ℹ This video was supposed to be released a couple of weeks ago, but got delayed due to an eye injury. ❤ Join as a TH-cam Member: th-cam.com/channels/zghqpGuEmk4YdVewxA79GA.htmljoin 👀 Track exclusive content here: curtisholt.online/members
💡 Afterglow is really coming together! Emissive lighting is a ton of fun to play with, and animateable emissive textures look like they can do an awful lot of heavy lifting for scenes that focus on a subject moving through an environment. Instead of modeling the entire environment (often impractical for long scenes or very fast subjects), using lighting tricks to imply motion is a time-honored effect in cinema, and having some prebuilt assets to work from looks like a huge time saver. Can’t wait to see more!
💡 I love using emissive shaders. They make more sense to me than lamps. I find it especially useful for things like surface lamps, where you'll never see the bulb. Why add a lamp for the bulb, when you can just make the shade emissive itself. Reduces the number of objects I need to worry about, and I find it easier to transfer materials between programs like SketchUp or Revit to blender for archviz stuff.
This is really cool to see. Many of the lights Weta Digital used when I worked there 10 years ago were emissive lights captured on set by the on set photographers. They would take HDRIs photos of the various lights up close and also a few hdri 360 panoramas. The artists would then use geometry to flag off light like you would do on set with flags and various other tools.
This is not a comment directly aimed at your work here, I think your experiments look awesome, but more in general. So much of the lighting related 3D content I see somehow approaches studio lighting as if it's a totally new science, when it is in fact a couple of hundred years old! The techniques used in photography is 100%, 1:1 applicable in 3D, and I never understood why there is so little cross-referencing within this category. Product visualization artists watch some studio photography tutorials!
I'm hoping to try and encourage more artists to try and play with lighting. There's an intersection point between real life (as you're saying) and digital tools that I think is asking for more exploration. In particular, I really like how (noted in the video) I can make emissive light sources invisible in 3D that surround a subject, and modify them with other shader-based effects. Choosing the ray visibility on a per-object basis allows for new lighting dynamics that might not have been obvious beforehand.
Taking the time to learn lighting can really make a huge difference in the vibe of a finished product. Hospital clean hallway or creepy corridor… all you gotta do adjust the lighting.
Since you asked nicely, here's a bulb💡That lighting looks cool as hell. Certainly gave some of them statues a very artistic look. The mood all changed and kinda made them more fun to look at.
Very effective and intriguing lighting effects there. You could constrain the light cage to a moving object as well, and even give the cage its own animation as it follows that object around. 🚦
💡 i heard you say "arch viz" [@12:30] and my ears perked up. There's not enough art and decor out there for us. I end up using a lot of the same arch viz models for my different works. I want more!! :-)
Mirror's Edge had great design and light design. I like using emissive objects, but what bugs me is colorful emissive surfaces render much less saturated or even blown out to white when the intensity is high. I'd love if there's an easy solution, so the color of the "light" itself stays saturated.🏮
To start with, this is a good idea, but it's not remotely new, even for CG systems. The main reason these techniques aren't often used directly is due to processing overhead and memory, two issues that are much less of a problem now than even a few years ago. GI, texture based emission and area lights are easier to use now so they should be, but tuning this usage and knowing when *not* to use them, or to restrict how they operate (like with portals) will improve workflow. As another comment mentions, using traditional lighting concepts in computer graphics is a conceptual space everyone should be trying for already.
Any collection assets in the asset library of Afterglow will be compatible with the unpacking features of Modular Workspaces. But the content of Afterglow will be its own thing. There may be some more simplified light templates for Modular Workspaces in the fututre, but Afterglow will contain the most versatile lighting tools and assets I create.
Gosh! ;_; I can't even begin to tell you how much I wish addons like this were developed for eevee, or even for emissive objects to just work in eevee to begin with.. (I'm a eevee user mainly)! 💡
I agree, I've always said that I wish there was some sample-interoperability between Cycles and EEVEE (for Cycles to run some virtual samples parallel to EEVEE to give it accurate bounce lighting and reflections). But that doesn't seem on the table. Screen space solutions seem to be on the way but I'll have to wait and see whether there would be any compatibility with the assets I'm making.
@@CurtisHolt Ahh! That makes absolute sense. Seeing things like this just makes me miss cycles all the more. I truly hope the screenspace that'll come (with eevee next if I remember right?) will be a hit and not too hard on our PC's. As someone who replicates ingame lighting, which is just easier to do with eevee, I am longing for the 'raytraced' look, but in real time. Why must there be compromises!! Gosh darn. When will ai make it so that we don't have a difference between the two anymore? Furthermore, when will ai make me a mililonaire with a super duper monster PC? (note, I'm being sarcastic xD). Either way, I'll remain a loyal supporter of all the things you do! ^_^♥
Funnily enough, I spoke about this in a recent video about whether you really need a good GPU to make the most of Blender. There are obviously a lot of caveats to the answer. I do have a 3090 but I choose not to use it for most of my regular work. th-cam.com/video/Iv6FyCS_GVs/w-d-xo.html
ℹ This video was supposed to be released a couple of weeks ago, but got delayed due to an eye injury.
❤ Join as a TH-cam Member: th-cam.com/channels/zghqpGuEmk4YdVewxA79GA.htmljoin
👀 Track exclusive content here: curtisholt.online/members
Hope your eye is better. ☹️
I like that this did not feel like a "hey buy my product" but more "look what you can do"
💡 Afterglow is really coming together! Emissive lighting is a ton of fun to play with, and animateable emissive textures look like they can do an awful lot of heavy lifting for scenes that focus on a subject moving through an environment. Instead of modeling the entire environment (often impractical for long scenes or very fast subjects), using lighting tricks to imply motion is a time-honored effect in cinema, and having some prebuilt assets to work from looks like a huge time saver. Can’t wait to see more!
💡 I love using emissive shaders. They make more sense to me than lamps. I find it especially useful for things like surface lamps, where you'll never see the bulb. Why add a lamp for the bulb, when you can just make the shade emissive itself. Reduces the number of objects I need to worry about, and I find it easier to transfer materials between programs like SketchUp or Revit to blender for archviz stuff.
This is really cool to see. Many of the lights Weta Digital used when I worked there 10 years ago were emissive lights captured on set by the on set photographers. They would take HDRIs photos of the various lights up close and also a few hdri 360 panoramas. The artists would then use geometry to flag off light like you would do on set with flags and various other tools.
This does a great job of demonstrating the art of lighting. 💡 I agree that the subtle control that you are creating is very valuable. 👏👏👏
This is not a comment directly aimed at your work here, I think your experiments look awesome, but more in general. So much of the lighting related 3D content I see somehow approaches studio lighting as if it's a totally new science, when it is in fact a couple of hundred years old! The techniques used in photography is 100%, 1:1 applicable in 3D, and I never understood why there is so little cross-referencing within this category. Product visualization artists watch some studio photography tutorials!
I'm hoping to try and encourage more artists to try and play with lighting. There's an intersection point between real life (as you're saying) and digital tools that I think is asking for more exploration. In particular, I really like how (noted in the video) I can make emissive light sources invisible in 3D that surround a subject, and modify them with other shader-based effects. Choosing the ray visibility on a per-object basis allows for new lighting dynamics that might not have been obvious beforehand.
This is a pretty fantastic approach to lighting, can't wait to try it out. 💡
Taking the time to learn lighting can really make a huge difference in the vibe of a finished product. Hospital clean hallway or creepy corridor… all you gotta do adjust the lighting.
Thanks for the update, it's looking really good. Bright days ahead! 💡
That looks like a bright idea 💡
Since you asked nicely, here's a bulb💡That lighting looks cool as hell. Certainly gave some of them statues a very artistic look. The mood all changed and kinda made them more fun to look at.
Very effective and intriguing lighting effects there. You could constrain the light cage to a moving object as well, and even give the cage its own animation as it follows that object around. 🚦
Dude! This is amazing! Can't wait to see the end result.
I like your soft light balls! Now seriously, awesome stuff!
Another great production...thanks Curtis💡🔦
Holy cow I'm using that edge gradient idea for backlit glass... That looks so good! 💡
💡 love the ad, love the walkthrough XD
Im fully invested in in this future product 😁
💡 i heard you say "arch viz" [@12:30] and my ears perked up. There's not enough art and decor out there for us. I end up using a lot of the same arch viz models for my different works. I want more!! :-)
💡Can't wait to try this out!
Amazing video as always. Waiting for the release💡
Your hallway was so good that I said "Mirror's Edge" and I've not actually played the game.
Thanks for the inspiration :) 🚨
💡 Cool ideas there, I'll have to try some experiments myself :D
Amazing video and amazing voice 💡
Very interesting. I really like it.
💡keep up the great work!
Great video 💡
Skyward Sword doesn’t get enough love.
Mirror's Edge had great design and light design. I like using emissive objects, but what bugs me is colorful emissive surfaces render much less saturated or even blown out to white when the intensity is high. I'd love if there's an easy solution, so the color of the "light" itself stays saturated.🏮
this is pretty lit 💡
loved this video : )💡
I want it 💡
To start with, this is a good idea, but it's not remotely new, even for CG systems. The main reason these techniques aren't often used directly is due to processing overhead and memory, two issues that are much less of a problem now than even a few years ago. GI, texture based emission and area lights are easier to use now so they should be, but tuning this usage and knowing when *not* to use them, or to restrict how they operate (like with portals) will improve workflow.
As another comment mentions, using traditional lighting concepts in computer graphics is a conceptual space everyone should be trying for already.
woot!💡
please make a details video in sora!!
That´s better than an hdri?
put thos ringlights and glow spheres into the workspace addon♥
Any collection assets in the asset library of Afterglow will be compatible with the unpacking features of Modular Workspaces. But the content of Afterglow will be its own thing. There may be some more simplified light templates for Modular Workspaces in the fututre, but Afterglow will contain the most versatile lighting tools and assets I create.
@@CurtisHolt Okay sounds good!
Gosh! ;_; I can't even begin to tell you how much I wish addons like this were developed for eevee, or even for emissive objects to just work in eevee to begin with.. (I'm a eevee user mainly)! 💡
I agree, I've always said that I wish there was some sample-interoperability between Cycles and EEVEE (for Cycles to run some virtual samples parallel to EEVEE to give it accurate bounce lighting and reflections). But that doesn't seem on the table. Screen space solutions seem to be on the way but I'll have to wait and see whether there would be any compatibility with the assets I'm making.
@@CurtisHolt Ahh! That makes absolute sense. Seeing things like this just makes me miss cycles all the more. I truly hope the screenspace that'll come (with eevee next if I remember right?) will be a hit and not too hard on our PC's.
As someone who replicates ingame lighting, which is just easier to do with eevee, I am longing for the 'raytraced' look, but in real time. Why must there be compromises!! Gosh darn. When will ai make it so that we don't have a difference between the two anymore? Furthermore, when will ai make me a mililonaire with a super duper monster PC? (note, I'm being sarcastic xD).
Either way, I'll remain a loyal supporter of all the things you do! ^_^♥
good stuffs.
Surprised to hear that a pillar of the Blender community is on a 2080ti.
Funnily enough, I spoke about this in a recent video about whether you really need a good GPU to make the most of Blender. There are obviously a lot of caveats to the answer. I do have a 3090 but I choose not to use it for most of my regular work.
th-cam.com/video/Iv6FyCS_GVs/w-d-xo.html
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interesting
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🔦Am I doing it right?
🚨🔦🕯 lol
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But does the studio lighting have Waffle Party mode?
I'm open to requests 😏
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