light textures
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hey guys hitting warden from flip normals here and in todays video we are going to be taking a look at how you can use light textures and gobos inside a blender to create this sort of dappled light or any kind of light really in your scene its just its a cool way to bring some more life into your scene were not just using a static light that just all directional and it illuminates everything equally so just to quickly brush up on some terminology here the only really new thing which I think is unknown to a lot of people is the word gobo so gobo is just what we have and well take a look at our viewport here its just this its like a stencil in front of your light source so its sort of like casts light through this light source its just a way for us to modify our lights in order to you know achieve a different result you can see how insanely boring blighting is who had this setup yeah its not its not the most interesting so this is just a quick scene where weve modelled some props and now we want to set up some lighting so one important thing to note here is that this is not gonna work with a sunlight which its a little annoying but sun lights are infinitely far away and you need an object to block the light in terms of the light textures this will work with the gobos but to start off with we will just take a look at the light texture so go back here so first off lets add a light Im going to use a spotlight and see disposition this sort of roughly alright so we got our light and the first thing we want to do is we want to enable use notes for this so I brought up the just the shader editor here thats why I have access to all my notes and then very importantly were using the node Wrangler add-on so just go to
your add-ons Fulton blender search for Wrangler or node and just enable that because that allows us to just hit ctrl T and that sets up a sort of an image texture workflow for us to use this is pretty useful for a lot of things in blender we showed it using HDR eyes but you can use it for a bunch of different things then in our image texture well just plug in a image texture this is a tree painted texture I did so this just its Thai label and its a black-and-white image then well just increase our intensity a little bit here and now you can see nothing is actually happening with our light is just illuminating something but nothing is happening so an important step is right now its connecting the UV to the vector so we dont want to do that we want to connect the normal to the vector and that way it now produces this really cool looking result so now just the texture its being projected from within this spotlight now there are a few three different things we can do to tweak our spotlight first off Ill just increase the intensity a little more it doesnt really matter if you do it in the strength of your node or whether you do it in the light next up a really cool way to tweak this is by adjusting the size so if we set this lower were gonna get a sharper shadow meaning some like the light where the objects are closer to the ground and you know its worse so if we do it higher its gonna be more blobby so for this well just do like a value of this some like that then we can also affect the area of where the spotlight hits by just increasing the size of our angle for the spotlight here 190 120 and using Shift key we can sort of like position our light around just so we get a really cool effect move it over and then we get this dappled light
here now you can go into your map big note and lets say we want to adjust the tiling for this just so maybe its filtering through more theres a lets say theres a lot more leaves in this this forest for example but has to filter through that now the problem with using this method alone is that especially as we scale this more and more we end up with kind of a tiled look so a really cool way to break this up is to combine the light texture with using a gobo so the gobo is the stencil in front so this also where we want to show you a different way of doing it now this was a custom painted map but you can actually do everything inside a blender you dont need external maps at all so first thing we want to do is add a plain scale it up a bit thats a very small plane there we go and then well sort of just it this into position so well sort of like just think about where do we want this to block the light from maybe here so now it like theres basically a gobo built into the light and theres a gobo in front of the light and then to this we just want to apply a transparent psdf shader lets find the transparent V is the F and now light is just going to shine through it because technically theres you know theres nothing happening on on this object anymore in the color tab just go down and hit the noise texture or if you wanted to reuse your texture from before you can you can use image texture but for this well issues noise and now you can see that its adding the noise the problem is it actually adds color information as well because thats whats stored in our noise texture so to get rid of all that were gonna have to do a few things first of all control T again tick at the node wrangle up and
this is where we can adjust lets say our tiling if we want more tiling we might use that we might not or you can also just control this in the scale of the noise itself so in order to effectively control this noise like if you look at it here and now its more apparent where the color is actually coming from we can add the color ramp so just search for color ramp and then place that there and now its turned it into black and white because black and white are the only two colors in our ramp then lets crunch these two together a little bit and I can see were actually getting a lot more intensity on this and then you can modify this to your hearts content you know if you want it to be really contrasty like maybe its the leaves are really hard like this something like that and you have a pretty cool texture now the cool thing is you can combine that with the default built in like parameters for the noise so lets say one of more tiling set this to ten now you can see that were getting these bigger areas that then block out the light so now its actually not it doesnt have that tiled feel anymore lets control or lets H to hide that you see we get rid of this more procedural look which is almost what we want it and just by adding a gobo in front of it we sort of we can break this up and then you be able to stack these on top of each other or duplicate it around rotate it maybe scale it a little bit to have it affect other areas of your scene as well but theres a really cool way to just adjust it and one thing that hitting and I were talking about before was you could actually use this to create an like an animated scene as well so just throw this in there and then you know with a overtime maybe you wanted
animate the scale the detail level maybe the distortion as well so theres a lot of different opportunities to like play with your light in your scene one thing to keep in mind as well is whenever youre lighting anything it is essential that youre looking through with the actual render camera look before you start doing any of this fancy stuff its a really good idea that you have something locked down in terms of the camera angle because the lighting is just so depending on it yeah otherwise youre gonna is gonna be moving these planes surrounding completely random spots you really want to delight to the shot now the cool thing here is like we could go back to our light for example and instead of using this light texture here we just go in we apply a noise texture to this as well basically then we could apply the same one as well if you wanted to but same process as before Linna color ramp plug that in there thats black and white crunch the values and again and we have a different look here if we could scale this lets say its a ten and then already there we have a very different look for our scene so I think theres a lot of really cool use cases for this and its a cool way to make procedural looking lighting especially if its something thats animated I think this has a lot of potential but yeah its just something that we wanted to share with you guys in order to spice up your lighting inside a blender and like I said you know you can use this only in blender you can apply different kinds of nodes it doesnt just have to be the noise node experiment around with it see what kind of look you get and I think thats about everything we want to cover for this so if you want to see more content like this in the future make sure to LIKE comment and subscribe and turn on notifications and thanks for watching you
tags:
3d, sculpting, zbrush, concept, maya, tutorial, autodesk, vfx, animation, flippednormals, henning sanden, morten jaeger, creature, character, texturing, subs…
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