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Using the Sun, Sky, and Atmosphere lamps

From: Blender Essential Training

Video: Using the Sun, Sky, and Atmosphere lamps

The Sun Lamp in Blender simulates the real sun in the kind of sunlight you would get from the actual sun in your scene. Now, the sun is a directional light, just like the spot light, and the direction is shown by this dashed line here. So right now the sun is shining towards the camera, kind of simulating a sunset when the sun is appearing in to you and you're facing west or the sun can be behind you and by pressing R we can rotate the sun so that it's facing away from you. When you do a render now, the sun, even though it's not pointing directly at the mountains, still lights up the mountains here, because the sun simulates the sun out in outer space, where it's like an infinitely far distance from you.

Using the Sun, Sky, and Atmosphere lamps

The Sun Lamp in Blender simulates the real sun in the kind of sunlight you would get from the actual sun in your scene. Now, the sun is a directional light, just like the spot light, and the direction is shown by this dashed line here. So right now the sun is shining towards the camera, kind of simulating a sunset when the sun is appearing in to you and you're facing west or the sun can be behind you and by pressing R we can rotate the sun so that it's facing away from you. When you do a render now, the sun, even though it's not pointing directly at the mountains, still lights up the mountains here, because the sun simulates the sun out in outer space, where it's like an infinitely far distance from you.

So all of the light rays are coming in parallel into the scene. It's not like from a spot light, where they're coming from one specific light source and then they're fanning out in a cone. Here with the sun, it's parallel when it's covering the entire scene and bathing the entire scene in a very even amount of light. In addition to the standard Falloff controls and energy, we also have Sky and Atmosphere controls. When you turn on Sky, now the Sun Lamp will, depending on whether it's a sunrise or a sunset, affect this color of the sky in different ways.

Normally, if the color of the sky is a combination of colors set in the World settings over here under Material, World, where we've set the horizon color and the zenith color. Now, based on these colors, Blender figures out what kind of atmosphere you're in. So if we were simulating our atmosphere on Mars, we would use different colors and the sun on Mars would affect it differently as well. But on Earth here, we have blues. So now when we affect the Sky color, based on the Turbidity, and the mixing method, we alter the color of the sky.

So here we have a certain mixing effect that goes into effect with an average amount of Turbidity. Turbidity is the amount of dust and pollution that's kicked up in the outdoor atmospheres. So to simulate something like smoggy downtown, and I won't name a city, but you're going to get a lot of these orange, brown colors coming in, and which is also shown for you here in the Preview. Or to set it back to of a more of clean atmosphere, like on beautiful white, we would set it here.

Now, if the mountains were in the way, we would see that we can start to get some pinks and blues down near the horizon. The amount of Mix factors set here, and so now by mixing in and changing the Mix factor, we get more of these pinks now, and now the sun itself you can start to see is whitening out the zenith. If we change the Mix method to say Add and let's say just a little bit of Add, now the sunlight is adding this white. It's mixing in based on the Turbidity and the amount of scattering that would be up there, to produce a beautiful teal color.

Similarly, we can simulate a very thin atmosphere by telling the Sun Lamp to darken the atmosphere. Now this is almost like a moonscape, if you will, where there is very little atmosphere to be scattered and, in fact, the sun is darkening the horizons. These other setting is in fact how the horizon and the distance to the horizon is affected by the Sun Lamp. Then we have a whole another set of Atmosphere settings. The atmosphere goes hand in hand and simulates the haze and the pollution that's in the atmosphere, unfortunately.

Again, the goal is try to get to realistic lighting and lighting situation that affect how the scene looks. The atmosphere that was shot in 'Toy Story' versus the atmosphere that were shot in 'Blade Runner' are two totally different atmosphere conditions. In here, Atmosphere adds on to all these Sky settings and goes hand in hand by simulating the haze and the pollution that's in the atmosphere. This covers how fast light is scattered based on what's happening in the atmosphere. So let's go ahead and set his back to mixing.

Set it to about noon, by rotating the Sun Lamp. So now, if we set like say the Extinction factor, to something really little. Now, the light isn't getting from the sun to the ground. So there is a lot of pollution or scattering in the upper atmosphere. If the light doesn't travel as far through the atmosphere, and so it's cut off or faces extinction faster, based on this setting. So in this video we saw how to use the Sun Lamp, to give a rough approximation to the different atmospheric conditions, you would want to simulate in your CG scene.

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This video is part of

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Blender Essential Training

131 video lessons · 24947 viewers

Roger Wickes
Author

 
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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