able to tell from the name, is cast onto the back of the subject.

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Usually, it's actually the brightest light in the scene, but it's there just to give a sliver of brightness around the edge of your subject.

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This gives the subject an outline or a rim of light, which helps it stand out from the background.

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So let's try to recreate this in Blender.

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Instead of our default scene, let's go ahead and replace our cube with a monkey.

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To do this, simply left-click Select Your Cube and press the Delete key.

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Then, go to the Add menu at the top, go to Mesh, and select Monkey.

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We're also going to right-click it and select Shade Smooth.

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Now that we have our monkey in our scene, let's get our three light sources set up according to the three-point lighting technique.

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We already have a light here, but if you don't, you can simply add it through the same Add menu, but go to Light, Point Light.

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I'm going to go ahead and treat this first light as my key light.

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Let's use the Move tool in the Quick Tools bar to bring our lamp to the top left-hand side of our monkey's face.

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Now, you may notice that our scene is not showing any actual lighting effects.

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That's because we're in Solid mode.

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To see how our light actually will look at render, let's go ahead and change our viewport to Rendered mode.

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You can do that by going to the top right and clicking the right-most sphere, or pressing the Z hotkey and using the Pi menu.

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Now that we can see the effect of our light on the monkey's face, we can adjust the light a bit more as needed.

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If you would like to adjust the brightness of your light, simply go to your Light Properties tab, indicated by a green light bulb icon, in the Properties Editor.

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You can then edit the power of the light by left-clicking dragging, or you can left-click Tap the property and type a number manually.

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I'm going to go ahead and leave this at the default value of 1000W.

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Next, we'll make our fill light.

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Now, as long as you have one light, it can be very easy to make more, as you can simply select the first light object and press Shift D to duplicate.

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With this new light, let's place it on the other side of the key light.

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If the key light is a little higher than the monkey, make sure to place the fill light a little lower.

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However, it seems a bit too bright on both sides.

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If you remember from our previous descriptions, the fill light is meant to be the dimmest light in the setup.

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I'm going to go into our Light Properties tab and slide our power value down with left-click drag, all the way down to zero.

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Then I'll slide it right back up just a little bit to a point where I feel like it's bright enough, but not too bright.

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That's perfect.

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Now, we can finally add our back or rim light.

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Let's create a third light object in the same way we did before, and place it behind the monkey's head.

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For now, we can place it directly behind the monkey's head, but oftentimes it is a bit off-center depending on where the camera is.

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Feel free to experiment with this to get the best outline shape for your subject.

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Now, if you remember, the rim light is typically the brightest light in the setup.

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So, let's just start off by dragging that power slider in the Light Properties tab as high as we can get it,

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until we see that bright white outline around our subject.

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Just to save you some time, I'll say that the number I decided to use was around 50,000.

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Definitely the brightest light, but feel free to tweak the numbers based on your scene.

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Awesome! Now you have your three lights set up, and it looks pretty decent.

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However, let's add a cube to act as our environment real quick.

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To do this, simply go into the Add menu of the viewport, go to Mesh, and select Cube.

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We can then scale the cube up with the Scale tool until we find ourselves inside of it.

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Now, you might notice something a little weird.

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Our cube is almost completely white.

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What's happening here is, our environment is now super bright because of our lighting setup.

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This isn't very ideal, especially if you want to have your character stand out.

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One reason for the environment being so bright is because we're currently using point lights for our light sources,

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meaning that they cast light in all directions.

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In film and photography, the physical lights used are typically directional lights, specifically to avoid this problem.

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Let's try to do the same.

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Starting with our brightest light, the rim light.

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If we select it with left click, we can go into the Light property tab to see other light options.

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Point, sun, spot, and area.

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Feel free to experiment with each light type, but I personally like the spotlight for this purpose,

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as you'll be able to focus the spotlight column as needed.

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Simply select the spot option, and you'll already notice a difference.

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Our environment is more clear, but our monkey's rim light is no longer there.

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That's because our spotlight is currently rotated the wrong way.

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Let's use the rotate tool to point it back at our monkey.

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Now, because this is a spotlight, you can also adjust your spotlight's effective area by dragging the size value in our light property tab.

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Awesome.

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Now our backlight still has the same effect it had earlier, but without the issue of over lighting our environment.

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Optionally, you can do the same thing for your other two lights, but this can be situational, so feel free to experiment and adapt.

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And that's it.

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You now have a beautifully lit monkey and blender.

