Exterior Lighting in Arnold - Getting Started in 3DS Max 2021 (part 9)

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hi everyone and welcome back to another 3ds max tutorial today we're going to talk about exterior lighting in arnold you can use any model for that you can also use some standard primitive objects but what i'm going to do is i'm going into sketchup let me quickly start a new sketchup scene here i'm going into sketchup and then into the 3d warehouse and i'm just searching for some random geometry actually what i was searching for was villa and after searching for villa i think i've i took the second which is a folder here is the second folder and i opened it and inside this folder there was a um a building that even on a little thumbnail looked interesting it was called home rico home rico by a user called ito ralph rauf and this is the one i just added into my sketchup scene so you select it then you place it anywhere in your scene and i don't have to show you that and then save the sketchup file here it is save the sketchup file and import it into 3ds max by the way every time i do something that takes a little while in 3ds max for example like rendering or importing something i'm going to pause the video so don't don't you think my computer is so fast or i did something different from you i just try to skip the uh the boring part of waiting so save it as a save it as a sketchup file then move into your 3ds max and import it and once you import it it will ask you for all sketchup files first we want the c-axis to point up so we used to see up and i also unclicked everything because i don't want the camera that comes in from uh that comes in from sketchup and i also don't want the textures because first of all the textures they look boring and uh they don't work well in in arnold and so i just unclicked everything and i get a white or gray model and i hit import and wait and here we are the model opened in a 3ds max so you can see that there is a street in front of the house and uh the the nice looking facade is all to the south so the first thing that i would like to do and i think it's best shown here in perspective view so i'm going to maximize it without w there are a couple of palm trees in the in the scene which are in sketchup as usual on a plane and there's a picture of a palm tree mapped on it and as we did not import the the textures basically what we have is a plane that blocks the view so in our model here is a couple of objects that i'm simply selecting and deleting it's actually one two three of those palm trees the other plants that are in front of the house are actually made out of geometry so i can leave them in there they will be gray plants as uh there's a lot of errors here in the model uh but we're not gonna see see them so let's look at the scene from the front and today we talk about lighting in 3ds max the different version and what to think and where to get the best quality i hope you have seen the lighting in hdri in arnold we're also going to repeat a couple of the techniques that i have shown there but today we're going to do something else or more versions how to light a scene so the first thing that we need is we need a camera we need a physical camera to look at our object so uh on the right side i'm gonna create a camera and i'm gonna use a physical camera which i place i don't know like um uh like a certain distance here in front of my building also um on the right when i when i'm done with placing the the camera in top view i'm doing a right click and switch to modify and here i can see the um the the focal length of the camera and i'm going more for something like a 28 wide 28 millimeter wide lens by the way if yours looks different here in the scene explorer i have unclicked the geometry because i mostly will deal with lights and cameras that's why i just made the made the geometry invisible so it's not going to be in my in my way all the time so let's get a look let's have a look uh what we see through our camera i'm going back for my four times tiled view and i hit on the bottom right i hit c as in camera i would like to place my camera about on eye level like if i was standing on the sidewalk so here in the in the camera view i pressed my middle mouse button and moved the whole thing down a little bit also i'm going to place myself more in front of the garage than the main entrance and now i'm also going to select the target of my camera and move it up a little bit i know this is something that you shouldn't do you should never look up with your camera because the vertical lines will get perspective then but i'm going to fix that right away so select the target and in any front side or perspective camera view then use move to move up the target so till your building is about in the center of your picture so i'm looking up with my camera with my camera now that means that the perspective lines do vanish to the center and that's why i'm going to fix that and that is if that is a an option in the camera itself so select the camera go to modify and somewhere here usually it's uh it's closed here it says perspective control and all you need to do is just click auto vertical tilt correction and if you look at the camera view here if i switch between turning it on and off you can see now it's once you hit auto switch then it's uh it's automatically set so now the vertical lines are parallel to the picture frame again the uh so that is done and the next thing is let's quickly render the view and in order to render the view um i'm going to show you something um yeah there is different ways of rendering a picture so here i'm going to rendering the the bottom right corner but the camera view and if you go to to render setup you notice that there is a production render mode which is good for the final rendering in all kinds of sizes and there is the active shade mode and for lighting actually the active shade mode is quite handy when it comes to modeling and to material changes and so on i don't prefer the active shade mode but for lighting for getting the initial lighting setup it's quite good it's quite fast so you choose the active shade mode of course active shade mode should also be the arnold renderer and uh the only thing that you want here it says view to render and it's the camera view and if you lock it you can it's always rendering only this view so even if you activate another view it's still rendering in the active shade mode it's rendering the view in the bottom and when you hit render once it will open the active shade mode it will first do a little calculation and here is my active shade mode it's a little big let me quickly close it and go to common and i changed the size here so i'm going for something a smaller not hd let's go for a custom 640x480 for right now it's enough to do a 640x480 so this active shade window you can keep it open once it it does its initial um so where is it here once it does its initial uh setup see oh god i messed it up so because i changed the size so the camera view is locked and here it is so once again let me do the first calculation so here is my active shade mode and let's put the active shade mode to the side because now we're going to play with lighting uh you have noticed that the lighting is a bit bright and there is no shadows in it of course because we don't have any light and there's still the default lighting mode on so the first thing before we go into any into any uh settings what i'm going to do is i'm going to add a light and right away turn it off because only when there's a light in the scene and when it's turned off you can you get get rid of the default light so here under create lights let me get the cam the active shade over here under create lights i'm going to switch to arnold lights and i'm going to use an arnold light which i just click anywhere in the scene and turn it off so that means the on button is gone so now your active shade mode should give you a black rendering and now we have no light in the scene and we can explore the different ways of how to light the scene by simply adding them one by one and the first thing that i would like to do is as as there's no light in the scene i'm going to add a white background so just go to rendering environment and where it says background this is where we placed in the in the other video that i linked earlier where i placed the hdri we're gonna do it later again but for right now i'm just choosing a white background so i go for color i switch the color to white hit okay and you notice that just switching the color to white it creates some something like a sky dome and environment dome around your scene and it already lights the scene it's too bright and all but it still looks uh kind of nice so when we have the first kind of light in our scene we want to take care of the exposure control that defines how bright your picture is that exposure control is always in the physical camera so select the physical camera go to modify and find exposure control it says here exposure exposure gain and right now it has an exposure value e v of 6. so with a white background i've tried that before the exposure value of 8 looks a little bit better so switch that to 8. it looks like that the change of the camera is not uh it's not updated in the active shade mode so because usually whenever you change something the active shade mode makes uh makes the update so just do anything else like turn the light on and quickly off again then you notice the change in the in the active shape mode so the active shade mode usually updates with whatever you do to the lights into the geometry but unfortunately not with the physical camera i didn't i didn't uh think of that so when you change the exposure value for some reason uh 10 it is not changing the uh the active shade mode okay so let's keep eight because that works well for our model so even the white background kind of lights up the scene pretty evenly without any shadows and so on let's get the camera a little bit closer to the building because we have a lot of white background around here so in top view oh i closed it sorry in top view i'm going just a little bit closer and maybe a little bit to the right no not to the right but the target move the target to the left to get um to maximize the view of the building so there it is and active shape uh back turning on so there it is so that is the white background lighting the scene alone let's uh let's check out what happens if i don't use a white background but something else and this is the point where that we have tried before so rendering environment here's the background if i use any map here then the map will be used to light the scene so the map i'm not gonna recommend to place the map directly here but always open the material editor first and in the material editor get the pick put the picture in here and then drag it over into the into the map so let's do it not with an hdri with a regular but with a regular environment map so here on the left side you find on the maps general bitmap pull it out and it will ask right away where to get the image and let me quickly get the image from my folder and i'm going to use a a 360 spherical environment but not an hdr it's a regular image so the image here will be used as an environment and it will be used as a spherical environment and take the outgoing node and go to link it to the environment map of course as an instance so now instead of having a white background i'm having a a blue background or another blue in this case it's a blue background it's a background image and you can see when you place any image there it will use the colors in the image and here's mostly blue sky to light the scene maybe it's a little too dark so this is something that we maybe want to change the exposure value a little bit because it's not an hdri it's a regular image and it is just darker than the white uh background that we had before so if we want this uh color here then we just uh make the exposure value slightly smaller like six or so so um this this method is not is not working as a background because the image that i think that i brought in here is working as an environment so it's wrapped around it will give you nice reflections if there are some reflective objects but it doesn't work as a background but the backgrounds and environment is something we're gonna keep for a little bit later if i do the same thing and i use instead of a regular image remember to make it look better i would go would have to lower the the uh exposure value a little bit more maybe to six again remember it's not uh changing uh anything so you need to you need to do something else so like turning the light on and off then no on and off sorry no light here because it's just a picture lighting the scene and there it is so um the the picture does light the the scene but not as strong as the white background let's get another picture in there and that is i'm gonna use an hdri we already did that before so i'm gonna open the material editor once the rendering is done yes the material editor m on your keyboard so there it is and i'm going to get another bitmap pull it out this time i put i choose an hdr image there it is and the hdr of course used as an environment and the spherical environment i'm going to bring it into the rendering environment dialog which i already have open here there it is and instead of this map i'm going to use the hdri now place it over here as an instance and you should instantly notice that the picture will get brighter because the hdri has much more energy stored in it so it's not a regular picture it is a regular picture everywhere except where the sun is and where the sun is it's really strong so that means we also get from our hdri we get shadows much stronger shadows really really hard shadows in here of course it is too bright that means we have to go into our camera and change the exposure gain so for an hdr i guess it is somewhere around 12. if it's not updating that is annoying it used to update before let's change something unclick and re-click something okay 10 is our 12 is too strong uh probably a 10. yes now it works 3 10 10 is a little bit better 8 no 10. okay so maybe nine so there it is nine uh works kind of okay a little to warm the color but that is that is fine okay so that is the hdr the hdri again uh there is a video uh that where you can uh i can show you where all the how to to change the direction of the light and so on but you get really nice shadows plus the all the light mood from the image that you choose from the environment image again as a background it's not working that's it for the uh for the environment map and let's do something else so we tried the white background we tried the the any picture in the background and we tried the hdri to light the scene the next thing that i would like to do again is go back to a to a regular white background or yeah to a regular white background so all i need is either unclick the use map or do a right click and clear out the map so we are back to our white background that lights up the scene the next thing is uh i would like to show you is we are using the light that we already included so here's a light and the the thing is in arnold light only has one light type and whatever light you want to use for example a direct light that works like a sun or a spotlight that more or less works like the the lamp here in the background and so on so all those lights or a light plane like we have right now a quad light or a light dome it's all embedded in one light so the one light that we have added here under modify has a light type and here are all the different uh ways so we have a point light it's like a light bulb on a wire we have a distant light coming with bare parallel light rays we got a spotlight like a torch light something a quad light is a plane or a disc is also a disc of light we got a cylinder light cylinder a light dome and this is what we're going to use now the light dome you also can make any geometry light with mesh and photometric light you can use ies lights for interior lighting mostly but this time we're going to use a light dome and don't forget to turn it on and when you use a light dome you can place the light dome anywhere so wherever it was before that's fine you can place the light tone anywhere and i can see right away that the picture is totally white because for our light dome the exposure control of the camera is not strong enough that is made for a picture or for a white background which is a very low exposure value so select your camera and change your exposure value for the light dome and the lighting is quite strong and so you need a quite high exposure value so i guess it's more towards 15 or so uh again the annoying part why is it not updating that is the only thing that is really nice oh it is updating maybe it just takes a while so there it is um our light dome lighting up the scene with an exposure value of 15 ahead in the camera so exposure value for the camera is uh 15. the black the background is suddenly black that means we're not we you know it's not totally black it is a little bit gray so we are using the white background but with a very strong exposure control the white background is actually coming becoming dark so if you want to have a white background here because the the the light dome is actually white what you can do is in your arnold light you can choose light shape visible and it's really a light dome that is all around your scene so if you make it visible basically you have a white background suddenly and there it is light shape visible your white background i quite like the the style of the image here because it's a it's a very evenly lit there are some darker part parts in here almost like an ambient occlusion pass and uh that is now it's about time before we and let me quickly zoom into something so if you roll into the into the rendered image what you can see actually is all the low quality settings here and that is called noise so right now we have the we have the sky dome from the arnold light then it produces a lot of noise so let me quickly show you where you can get the uh the better qualities and i think it is best if i show you this not in the active shade mode but in the production render so i'm now closing my active shade mode and switch to the production renderer so open render setup and switch here to production renderer make sure you either select the right one or and the the the camera view uh and uh choose the camera view here you can also lock it there so it's always rendering the camera view um the quality settings let me quickly render it first without any changes so i hit the render mode i'm still having a little bit larger image so it takes a couple seconds okay so it took 29 seconds and you can see all the noise here especially in the shadow areas and in here there's a lot of noise so if i zoom in you can see the noise you can easily compare two images with this button here that says clone rendered frame window that kind of makes a clone which will not be changed if i render it again and this is what i'm going to do i'm going to render it again but first increase the settings remember 29 seconds took the first one and here is uh if i go into the render setup and into arnold render these are the most important parts for the quality the um it's it's about under sampling and over sampling so basically very general for the image for every pixel of your image uh arnold renderer is looking at uh different uh more than once actually for every pixel and um that's called samples so the more samples in general the better the quality for all those light uh related uh settings are we don't need to increase everything what we want to increase is the first two values and that is the camera aaa stands for anti-aliasing anti-aliasing alliancing yeah how to pronounce it aliasing and the camera aa and the diffuse the samples and i would say it is something if it's really good quality do it to uh increase it to five or six so in this case let me go for five and also the diffuse samples to five and here's one more thing that is rate depth in general if a if a light a light ray hits the first uh surface and it bounces off in this case diffused light coming from all kinds of diffuse lights or already bounced off once is only bouncing once that means especially in very deep geometry areas the light might not go in that well so usually i increase it to two or if it's an interior rendering i increase it to three but for this case for this exterior two is enough so five five two is a is a sampling rate that is uh quite enough and let's quickly render it one more time and look at the time and the quality and there it is i underestimated the render time uh it took where it says usually down here four minutes and 30 seconds and if you compare the two the initial the initial settings with minus three uh three two and uh i increased it to five five so here's the before and after and you can easy you can see right away that all the noise that was here underneath the roof and also in the little cavities in here and underneath there it's all gone so this could be uh the settings for a final rendering if you go a little bit higher maybe till six you will get a perfect rendering but here's one more thing so that is uh that is the settings i will go back of course to this to the quick ones because i'll just do some quick renderings yeah so if you want to with this to be your final rendering of course you would choose a larger output size like 4k or so but uh you could also go uh in the in the render settings uh increase those maybe a little bit more to six six that is enough um not only the render at the arnold renderer has samples and let me get that back to the initial that is three two and one so as soon as i have to render one more time but also the light has some samples so if i would do the final rendering just with all the settings that we have right now i would also select the arnold light and here on the right side the arnold sky dome and here on the right side you can see rendering samples and here it says one by and you hold your mouse on it you can see the quality of the noise in the soft shadows so all the areas where we had the initial noise and that is something uh that we that we also would increase but not to two or four i would probably go to a more eight or 16 as samples that does not influence the render time so much but it influences the quality also so let's quickly try it remember i went back to the initial settings so if i now hit render it will generate some noise in rendering in about 25 seconds or so 29 seconds here it is with all the noise that we know where it was in the garage door and inside the dark spaces and now if i select my arnold light and increase the the samples here and i'll go for something like 16 that is uh plenty again i'm going to clone the frame and hit render one more time and let's see how long it takes it increased the render time from 29 second to 37 seconds or not a lot but also the noise was not is not gone so if you compare the two there's not much of a difference between the 37 seconds and the 29 seconds so this is more or less something that you uh want to do in combination with the change to the to the render setting so when you increase the render settings for your final rendering also you want to increase the samples here um okay but again i'm going back to the initial one samples there good so so much for the uh for the render quality so but i'm gonna we're gonna stay to our preview quality i'm even going back to the active shade mode because the next thing that i would like to show you is uh all better done in the active shade mode so i'm gonna switch the target rendering to the active shade mode and hit render then it will pre-calculate it once there it is active shade still shading still working on it yes and now the thing is on the arnold sky dome if we go to the right side remember we have the light shape visible so we get the white background the the the color of the sky dome is white but white in a in a sense that it is just using rgb white as a color here are different ways to adjust it so there's also some presets uh you can see what it is fluorescent light tungsten light daylight and so on i usually don't use the presets but what i'm going to do is i'm going for defining the light temperature by defining the kelvin and right now it's set to 6500 kelvin that is the purest white color that you can get and if you compare it to a natural light out there 6500 kelvin you hardly ever reach that unless it's a really sunny day and you're in a region where the sun is right above you right now we are it's overcast but nevertheless uh we we probably are way below maybe somewhere between 5 000 and 5 500 so this is the light temperature let's go to something lower let's go to 5 000 so that we actually see some change so if i change the light temperature to 5000 kelvin you can see right away that the color will get warmer not of the background but of the everything that is lit by it it's set to warmth just as if it's in sundown or sunset and so on so that here you can influence the the light temperature itself but there's only there's also a white balance in the exposure control let me go for another way to light a scene and that is uh instead of using the light dome and we haven't used the light dome here let's bring it back to a uh to the white color the light dome you can also see it says color and light temperature here but you can also pick a texture and that means you can use a light dome with a picture in it and again you can use both kinds of pictures you can use a regular uh spherical environment or you can use an hdri again the only difference between the hdri placed in the environment or the hdri placed in the sky dome is i guess the if you place the hdri in here it is much much stronger so you need a stronger exposure value to compensate for the extra brightness so let's quickly do it i still have my material editor open so m the top one was the picture the bottom one was the hdri so let's get the picture first into the map so here's the picture a regular a regular jpeg image and now if i render the view here you can see the color will change yes it does so now it is using the picture in the light tone to light my scene that is fine just as if i would have placed it directly in the background and now i do the so one more time i bring the hdri and put it into the texture of the sky dome and there it is one more time running of course it will be over bright yeah here it is a little overbright uh it has all the shadows in it i usually prefer this method with instead of bringing it into the background so because then i can put something else in the background if i want if i can just turn it uh the background off let me show you that but first let me go to the camera and increase we are at 15 already but as i mentioned the uh exposure value for that is annoying when it's really slow and you make a wrong click every wrong click takes some time so here it renders the view and it's a little bit darker now because it's uh using the ah now i know why it did not change because it did not take the white balance because the white balance was in the camera set to 6500 so it's pretty warm here but now if i change the temperature for example here in the camera to 5500 you should see that right away it will get cooler yes there it is sorry about that i i did not think about think think of the white balance in the camera so there is things that you can do on different uh positions but the color temperature in the hdri was a little bit warmer because it was not at the uh not at the top so the light was probably a little bit lower so that's where we got the temperature a little bit warmer and then when i went in here and just told him the white balance is lower so if you go even lower if you go to 5 500 you will get a really cool bluish light because it thinks that the white is more or less the orange okay so we got the picture in the sky dome we got the uh the we got the hdri in the sky tom let's bring it back to 6500 that's the default setting and let's do something else before we finish it here and that is taking the sky dome and i'm gonna turn it off so it will render totally dark because we have a light in the scene but it's not turned on so now i am creating a second arnold light and this time i'm not going to use a sky dome but i'm using a distant light the distant light is a really far away light that brings parallel rays of light just like the sunlight would do so a distant light and i click into the scene drag towards the center and in any front or side view i'm gonna lift up the light so the light is still a ball but this time it is facing the target and i have placed the target here and at the at in front of the house and now i can define the direction in which the light comes from by changing the position of the of the little of the little icon here select it go to modify make sure it's turned on because usually when you add a light it will take the same settings as the other one had before so you have to turn it on it's a distant light right now shining in white and um what kind of uh light it will produce it will be totally dark when i render it now because my exposure control is pretty high up so here it is uh pretty dark but with a little change to the exposure control of the camera we can get a decent rendering out of it let's guess 13 maybe yeah maybe more 14 but there it is the background is again uh is again gray or it's actually white uh but with a very strong exposure control the thing is what i usually do and you have all those hard shadows so how i would use a distant light like this i would use both i would use a distant light together with a sky dome but a sky dome without the texture so i don't use the hdri i use the sky dome let's turn it on with a white color or any color you can also use a color gradient a bluish gradient but i'm using the white here together with the distant light also it might be too strong now because we have two lights in the scene so you can also let check it and of course it's the exposure control for the camera will have to go up so 13 is too bright so let's go back to our 16 from before and as we now have the as we now have the environment and the direct light we have both we have the overall lighting from the sky dome and the hard shadows there okay so and now you can play with one uh stronger and one weaker so first you set your exposure controls that the overall brightness is fine and then you can go in here select one of the two things so you can move it to anywhere so let's move it here so here is my sky dome and the sky dome also has an intensity and those two intensity values if you go for intensity and when you hold your mouse on it it will explain what it does so here hold your mouse and wait a bit the intensity controls the brightness by multiplying the color so basically what it does it takes the uh it takes 2 to the power of 8 so that's 2 to the power of 8 times 1 and that is 256. if i increase the intensity to 2 then it's 2 to the power of 8 times 2 that's 512. so you can either increase the intensity like it means twice as much if you like double it or let's go back to 1 or you can change the exposure from 8 to 9 that makes 2 to the power of 9 and that is also 500 so 2 to the power of 9 that's also 512 okay so to the 10 1024 and so on and that will increase uh one of the lines in this case i would not increase the sky dome a lot i would rather go to the sky dome and make it maybe two to the power of six so lower it a little bit and uh on the other hand take the direct light and which also has those uh which also has those intensity settings here and maybe increase the direct light that mean will give me a little bit more of the hard contrast of the direct light here and less of the less of the sky dome and so only kind of endless ways to do this there is one more thing i would like to show you in max and that is um first of all i'm i'm deleting the two arnold lights that i have made so far also make sure it's set to production render mode the uh the last way to light a scene is to create uh to use a special light and that is not here on the arnold's light lights but under photometric and under photometric you will find the so-called sun positioner with the sun positioner you can create the sun at different locations at different uh dates and points in times you go to sun positioner click anywhere in the scene drag the compass here then let the mouse go and don't rotate it if oh no north is up so i'm going to rotate it so till north points up and then i am defining the distance for the sunlight it doesn't matter how far the sun is away it is just just make sure it is above the the whole model and this is the uh that is my uh my sun position if i now go to modify my sun position is made out of a sun and an environment and uh on the right side here you can define the position and brightness of the sun by date time and location and let's go for the date time and look time and location here is the location on earth and i am in not north america i'm in europe and i'm somewhere here close to vienna austria today is the 21st of no it's not today is the third of december they i always remember and it's about noon or maybe one o'clock in australia this is the sunlight in winter is really low so that defines the orientation of not only the orientation of the sun but also the brightness and the background so if i render this picture now you will see that there will be some sunlight and also a colored background and max also crashed what a nice end for this tutorial a crashed max version everything goes wrong today and i haven't saved it let's quickly start it again i can show you how to get back a the outer back version and show you again the sun positioner okay please be patient and here we are so how to get how to get your auto backup back first of all i would just browse for it so the the location is usually on your user directory on your computer so there is let me quickly search for it mine is under drive c and then there is user and then there is my user and then there is a autodesk directory and a 3ds max sorry and then there is a documents and then there is a 3ds max one directory so mine is on drive c user then my user then there's documents and then there's a 3ds max 2021 user and here we have autoback and in the autoback directory there are three files usually every five minutes it will be saved the crash was at 1 and 1 20 pm so that it would be 118 so 13 18 was the last version so i'm going to take this and bring it in and open the file hopefully that has everything we need and there it is right before i inserted the sun positioner yes the sun position is not there yet so create lights uh sun positioner click and drag the compass define north and drag the sun distance then go to modify change the location to europe and the date was the third of december maybe didn't like that one o'clock p.m and here is my rendering of course maybe i have to adjust maybe i have to adjust the exposure control no that looks fine let's see if it renders without crashing yes it does so a little bit exposure control a little bit lower so that it gets a little bit brighter image also what's quite interesting is uh when i place my north direction to a point that makes it possible to see the sunlight so for example here in the top view if i rotate my compass so that i actually could see the sun in my camera so let's somewhere i'm not sure if i it's possible to see it actually so let's turn this into a wireframe mode and here is yes there should be my son so see there is my son in the camera view if i now render it i should be able to see the sun too so there it is see and of course i'm on the shadow side and um i'm not looking i'm looking now towards the sample that is also a nice method to light the scene with the background the only thing that is annoying that the horizon or the sky ends right there the horizon so what you need is you need a large enough ground plane to cover all that so you need a really large plane underneath your model in order to cover the uh the gray part and i usually let's try it quickly that covers a little bit of it there will be still a small edge yes there's a small edge still there because the plane would have would have to be really large um in order to what lots of people do they just take they make a plane and then they take the edges of the plane and slightly bend up the edges that also covers it but you can also lower the horizon that's somewhere there so if you want to check that out it's called it's called the sun positioner it also works quite well in arnold that's it for today i uh i spent a lot of time with lots of arrows i hope you don't mind i hope you learned something thanks for your patience and i'll see you in the next video you
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Length: 49min 33sec (2973 seconds)
Published: Sun Dec 06 2020
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