Photoshop CS5 Extended One-on-One: 3D Scenes

Photoshop CS5 Extended One-on-One: 3D Scenes

with Deke McClelland

 


In the third installment of the Photoshop CS5 Extended One-on-One series, author Deke McClelland shows how to build, light, and render realistic 3D scenes in Photoshop CS5 Extended. Providing a systematic approach to scene building, the course explains how to produce reflections and refractions, balance the interplay of light and shadow, and frame scenes with 3D cameras.

Prerequisite course: Photoshop CS5 Extended One-on-One: 3D Fundamentals
Topics include:
  • Building complex 3D objects from simple shapes
  • Maintaining control over objects in a scene
  • Extruding and positioning glass
  • Illuminating a scene with precisely positioned lights
  • Modifying light attributes such as Attenuation and Falloff
  • Changing shadows on a mesh-by-mesh basis
  • Passing light through an opaque object
  • Understanding depth of field and field of view
  • Aligning lights and cameras
  • Rendering stereoscopic 3D artwork

show more

author
Deke McClelland
subject
3D + Animation, Modeling, Photography, Visual Effects
software
Photoshop CS5, Photoshop Extended CS5
level
Intermediate
duration
8h 51m
released
May 26, 2011

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Introduction
Welcome to One-on-One
00:03Hi! I am Deke McClelland.
00:05Hello and welcome to Photoshop CS5 Extended One-on-One 3D Scenes, the third
00:12installment in my four-part series on 3D and Photoshop.
00:16In this course, we'll look at 3D scenes, which are the be-all and end-all of 3D
00:21artwork in Photoshop Extended.
00:23As you know, if you've watched the previous courses, Photoshop requires you to
00:27combine 3D objects into scenes to get them to interact with each other, and you
00:32can build these scenes from whole cloth, using very basic shape tools.
00:37From these rudimentary beginnings any layer can turn into anything, including
00:41metal, plastic and even glass.
00:44The appearance of a scene is determined by light reflecting off objects which is
00:48why I spend some quality time.
00:50Two chapters in all, showing you how to light your scenes as well as specify how
00:55individual objects cast shadows.
00:57Next I'll tour you through all aspects of the camera which to find your
01:02view into the 3D world, and then we return to the most basic building block
01:07of 3D art, the mesh.
01:09In the final chapter, we examined the rendering engine itself, which lets you
01:13outline your objects as line art and even output an image as a stereoscopic work
01:18of tangible reach out and touch at 3D art.
01:22Meanwhile as always, you will need Photoshop CS5 Extended not the standard
01:27version of the program to follow along with this course.
01:30Now let's step into 3D Scenes in Photoshop CS5 Extended.
Collapse this transcript
Making Photoshop your default image editor on a PC
00:00Now, the purpose of this movie is to show you how to make Photoshop your
00:03default image editor.
00:04So you can double-click on an image file at the desktop level and have it open
00:08by default inside Photoshop.
00:10Now this specific movie is designed for you Windows users.
00:13I am working on a PC right now, if you are a Macintosh user, skip to the next
00:17movie instead, where I show you how to do the exact same thing on a Mac.
00:21Now I am looking at the contents of the 00_setup folder found inside the
00:24exercise_files folder that's available to those of you who are premium members
00:28or have access to the DVD, and you can see we have got three files all of which
00:32seem to be called welcome.
00:33Well, they actually have different extensions.
00:36To see those extensions, you have to go over to the Organize menu here, under
00:40Windows 7 and choose Folder and search options.
00:42If you're using an older version of Windows, then, just ahead and tap the
00:46Alt key and that will force the display of this little menu here, inside of the folder.
00:51Click on tools and then choose Folder options then, inside, the Folder Options
00:55dialog box click on the View tab and then, drop down here to the check box, hide
01:00extensions for known file types and turn it off, so that you can see the
01:03extensions and now click the OK button and you will see the extensions after
01:07every one of these file names.
01:09Now it's time to make Photoshop our default imaging application and we have to
01:13repeat the process I am about to show you for each one of these file types, for
01:17JPEG files, TIF files and PSD files.
01:20So I am going to go with the JPEG file first.
01:22Right-click on it and then, choose Open with, now you could choose Adobe
01:26Photoshop CS5 at this point, but if you do that you'll open the JPEG image
01:31inside of Photoshop this time and this time only.
01:33Instead what you want to do is Choose default program, then, inside the
01:37ensuing dialog box hopefully, you'll see Photoshop at the top here, if so just
01:41go and click on it.
01:42If you don't see it then, click on this down pointing arrowhead next to Other
01:46Program, scroll down the list and see if you can find Photoshop.
01:49If you still can't find it, you have to click on this Browse button and locate
01:53Photoshop on your hard drive.
01:55In my case, I can see that at the top of the list.
01:57So I'll go ahead and click on it, then make sure, this check box Always use the
02:01selected program to open this kind of file is turned on and click OK, and that
02:06will go ahead and automatically open the image inside of Photoshop then, I'll
02:10press Control+Plus to zoom in on the image.
02:12All right, lets go ahead and replay that stuff for the TIF image.
02:15I'll minimize Photoshop, right-click on Welcome.tif and you can do this, by
02:19the way, with any JPEG image, any TIFimage, any PSD image, you don't have to use mine;
02:24choose Open with go down here, to Choose default program and then, locate
02:28Photoshop and list, make sure, the check box is turned on click OK, same thing
02:32happens again, you'll go ahead you'll go ahead and zoom in on the image if you
02:35want to, to see it up close and personal.
02:37All right, so now its time to repeat that step for the PSD file, I am going to
02:40go ahead and minimize Photoshop once again, right-click on Welcome.psd choose
02:45Open with, Choose default program, find Adobe Photoshop CS5 inside the dialog
02:50box, make sure, the check box is turned on and click OK.
02:53Now this time we're going to receive a special error message inside a
02:56Photoshop and here, it is, it's telling us that some of the text layers
03:00contain missing fonts.
03:02So it's very likely that your system doesn't have the fonts that I used to
03:05create this layered PSD file.
03:07Turns out that's not a problem, just go ahead and click OK, and you'll, notice
03:11if you zoom in on this file, that even though here in the Layers panel, we have
03:15got three layers in all that have little warning icons next to them and that's
03:19telling us the fonts are missing even so, all of the fonts look great on screen
03:24and that's because Photoshop is that one application out there that even if
03:28you're missing a font, as long as you don't edit the type everything is
03:31hunky-dory, because you're seeing a pixel equivalent of that type is well.
03:35The final thing I want to mention is that this is a four-part series.
03:40We've got part one Fundamentals, part two Objects, part three Scenes and
03:43part four Type Effects;
03:45I just want you to be aware of that.
03:47In the next movie, I am going to show you Macintosh people, if you're still with
03:51me for some reason how to do the exact same thing we saw here, you Windows
03:54people don't want to see that so, go ahead and skip to the movie after that in
03:57which I'll show you how to install my custom Deke keys keyboard shortcuts.
Collapse this transcript
Making Photoshop your default image editor on a Mac
00:00The purpose of this movie is to show you Macintosh people how to establish
00:04Photoshop as your default image editor, so that you can double-click on a JPEG
00:08file, a TIF file or a native PSD file and have it open up inside Photoshop and
00:13not the wrong application.
00:14I am looking at the contents of my 00_setup folder which is found inside the
00:18exercise_files folder that's available to those of you were premium members or
00:23have access to the DVD.
00:25And you'll notice, if you have this folder, that I've got three files, all of
00:29which are called Welcome.
00:30There is Welcome.jpg, Welcome.tif, Welcome.psd;
00:33if you can't see those three letter extensions, then go to your finder level
00:37which is the desktop at the Mac, go to the Finder menu and choose the
00:41Preferences command, then go ahead and click on this little gear icon that
00:45takes you to the Advanced panel and turn on this check box Show all file name extensions.
00:51You might also, if you work the way I do, you might want to turn off, Show
00:54warning before emptying the trash just, because I think that is stupid.
00:58How often do you accidentally empty the trash, you don't need a warning;
01:01but that's entirely up to you, it has nothing to do with his course.
01:04Then when your done, go ahead and click close box in order to close the dialog
01:08box and save your changes, and you should now see the extension.
01:12So here's the big problem and this must be our most common tech-support question
01:15where Photoshop is concerned.
01:17Somebody wants to just double- click on one of these files.
01:20For example, I'll double-click on Welcome.jpg and it opens up inside, my case,
01:25the Preview Application.
01:27Well, that's obviously not what I want, it gives me a chance to see the file,
01:31but I can't work on the file and I'm certainly not going to come to terms with
01:343D inside Photoshop CS5 Extended, if I'm not using Photoshop CS5 Extended.
01:40So here's how to cure the problem, go up to the Preview menu and choose Quit
01:43Preview, to get out of that program, then we are going to have to perform this
01:47step incidentally on each of these three files;
01:50right-click on Welcome.jpg or any JPG file you have lying around it, it doesn't
01:55matter, and then choose the Get Info command, or you can press Command+I, the
02:00Command key being that key that has that has little clover leaf/propeller on it.
02:05All right, I am going to choose the Get Info command, it brings up this file
02:07info strip, and make sure, you can see the contents of this Open with area.
02:12If Open with is collapsed like so then, you need to click on the little twirly
02:16triangle to twirl it open.
02:18Then go ahead and click on whatever the name of the wrong application is there
02:23and choose Adobe Photoshop CS5.app from the list.
02:27Now if you don't see Photoshop CS5 in this list, you are going to have to choose
02:31other and then locate Photoshop on your hard drive.
02:33In any case, I am going to go ahead and choose the application, because there it
02:36is, and then you click on the Change All button, to make sure all JPG files open
02:42inside Photoshop for all time;
02:44and when you do, you'll get this alert message fine click Continue, and
02:48you're done and then, you can close out of Get Info and if you want just to
02:52make sure it works, you can double-click on that JPG file in order to open it
02:56up inside Photoshop and I'm going to go ahead and press Command+Plus in
02:59order to zoom in on the image.
03:01Let's switch back to the Finder here, and just so that I'm not seeing Photoshop
03:05in the background, I'm going to go up to the Finder menu and choose Hide Others,
03:09we'll press Command+Option+H, and then I'll drop down to the Welcome.tif file,
03:14right-click on it, choose Get Info, and do that exact same thing again.
03:18Here inside the Open with area, click on Preview.app, in my case, choose
03:22Adobe Photoshop CS5.app, instead, click on a Change All button and then,
03:27click Continue, you can open the file if you want to, don't really need to at this point.
03:30I am going to click the close box and then, run that step one last time for
03:34Welcome.psd, right-click on it, choose Get Info, inside the file info strip.
03:39Go ahead and click on the name of the wrong application choose Adobe
03:42Photoshop CS5.app click on Change All, click Continue, and then close File Info once again.
03:49Now this time I am going to open this document because, I want to show you
03:52another error message you might encounter.
03:55And once, it opens inside a Photoshop, notice the program tells you, hey, wait
03:58a sec, there's text layers inside this file for which I don't have the right fonts.
04:02In other words, I use fonts that are not available on your system.
04:05That's not a problem.
04:07You go ahead and click OK, zoom in on the image if you want to, and notice,
04:11here, in the Layers panel, there's all kinds of text layers that have little
04:14warning next to them, little caution icons, and that's telling me every single
04:18one of my text layers in this case, doesn't have an equivalent font here on this
04:22particular system, and yet, notice that all my text looks great here on screen.
04:26Well, that's because, unless you are going to edit the text, you don't need the font.
04:30Photoshop is that rare application that goes ahead and shows you your text
04:33just fine, because it has a pixel-based equivalent of those letters saved along with a file.
04:38All right, one other thing I want to show you is that we're seeing things
04:41different on the Mac than we do on a PC, most of my movies will be recorded on the PC.
04:46It's not because of any preference for the PC over the Mac, not at all.
04:50It's a preference for the movie editing software that I use on the PC, and that's it.
04:55But you will notice, that the background is all covered up and that's because of
05:00this thing called the Application Frame that runs by default on the PC;
05:04if you want that same feel on your Macintosh system, then go up to the Window
05:08menu and choose Application Frame, and then, you'll have one big application
05:13frame that seals you essentially inside a Photoshop and covers up all the
05:18background applications.
05:19If you don't like that, which most Macintosh people don't, I should say, you go
05:24up to the Window menu and you turn Application Frame off, and that's it, just
05:28want you to know there's one more thing, this series, Photoshop CS5 Extended
05:32one-on-one 3D is divided into four parts.
05:35There's Part 1 Fundamentals, Part 2 Objects, Part 3 Scenes, and finally, Part 4, Type Effects.
05:42So that's how you establish Photoshop as your default image editor.
05:45In the next, movie, I'll show you both Macintosh and Windows people how to
05:49install my custom DekeKeys keyboard shortcuts.
Collapse this transcript
Installing the dekeKeys keyboard shortcuts
00:00In this movie, I am going to show you have to install my custom deke keys
00:03keyboard shortcuts and these are the exact same steps that you take when you're
00:06working on the Mac or the PC.
00:08Now I should start something, if you've worked on one of my previous courses,
00:11whether it's Photoshop CS5 one-on-one fundamentals advanced or mastery then you
00:16do not need to reinstall deke keys.
00:19These are the exact same deke keys included with those movies;
00:21I include them here just for those of you who have not installed them in the past.
00:25Inside the 00_setup folder, you are going to find a subfolder called dekeKeys
00:30PsCS5 1 on 1, go ahead and open it up and then, at the bottom of the list you'll
00:34see dekeKeys PsCS5 1 on 1.kys, you want that .kys file, whether you are working
00:40on the Mac or the PC right-click on it and then, choose Open with and be sure to
00:46choose Photoshop CS5.
00:48Here, is the problem Premier and Premier Pro both also, recognize the .kys
00:53file format, and so does Photoshop elements, and so you don't want to open up the wrong program.
00:58Anyway make sure, to choose Adobe Photoshop CS5 and that will go ahead and
01:01launch the program if it's not already running, it will also bring it to the foreground.
01:05It will not show you the .kys file, because it's not an image file.
01:10However, you did just change your keyboard shortcuts.
01:13Even though Photoshop isn't giving you any indication that any things happened
01:16here is what you do.
01:18You go up to the Edit menu and you choose a Keyboard Shortcuts command, or you
01:21press Ctrl+Shift+Alt+K, Command+Shift+Option+K on a Mac;
01:25and I want to mention something.
01:26Throughout this series, I mentioned the keyboard shortcuts in exactly, the
01:29opposite order that they appear in the menus.
01:32You may wonder why I do that, because that is the standard convention, that's
01:36what everybody does.
01:37It's just the operating systems that decide to show them to you backwards.
01:41Anyway, I'm going to go ahead and choose the command and you'll notice that
01:45the set now, reads Photoshop defaults in my case, it may say, something different for you.
01:49But you'll see the word modified in parenthesis that shows you that your
01:53keyboard shortcuts just got changed.
01:55To confirm the they changed in the right way, twirl open file, by clicking in
02:00that little twirly triangle and then, scroll down the list until you come to the
02:04Place command, it should have a keyboard shortcut now, of Ctrl+Shift+Al+D or
02:09Command+Shift+Option+D on the mac.
02:11Now assuming that it does, this is a good time to go ahead and back up your
02:15keyboard shortcuts so that they are safe, and you do that by clicking on this
02:18little floppy disk icon and then, go ahead and name the file and I'm going to
02:22call mine dekeKeys PsCS5 1 on 1 like so, and then click the Save button.
02:28And now, you'll see that name up here, and set, you're done, you can click OK,
02:33in order to accept your modifications.
02:35Now one of the thing I want to mention I'm going to go ahead and minimize
02:38Photoshop, so I can see my folder once again.
02:41Notice that I've gone ahead and included these little HTM files, but you can
02:44open inside your favorite browser once for Windows and once for Mac.
02:49So I have listed the Macintosh and Windows keyboard shortcuts independently.
02:52I'll double-click on the Windows file, because after all I'm working on a PC.
02:56Notice that I've listed all of Photoshop shortcuts, Photoshop's default
02:59shortcuts in black, in all of my revised shortcuts in red and if you scroll down
03:04the list, you'll see that place has revised shortcut and so forth.
03:08One of the ones that I want to mention to you just because it becomes very
03:11important in the series, in addition to levels and curves down here, under
03:15Adjustments having their default keyboard shortcuts of Ctrl+L, Command+L on a
03:19Mac, Ctrl+M. for curves or Command+M on a Mac.
03:23Those who apply static adjustments, well static adjustments aren't going to come
03:26in too handy when you're working with 3D layers inside of Photoshop.
03:30We're going to applying those commands but as adjustment layers, which is
03:33why I've also gone ahead and given you keyboard shortcuts for those adjustment layers;
03:38Ctrl+Shift+L or Command+Shift+L on a Mac gives you a level adjustment;
03:41Ctrl+Shift+M on a mac, gives you a curves layer and so forth.
03:46All right, so that's how you go about installing my custom deke keys keyboard
03:50shortcuts inside Photoshop.
03:52For those of you who are working on a mac, you have one more step, you need to
03:56go ahead and change your operating system level shortcuts, and I'll show you how
04:00to do that in the very next movie, its only for Macintosh people.
04:03If you're working on Windows, you don't have this problem than you can go ahead
04:06and skip ahead to the movie on color settings.
Collapse this transcript
Remapping Mac OS shortcuts
00:00All right, so presumably by now, you've gone ahead and installed my custom deke
00:04keyboard shortcuts in the Photoshop.
00:06However, if you're working on a Mac, you need to change some of Apple's OS level
00:10keyboard shortcuts, not to avoid conflict with my custom keyboard shortcuts, but
00:14rather to avoid conflict with Photoshop's native shortcuts.
00:18We are going to be taking advantage of those shortcuts an awful lot inside this series.
00:22Now these are my recommended changes, you can of course go your own way.
00:25Step one is to go up to the Apple menu and choose the System
00:28Preferences command.
00:30Next you locate the keyboard icon right there and click on it in order to access
00:34the keyboard functions.
00:35Notice this check box right here, if you want to take advantage of function keys
00:39inside a Photoshop, which I recommend you do then, you need to turn on this
00:43check box that one that says, use all F1, F2, etc., keys, the standard function
00:48keys, that way they won't turn the volume up and down and change the brightness
00:52of your monitor and all that jazz.
00:54You can still get to those features however by pressing the FN key but it's in
00:58the bottom left corner of American keyboards while pressing a function key.
01:02And notice, if you're missing this check box it's because you're using a
01:06keyboard, that doesn't have function keys, just note that.
01:09All right, next switch over to keyboard shortcuts and I'm working I should tell
01:13you inside of Snow Leopard that OS X10 .6, which is little different than
01:18previous operating system.
01:19I just want you to know that, we'll start off here, at Dashboard & Dock and we
01:24are going to change this first keyboard shortcut by clicking on it and then,
01:27clicking on it again, and that goes ahead and highlights the shortcut then, I
01:31want you to press Ctrl+D, that is the Ctrl key in the bottom left corner of your
01:36keyboard, by the way, not Command.
01:39Next go to Dashboard click on it, click on it a second time and press Ctrl+F12.
01:45All right now, let's switch over to Expose & Spaces.
01:48If you don't want Expose I am not the biggest fan of it these days, you can just
01:52turn it off, just to get rid of that functionality.
01:55However, if you want to leave it on that's fine, if you use it great.
01:58Do go ahead and change the shortcuts however.
02:00What I recommend for each one of these is to stick with the default keyboard
02:03shortcut almost, we'll just add control.
02:06So Ctrl+F9 for the first one, for application windows we'll change that to
02:11Ctrl+F10 and for desktop, we'll change that one to Ctrl+F11.
02:15All right, next you can go ahead and drop all the way down the Spotlight and
02:18note that of all the keyboard shortcuts, these are the ones that are the most
02:21important to change, because Spotlight uses the same shortcuts that Adobe uses
02:26for zooming in and out inside of Photoshop.
02:28So I'll go ahead and change Show Spotlight search field from Command+Space to
02:33Command+Ctrl+F1 so a totally different shortcut.
02:36Again, you can choose something different if you like, but you got to get
02:39away from that spacebar.
02:40Then go ahead and click on the second item right there and I am going to change
02:44it to Command+Ctrl+Option+F1, like so.
02:47All right, having done that now I am going to drop down to Universal Access and
02:51there's not really any reason to turn the zoom on or off so you can go ahead and
02:54turn off that check box if you want to.
02:56I really love these zoom out and zoom in functions I think they rock, as a light
03:00is zoomed in on your screen display and makes work larger, if you can't see an
03:04interface item or something like that, but these keyboard shortcuts once, again
03:08step all over Photoshop.
03:10So here's the changes I am going to make.
03:11I am going to click on the Zoom out shortcut and I'm going to change it to
03:15Command+Control+Option+Minus and then, I'm going to click on the Zoom in
03:19shortcut and change it to Command+Ctrl+ Option+Plus and it's going to show
03:24up as equals, because it's really the equals key, but we're thinking plus as we're using it.
03:29All right, presumably after that you are going to want to turn off Reverse black
03:32and white and turn off voiceover.
03:34Those are both items for hard of seeing people, if you're hard to seeing on
03:37yourself, perhaps you want to leave them turned on, but Photoshop, doesn't
03:40really lend itself to heart of seeing folks.
03:43So my guess is you want to turn both of them off, and that is it.
03:46Now at this point, you can go ahead and close out of System Preferences by
03:49clicking on the close button and you are now, ready to use all the keyboard
03:53shortcuts inside a Photoshop both the native ones and the ones I gave you,
03:57without any interference from your operating system.
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Establishing the best color settings
00:00In this movie, I am going to review my recommended color settings for achieving
00:03the best results when working inside Photoshop CS5 Extended.
00:07Now these are the exact same color settings I have recommended in my
00:10previous one-on-one courses.
00:11So once again, if you have done it in the past you don't need to do it again.
00:14Otherwise, go up to the Edit menu and choose the Color Settings command, where
00:18you can press Ctrl+Shift+K, Command+Shif+K on the Mac in order to bring up this dialog box.
00:24The first change we are going to make is to switch the RGB space.
00:27Now by default its set to sRGB which is a consumer color space, it's designed to
00:32simulate a worst-case scenario monitor, it is not for us.
00:36We are going to get much better results, wider color gamut, if we switch from
00:40sRGB to Adobe RGB, like so.
00:43CMYK is between you and your commercial print house.
00:46So if you work with Prepress group then, go ahead and contact them and find out
00:51what CMYK settings you should be using.
00:53Next go over to the More options button and click on it and there's two changes,
00:57I recommend down here.
00:59First of all, I turn off Use Dither and what that means is when you're
01:02converting between color spaces by default Photoshop is going to add a little
01:06bit of noise it's going to rough up the colors in order to basically, achieve
01:11closer color equivalence, however, that also, means if you specifically decided
01:15an area of color needed to be one flat color, one solid color and in my opinion
01:20it's just not worth it.
01:21You don't really achieve tremendously better results with Dither on, so I turned it off.
01:26Next I go ahead and change Intent from Relative Colormetric which is actually
01:30great for graphical work and we will be doing graphical work in this series.
01:34However, for photographic work Perceptual tends to be better and it does a
01:38better job of preserving gradual transitions between colors and we are going to
01:43have a lot of that inside of our 3D artwork as well.
01:46All right, once you've done that then go ahead and click on the Save button and
01:51I recommend that you call this file, and, by the way, you want to save it
01:54exactly, where Photoshop sends you, don't go to a different folder.
01:57I would like to call this file Best Workflow CS5, it will work across all the
02:03CS5 applications, including Illustrator and InDesign and so forth then, click
02:07the Save button and you'll get this description field right here, you can type
02:12in your own description if you want to.
02:13If you want to add my description, I have already created one in advance, then,
02:17you can go ahead and switch over to this file which is called Best Workflow
02:21description.txt, open it inside of any text editor, go ahead and grab that text
02:25and copy it like so, you can press Ctrl+C, Command+C on the Mac then, go back to
02:30Photoshop and just press Ctrl+V or Command+V on a Mac, in order to paste, click
02:35OK and the deed is done, you now have your settings saved as Best Workflow CS5.
02:40Initially your colors will be unsynchronized between the various applications.
02:45If you have the entire Creative Suite and you've got the Adobe Bridge then, you
02:49would go ahead and load this Best Workflow CS5 file, inside the Bridge using the
02:53Bridge's color settings command.
02:55In any case I am just going to leave it at Photoshop here, I'll click OK, and
03:00we have now applied what I believe to be the best color settings for working inside Photoshop.
03:04Now if this in anyway shape or form messes you up.
03:08If you end up getting colors that you don't like, if all your images start
03:12looking different, if your images start printing different there's a very slight
03:16chance that kind of stuff is going to happen, but if it does then you can reset
03:20back to the previous color settings easy as pie.
03:23All you do is go up to the Edit menu, you choose a Color Settings command again
03:27and then, you switch your settings from Best Workflow CS5 back to the defaults
03:32which in this country are North America General Purpose 2, that will take you
03:37back to the sRGB space which as I say, big mistake, but you can do it and things
03:42will look the way that they used to then, go ahead and click OK.
03:45I don't recommend that thought, so I am going to click Cancel.
03:47I just want you to know that option is available to you.
03:50In the next movie, I am going to show you how to set up your workspace.
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Constructing the ideal workspace
00:00In this movie I'll show you how I recommend you to set up your panels inside a
00:03Photoshop and how you save them out as a custom workspace.
00:07Now we'll be starting from the Essentials Workspace, so if the word
00:11Essentials is not already highlighted in the top right corner of the screen,
00:14go ahead and click on it and you may even want to go over to this double
00:18arrow icon right there and choose Reset Essentials that way you'll be
00:21starting from the same point as me, which is how you get to all the panels
00:25inside a Photoshop and choose Actions and that will automatically drop the
00:29Actions panel into the proper place.
00:31Now go up to the Window menu and choose Brush, or you can press the F5 key if
00:36you prefer and that'll drop those panels into the desire place as well.
00:40Now go up to the Window menu and choose Character and that will drop those
00:44panels exactly where I want them to be and then go up to the Window menu and
00:49choose layer Comps and that will bring up the layer Comps panel and the Notes panel.
00:54Now my guess is you're not going to need the Notes panel, so you can go ahead
00:57and drag that guy out and close him, like so.
01:00Next though we do need Presets panel and the Navigator, so go up to the Window
01:04menu and choose tool Presets and notice that automatically opens the 3D panel as
01:09well which will obviously be using quite bit inside of the series and finally go
01:14to the Window menu and choose Navigator.
01:16Now I happened to move these around a little bit.
01:20I don't really like the way that they're organized by default, so I grabbed
01:23Navigator and I dropped it down into the layer Comes group, it's totally up to
01:28you, if you decide to go this way it is important that you get always panels
01:31open though, so you have easy access to him, but exactly how they're organized is up to you.
01:35I'm going to drag Navigator at that point like so, and then I'm going to grab
01:39tool Presets, these little tools and I'm going to drag them and drop them
01:42between layer Comps and Navigator, and we end up with this effect and that
01:47separates the 3D panel from everybody else, so it's in its own little
01:50container and I just do this for screen real estate reasons, because I am
01:53working on this tiny screen.
01:55I switch the placement of the Adjustment and Mask panel with the Histogram and
02:00Info panel and I'm mentioning this and showing it to you just so that you know
02:04why my screen might look differently than yours.
02:07All right so I'm going to go ahead and grab this guy by this little top right
02:11there that's sort of scrubby top to the panel, I'm going to go ahead and drag it
02:15and drop it just below Adjustments and Masks like so, so that I get that
02:19horizontal blue line, because I don't want to combine it with a bunch of other
02:22panels and we end up getting this, then I go and collapse those panels just by
02:27double-clicking that dark gray area there, then I grab Adjustments and Masks by
02:32its empty gray area, and I drag it to this position right there, so it's
02:36directly below the Actions panel and above Brushes.
02:39All right having done that, that's all the panel adjustment I need to make, now
02:42going to go up to this double arrow icon click on it and choose New Workspace
02:47and I invite you to do the same thing if you're working along with me and I'm
02:50going to go ahead and call this one-on-one.
02:52We don't need to say the same keyboard shortcuts or menus as part of workspace,
02:55just go ahead and click the Save button and you are done and you now have your
02:58own custom one-on-one space and you still have access to the essential space if
03:03you end up wanting to go back to it.
03:04So if you click on Essentials and then click on the double arrow icon and choose
03:09Reset Essentials, you'll end up back roughly where we started, then if I click
03:13on one-on-one again than I'll end with workspace I created just a moment ago and
03:17that's how you go back constructing what I consider to be the best workspace
03:21when working inside Photoshop CS5 Extended.
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Adjusting the interface settings
00:00These few remaining movies are all about my recommended preference settings and
00:04there's two reasons to take my advice frankly.
00:06One is because you'll get better results out of Photoshop and the other is so
00:10that you and I are on the same page and we eliminate as much opportunity for
00:14confusion as possible, so this movie is all about my panel preferences.
00:19Assuming you went ahead and setup the One-on-One workspace.
00:22Go to the Color panel and switch it from RGB to HSB, it's a better way of
00:27dialing in colors in my opinion, it's a lot easier to predict, then drop down
00:32here to Layers panel.
00:33Click on this flyout menu icon in the upper right-hand corner and choose panel
00:37Options, then inside of this dialog box switch to the large thumbnail display so
00:43that you can see big thumbnails inside the Layers panel, also I recommend you
00:47turn off a couple of check boxes here.
00:49First turn off Use Default Masks on Fill layers and then turn off Add "copy" to
00:54Copied layers and Groups, you just don't need the word copy every time you copy
00:58something, then click OK and you'll end up with is the effect here.
01:02Now switch to the Channels panel and in this case you can just right-click below
01:07the names of the channels like so and switch from Small to Large.
01:10Next, go to the Paths panel right-click anywhere inside of it assuming that you
01:15don't have any Paths inside your open document and switch from Small to Large as well.
01:20All right, then switch back to layers, because that's where you're going to
01:22spend most of your time over here inside the Adjustment panel I'll click on this
01:27Adjustment icon to bring up the Adjustment panel, and then I'll click on the
01:30flyout menu and this assumes, by the way, that you do not have an Adjustment
01:34layer active inside the Layers panel.
01:37Otherwise you'll see the specifics of that Adjustment layer and you'll need to
01:41switch either to a different layer or click the arrow icon down here in the
01:45bottom left corner of the panel.
01:47However, if you can see all 15 of the adjustment icons then click on the panel
01:51flyout menu icon there and go ahead and turn off this command Add Mask by
01:56Default serves no function you can always add Mask later to Adjustment layers if
02:00you want to and also this is a personal preference.
02:03I'll click on the fly-out menu again and I'll choose Auto-Select Parameter,
02:07because I like to be able to automatically select the first parameter when I'm
02:10creating a new adjustment layer.
02:12All right, just a couple more changes left, I'm going to go ahead and switch to
02:15the Info panel, and then I'm going to click on this little Plus sign there
02:19that's got a tiny little arrowhead next to it and I'm going to switch from
02:22Inches or Millimeters or whatever it's set to you for you to Pixels, because
02:26Pixels serves you much better when you're working in Photoshop than some other
02:30arbitrary unit of measure.
02:31And then finally, I will go ahead and close the Adjustment panel, just to hide
02:35it on screen and I'll go up to the 3D menu and turn off this command, Auto-Hide
02:40layers For Performance.
02:42What that's going to allow you to do is see your entire layered composition
02:46while you're adjusting a 3D layer inside Photoshop, otherwise the application
02:50goes ahead and hides the other layers in the name of better performance, but I
02:54have yet to see it make much of a difference, so I'm going to go ahead and
02:57choose that command to turn it off.
02:59So those are the interface level preference changes that I recommend.
03:02In the next movie, we'll visit the Preferences dialog box.
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Establishing the best preference settings
00:00In this final movie I'll review the settings that I recommend you change inside
00:03the Preferences dialog box.
00:05Assuming that you have Photoshop open, go to the Edit menu if you're working on
00:09a PC that would be the Photoshop menu if you're working on the Mac, then choose
00:13the Preferences command which is much higher in the menu on the Macintosh side,
00:17and then choose General or even more simply you can press the keyboard shortcut
00:20Ctrl+K here on a PC or Cmd+K on the Mac.
00:23You definitely want to turn off Export Clipboard and the reason that this option
00:28should not be on is because you routinely end up copying extremely large images
00:33inside of Photoshop.
00:34Now that doesn't present Photoshop with a problem, you can copy and paste inside
00:37Photoshop all you want, but then when you switch to a different application,
00:41Photoshop by default tries to export that gargantuan Clipboard information to
00:45the operating system and at best that creates a huge slowdown and at worst the
00:50operating system ends up choking on it.
00:52So unless you're just copying little graphics, or you're then turning around
00:56and pasting in the Microsoft Word or some weird workflow like that turning this check box off.
01:01I also turn off Use Shift Key for tool Switch that way you can switch between
01:05the Marquee tool, for example, by pressing the M key instead of having to press
01:09Shift+M. Zoom Resizes Windows, that's turned off by default on the PC and on by
01:14default on the Mac, I recommend you Macintosh people turn it off, and the
01:18reason is, this way you get consistent behavior between the Zoom tool and the Zoom commands.
01:23So then if you want to zoom without resizing the window you press Ctrl+Plus
01:26or Ctrl+Minus on the PC, that's Command+Plus or Command+Minus on the
01:29Mac, and if you want to zoom and resize the window with this check box off you
01:35just press Ctrl+Alt+Plus or Ctrl+Alt+Minus on the PC that's Command+Option+Plus or
01:40Command+Option+Minus on the Mac.
01:42All right, next we will switch over to Interface, and by default when you're
01:45reviewing an image in the Standard or Full Screen mode you'll see there's
01:49light gray background behind the image which I don't think offsets the image
01:53nearly well enough.
01:54So I recommend you darken that up.
01:56By clicking on this pop-up menu here Select Custom Color, for some reason it
02:00comes up blue, which is weird.
02:02Anyway change the H and S values to 0, and then I recommend a Brightness value
02:06of 35%, click OK, do the exact same thing for Full Screen with menus.
02:11To click on the pop-up menu choose Select Custom Color and dial-in 00 for Hue
02:16and Saturation and then 35 for Brightness, click OK, and I also recommend that
02:22you change the second Drop Shadow setting to None because we don't need drop
02:26shadows in full screen.
02:28Again, that's my opinion you can go your own way.
02:31On a PC we are pretty used to opening documents as tabs and that's the way a lot
02:35of PC people prefer to work and that's where I will be working.
02:39Most Macintosh people prefer this option to be turned off, and if so, if you
02:44have open documents as tabs turned off I also recommend you turn off this second one.
02:48Enable Floating Document Window Docking, that way your image windows don't tend
02:52to glom together when you're dragging them around.
02:54In my case I'm going to leave the check box on though.
02:56So I'm saying that you either turn both of them on or both of them off.
03:00On the Windows' side both on, on the Mac's side both off just a recommendation.
03:04I'm going to switch to File Handling now.
03:07This I really want you to do, change Maximize PSD and PSB File
03:11Compatibility from Ask to Never.
03:14Now this is specifically a recommendation for keeping your file sizes down,
03:17otherwise you're going to have gargantuan huge images.
03:20The only reason not to do this is if you work with Lightroom a lot and you want
03:23to be able to see the previews inside Lightroom.
03:26This way you won't see previews inside Lightroom, you will inside the Bridge but
03:29not inside Lightroom, but I think it's worth it because you get smaller files.
03:33All right, now I'm going to switch to Performance, and I just want you to make
03:36sure that Enable OpenGL Drawing is turned on and that a Video Card is detected.
03:41If not and you're sure that you have a video card that supports OpenGL which is
03:45important for getting any kind of reasonable work done inside of Photoshop then
03:49you should quit out of the program and either restart the program or restart
03:52your computer and try again and see if you can get Photoshop to recognize what's going on.
03:57Otherwise you may have to call your video card vendor.
04:00All right, now I'm going to switch over to Cursors and I'm going to turn on
04:03Show Crosshair in Brush Tip, just a personal preference I want you to know that I'm doing it.
04:08If you like big huge font previews when you're trying to switch between
04:11typefaces and figure out which face to use then click on the word Type there and
04:16change the Font Preview Size from Medium to one of these others either Large or
04:21Extra Large or Huge.
04:22I'm going to go with Extra Large in my case because I have a fairly small screen
04:25to work with, and then finally click on 3D, and make sure up here that OpenGL is
04:31turned on so you'll get the best performance.
04:33You should have Allow Direct To Screen turned on as well, Auto-Hide layers was
04:37that option that we just turned off at the end of the previous video it should
04:40still be off for you.
04:42I'll anticipate that, one of your initial frustrations as you're working with 3D
04:46inside of Photoshop is that as you are creating your 3D objects they don't seem
04:50to cast shadows onto each other and that's because you have to ray trace the
04:54objects in order to see the shadows.
04:56If you want to get a rough sense of those shadows while you are working you
05:00would switch to Ray Tracer and make sure Shadows is turned on.
05:03However, that is going to really degrade Photoshop's performance.
05:07I just want you to know that, you get a sense of your shadows as you work but
05:10you have to be very, very patient as you work as well, which is why I'm going
05:14to suggest we leave this set to OpenGL, first check box on second check box
05:18off, and that is it, pretty tedious I know but we are now on the same page
05:23click the OK button.
05:24Now there's just one more thing we need to do.
05:26In order to save those changes we made inside the Preferences dialog box as well
05:30as those interface changes that we applied in the previous movie we need to quit
05:34the program because if we crashed right now then we'd up losing all that work.
05:39So what I would like you do if you're working on a PC go up to the File menu and
05:43choose the Exit command, or you can press that keyboard shortcut Ctrl+Q for
05:47Quit, on the Mac you go the Photoshop menu and choose Quit Photoshop, or you
05:51press Command+Q and that'll go ahead and quit the program.
05:54It will also save all of your preferences if you have any unsaved changes to
05:58your images you will have to decide whether to save those changes or not.
06:02All right, now that you and I are on the same page I recommend you advance to
06:06the next chapter so we can get some real 3D work done.
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13. Advanced Scene-Building
Understanding the disciplined approach to scenes
00:00Before you can make one object cast a shadow or create a reflection on to
00:04another you must first combine them into a scene, which is after all the topic
00:09of this course, but here's the thing.
00:11Building a scene can be a nightmare with objects run a muck, or it can be fun,
00:16with each object falling into a predictable place.
00:20In order to make it fun, you have to do something you don't normally
00:23associate with fun.
00:25You have to take a disciplined, organized, systematic approach.
00:29In this chapter, we will start with a collection of shape layers, you know
00:32rectangles and ellipses filled with nothing all that interesting, just shades of
00:37gray and from those simple building blocks we will imagine an entire 3-D
00:42environment, one that with any luck will have you gaping with tangible 3-D joy.
00:48Along the way, I will demonstrate that disciplined approach I was telling
00:52you about and you'll learn everything there is to know about assembling a
00:56complex scene.
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Beginning an ambitious 3D scene
00:00All right gang, here's a nearer final and I will explain what I mean by that in a moment.
00:04But the near final version of the camera that we are going to be creating over
00:07the course of this chapter, and I want you to note that just about everything
00:12about this composition was done inside Photoshop, that is to say, there is just
00:17one imported element, which is a photograph that you can see reflected around
00:22this lens, there is little bit of grass and some clouds and some sky, and that
00:27same scene is reflected around the exterior of the camera as well.
00:30Everything else was done inside Photoshop, there is not so much as a single
00:34imported model, nearly everything was done using Repousse and then assembled
00:38into a larger 3D scene.
00:40Now the reason I say that this is the near final version of the scene, is
00:44because I rendered it using Photoshop's Ray Trace Draft setting, and I am going
00:48to go ahead and zoom in on that lens element.
00:51You can see that the reflections inside the glass are awfully noisy;
00:54as are the shadows below the camera, and we would expect that of Ray Trace Draft.
00:59But also, I am going to go ahead and zoom out here, we have some sort of
01:04over-the-top reflections going on, even though we are catching just a little
01:07bit of sky on the top of this metallic ring, we are catching an awful lot of
01:13the grass down below.
01:14So we have got a lot of green, and if I zoom in on this lower right region of
01:19the camera, you can see that I've assigned a brush metal effect, but it looks a
01:23little bit fakey to my eye.
01:25And then finally, I will go ahead and zoom out once again.
01:28The composition is a little bit dark, a little bit brooding and moody.
01:32I think it looks cool, but that is not the final effect we are going for, this
01:36is the final effect we are going for.
01:38It's the exact same scene, except Rendered using the Ray Trace final setting.
01:43Now we have much less noise, both inside the glass and down here in the shadow
01:48detail, but also, it's a brighter scene, don't ask me what's up with that, but
01:52it's an elevated gamma, it works that way on the Mac and the PC.
01:56And we've got a lot more credible subtle effects, so we don't have near the
02:01degree of green reflection down here at the bottom of this metallic ring, even
02:05though we have just as much blue up here at the top, and we have a much more
02:09subtle effect where the brush metal is concerned.
02:12So I just want you to know this is the final effect even though we are going to
02:15be applying Ray Trace Drafts several times, because it's quicker, this is the
02:19final fight we are going for.
02:21All right in this exercise we are going to extrude a single object to serve as a
02:25backdrop for our 3D scene.
02:27So we are trying to take a very disciplined approach, so that we can have fun
02:32with this composition, instead of having a miserable time, which is possible if
02:36you take a more ad hoc approach.
02:37Let me show you what I mean here.
02:39I am going to switch to this initial version of the composition, it's called
02:42Shapes & image.psd and if you take a look at Layers panel, you'll see a total of
02:4712 different shape layers, each of which we are going to extrude independently
02:52using Repousse, and if that sounds a little daunting, believe you me, it's
02:57going to be awesome, but each one of these shape players represents a piece of
03:02that camera that we saw just a moment ago, including four different shapes
03:06inside of the lens element.
03:08And then if I go back a little bit here, I've got the glass at the front of the
03:12lens element and that lens object as well, both of which are going to be
03:16rendered in glass by the time we are done.
03:18Anyway, we are going to start things off with this guy called Rear, and I want
03:22you to go ahead and Option+Click or here in the PC Alt+Click on the eyeball in
03:26front of the rear layer.
03:27Rear represents the camera back.
03:29that is the larger part of a camera that contains a circuitry and so on.
03:33And I want you to go head and click on rear to make it active.
03:36Then go on to the 3D menu, choose Repousse and choose either layer Mask or if
03:41you see it, Selected Path;
03:42that works fine too.
03:43I will go ahead and choose layer Mask;
03:45I get this alert message telling me that I'm going to rasterize the shape.
03:49We all know by now that that's not true, it's going to be converted to vertices,
03:53but we are no longer going to be able to edit this object as a shape layer.
03:56And, by the way, if I were really taking a disciplined approach I told you
04:00about, I would go ahead and make sure work to keep the shape layers around,
04:04somehow or other whether I save this initial version of the composition on a
04:09different file name, so that I preserve the original shape layers, or I keep
04:13them in an independent group or something along those lines, whatever, you would do that.
04:18But I've got a bunch of back up files for you, so you'll be fine.
04:20Anyway, I am going to click of Don't show again, because I don't want to see
04:23this alert message over and over again, click on the Yes button, and then, here
04:27inside of Repousse, I am going to start things off by loading up some materials
04:31that I have created in advance for you.
04:32Go to the All icon in the upper right-hand corner here, click the down pointing
04:36arrow head, then click the right pointing arrow head, choose Load Materials,
04:41and then you'll see this warning, may be if you do just click OK, don't click
04:45Go, click OK instead, and then navigate your way to the 13_complex_scene
04:50folder, select Camera materials.p3m and click on the Load button in order to load them up.
04:56All right, now we've loaded the materials, five materials in all that I have made for you.
05:00Now we need to assign one of the materials to all surfaces of this object here
05:05by clicking the down pointing arrow head once again, scrolling to the bottom and
05:08you will find among other new materials, one cold Dark plastic, go ahead and
05:12click on it to assign it to all five surfaces.
05:15All right, now I am going to go ahead and drag inside the image window so I can
05:18get a sense of what this initial object is going to look like, and it is
05:21extruded way back there, it's far too much of an extrusion.
05:25So I am going to reduce the Depth value.
05:27As you may recall, it's measured as a percentage of the overall object size.
05:31I am going to change it to 0.15, which is going to 15% of the smallest dimension
05:37of this object, and then I will also change the Bevel values.
05:41I am going to assign a Height value of 3 and the Width value of 5 and we end up
05:45getting this effect.
05:46Now do I really want to leave this object rotated this way in 3D space, so that
05:51each and every match is rotated differently, and then I have to somehow
05:54reconcile those differences as I add them to the larger 3D scene? No, I do not.
05:59I want each object to be flat on as it's added to the scene, so that I have -
06:04as little work to do, once I start assembling the scene together as
06:08possible, and I'm going to achieve that effect by clicking on this little Home icon.
06:12So every single time before you leave Repousse, make sure to click on little
06:17Home icon to return to the initial mesh position.
06:21And that way you're looking at the object flat on, that's not what you are going
06:23to want ultimately, but that's where you are going to want to start.
06:26Then click on the OK button in order to create that Repousse object, we now have
06:31a new 3D layer that is going to serve as the base for our larger 3D scene, which
06:37we are going to begin to assemble in the next exercise.
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Staking your claim with the camera
00:00All right, so in the previous exercise, I showed you the first, and foremost
00:03step to successfully creating a complex 3D scene inside of Photoshop and that's
00:09to establish a base 3D layer, like we have here, and then zero out its position
00:14and orientation values.
00:16And just to confirm that that is the case, I am going to double-click on the
00:19thumbnail for this rear layer, here inside the Layers panel.
00:23And you know what I am going to do, I am going to go ahead and rename this layer.
00:26Currently, it is the rear object in the stack, but it's going to become our
00:31overall camera scene, so I am going to rename this layer camera. Al;
00:35right, having done that I am going to go ahead and click on the one and
00:39only mesh inside of this camera scene, which is rear, right here, inside the 3D panel.
00:44And now I'll go ahead and select the Mesh tool, which is going to be the 3rd
00:48tool down on the left side of the 3D panel.
00:51And notice here, because I have the Rotate tool selected, I can see the
00:54Orientation values, each of which are set to 0.
00:57So 0 for X, 0 for Y, 0 for Z, I know I am belaboring this point, but it's so
01:02important, as you are about to see.
01:03All right, now I will switchover to the Pan tool, so I can see the position
01:07values and they are each 0 as well.
01:10Ultimately, we don't want to see this object face on like this.
01:13However, by virtue of the fact that we have zeroed out the values, it will be
01:16much easier to assemble the various objects on top of each other into a scene.
01:21However, of course, somehow we need to modify the object, so we have a more
01:26compelling view and we are going to do that using the Camera tool.
01:29So I'm going to go ahead and close the 3D panel.
01:33So step two is to go ahead and grab your Camera Rotate tool from the toolbox,
01:37and then rotate your view of the scene as desired, and in my case, I am dragging
01:42to the right so that I'm rotating my view to the right, so that I am rotating my
01:46view to the right, I am rotating the object relative to the view, relative to
01:48me, to the left, of course.
01:50And notice that I'm creating a view that doesn't expose the top of the camera,
01:57because if I do expose the top of the camera, that means I have more things that
02:01I have to draw, where this camera is concerned.
02:02I will have to create the Shutter Release, presumably the zoom buttons as well,
02:06all kinds of stuff going on here at the top, just going to simplify my life a
02:10little bit, by making sure I don't quite see the top, don't you know?
02:13It's totally up to you, of course, which portion of the camera you want to see,
02:16but I just want you to know, by way of a tip, you can simply your life just a
02:20little bit by deciding what portions of an object you see and which portions you
02:24don't. Anyway, here is the camera view that I'm going with, and you can follow my
02:29lead as well if you want to get the same effect.
02:31With the Orbit tool selected, as I have selected in my case, I can
02:35see Orientation values.
02:36I am going to change the X value to 260 actually, which pops up the camera just
02:42a little bit as you can see, and then I am going to change Y value to 1, and
02:47actually the Y value I had before was 359, you might have seen.
02:51But Orientation values are measured in degrees, so 1 and 359 are going to be
02:55basically the same thing.
02:57And then I am going to change the Z value 150.
03:00So we end up getting this effect here in my case, that's all right, I am
03:04going to switch now to the Pan tool and I am going to change the Position values as follows.
03:09I am going to change the X value to 1660, so I am trying to keep these values
03:12very simple, by the way.
03:14The Y value to -1500, and the Z value to -200, and then we end up with this view
03:21into the scene right here.
03:22All right, having done that, so in other words, we are zeroing out -- just
03:26emphasizing this, once again, forgive me, but we're zeroing out all the values
03:30that are associated with the meshes themselves, and we are doing all the work
03:33here with the camera.
03:35Having done that work, I am going to go ahead and save out this view, so that we
03:39can switch around our view anytime we like and come back to the original by
03:43clicking on a floppy disk icon and I'll go ahead and call his guy Camera cam
03:47because this is our camera looking at a camera, click OK in order to save off
03:52this view and we can come back to it any old time we like.
03:55All right, just for fun, let's establish a few other base settings here, I am
03:58going to go ahead and double-click on the thumbnail for this camera layer to
04:02bring up the 3D panel, and notice that I have my default lights here, Infinite
04:07Lights 1, 2 and 3, I don't want those, so I am going to switch them out for some
04:10lights I have created for you in advance, by going up to the Fly-out menu icon
04:14and choosing Replace Lights Presets, navigate your way to the 13_complex_scene
04:19right there, and go ahead and click on the file that's called Overhead
04:22spotlights.p3l, we will come back to Lens lighting later, but we want Overhead
04:26spotlights right now.
04:28Click on the Load button and you will end up with two spotlights, one called
04:32Spot Light UR for upright, and another one called Spot Light for up left.
04:37Having loaded those two spotlights, go up to the 3D menu and choose Ground Plane
04:41Shadow Catcher, so that we have something to cast shadows onto.
04:45If you get the alert message telling you that you have to Ray Trace the scene in
04:48order to see the shadows, just go ahead and click OK, and then finally just to
04:51make sure all is well, go up to the 3D menu and choose Snap Object to Ground
04:55Plane, and that will go ahead and snap the entire scene to the ground plane, it
04:59shouldn't make any difference whatsoever, at least it hasn't every time I have
05:03tried it out with this specific example.
05:06However, if you see a little bit of movement, it should be a one time only
05:09thing, and you should have that camera sitting right there on the ground plane.
05:13All right, just to confirm that everything is the way it ought to be, click on
05:17scene at the top of list and change the quality setting to Ray Trace Draft.
05:22And Photoshop will go ahead and Ray Trace the scene, it should do so fairly
05:25quickly, it might take a couple of minutes, but you should get a sense of
05:29where the shadows are.
05:30Now we don't have much in the way of shadows going on, I am just going to go
05:33ahead and press the Escape key in order to interrupt that Ray Tracing, hide the
05:373D panel and turn on the White Background layer, so that we can see the shadows
05:41and that's the scene so far.
05:43So we haven't made a heck of a lot of progress, but we have established the base
05:47settings for our overarching 3D scene.
Collapse this transcript
Taking the disciplined approach
00:00In this exercise we're going to take two 3D layers and combine them into a single 3D scene.
00:05Now that in and of itself is nothing new.
00:07We've been making scenes since we combined the rings with Saturn back in Chapter
00:121 of the 3D Fundamentals Course.
00:14The news in this exercise is that disciplined approach I was telling you about,
00:18that's going to go such a long way towards saving your sanity, when making
00:22complex 3D scenes inside Photoshop.
00:25I've saved my progress as Lights & camera.psd and the first thing I am going
00:29to do is double-click on a thumbnail for the camera layer to bring up the 3D (SCENE) panel.
00:33Make sure, a scene is selected and switch Quality from Ray Trace Draft back to
00:37Interactive (Painting), so that I'm not constantly ray tracing my scene.
00:41All right, now I am going to click on the face layer to make it active and turn it on.
00:44We need to go ahead and extrude this layer, it's starting off as a vector based
00:47shape layer, a rounded rectangle with a circular hole cut out in the middle.
00:51I'll go on to the 3D menu, choose Repousse and then choose either layer Mask or
00:56Selected Path, whichever is available.
00:58I am not seeing the warning this time, because I turned it off.
01:01Now first step is to turn the hole into a hole.
01:04For some reason Photoshop deems to do otherwise when working with shape layers.
01:08So drop down here to the Internal Constraints options, and change the Type
01:12setting from Inactive to Hole, and then, you will go ahead and change the
01:17circle to a hole, like so.
01:18All right, now I am going to drag inside the image window in order to rotate
01:22that object in 3D space, so we can see that huge extrusion.
01:25I don't want any extrusion whatsoever, so I am going to change the Depth value
01:29to 0, and I am going to do all my work with the Bevel settings by changing the
01:32Height value to 3 and the Width value to 4, like so.
01:36All right, let's go ahead and assign a material.
01:38Click the down pointing arrowhead next to the All icon, up here in the upper
01:41right-hand corner of the dialog box, and assuming you loaded my materials in the
01:45first exercise, then, go ahead and select Titanium brushed, in order to create
01:49this brush metal effect.
01:50All right, that's nearly everything, the only other thing we need to do, and
01:54this is so important, is you need to click on that Home icon in order to return
01:59to the initial mesh position.
02:00Now in just a moment it's going to seem like it didn't do us any good
02:03whatsoever, but it's actually an essential step.
02:06So before you leave Repousse, go ahead and click on Home and then click OK.
02:11Now the next step, is to go ahead and Shift+Click on the camera layer.
02:15So both face and camera are selected.
02:16I have mentioned several times now, that when you are combining objects into a
02:20scene, you can only do so two layers at a time.
02:23So even though our final scene is going to contain thirteen meshes, we have to
02:27build that scene two layers at a time over and over again, and as we do so, it's
02:32always going to be the bottom layer that takes precedent.
02:35So camera needs to be at the bottom, because the camera layer is the one.
02:39If I bring up my 3D panel, that contains my spotlight as I loaded in the
02:43previous exercise, as well, as that camera setting.
02:46So very important that it's at the bottom then, go ahead and Shift+Click on
02:50face, which is above it, go up to the 3D menu and choose Merge 3D layers and
02:55now I will go ahead and merge those two layers into one, that layer name will
02:59remain camera and you will keep if you scroll down to the bottom of the list in
03:03the 3D panel, you will see that you keep your spotlights and your cameras
03:06setting, all very important.
03:08However, what we seem to have lost if I hide that 3D panel, is that metallic
03:12face that we just created a moment ago.
03:14All right, I am going to switch my Camera Rotate tool and I'm going to drag to
03:18the right inside the image window, so that we can see that the face plate has
03:22come in at an odd angle.
03:23Now I cannot defend why in the world Photoshop does this, but it does do this habitually.
03:29Every time you bring an object into a 3D scene, it comes in at an arbitrary
03:34angle and you have to fix it.
03:35Fortunately, because of this disciplined approach that I keep stressing, it's
03:39easy to fix the problem;
03:41all be it, you have to do it over and over again.
03:43All right, so here is how it works, double-click on the thumbnail for the camera
03:47layer to bring back up the 3D panel, and then notice we have got a couple of
03:50meshes, rear and face.
03:52If you want to see just those meshes and nothing else, why then you can click
03:55on the second icon in;
03:56notice it says, Filter By:Meshes, so you see just the meshes, the next icon lets
04:01you see just the materials, and the final one lets you see just the lights.
04:03All right, so we're seeing just the materials.
04:06I am going to click on rear, which is the dark plastic camera back and I am
04:09going to select the third tool down here inside my list of tools in the 3D
04:12panel and notice that the orientation values are all zeroed out, and if I
04:16switch to the pan tool, all my position values are zeroed out as well, so a very good news.
04:21However, if I click on face in my list of meshes, I'll see that my position
04:25values are all over the place and my orientation values are all messed up as well rights.
04:30All right, so the way to take care of the problem, you could zero out those
04:32values, of course manually, one value at a time, or you could just go ahead and
04:36click in this Home icon.
04:37Now, the Home icon only works if you already clicked on Home inside the
04:42Repousse dialog box.
04:43So you have to click on both of the House icons in order to make this happen.
04:46And it may not happen the first time, so I'll try it, I'll click on the House
04:50icon, that little house icon there and nothing changed.
04:52Now I have to say, irritating, and some sort of bug going on, the solution is to
04:58click again, and the second time you click, it takes care of the problem.
05:01So second time I clicked on this little Home icon, all the orientation value
05:05zeroed out and if I select my Pan tool all the position values are zeroed out as well.
05:10So what happen to the face mesh?
05:12Well, the face mesh is now located inside of that camera back and it's either
05:17that is indeed the case, make sure, the face is selected in the 3D panel and
05:21then, with your 3D widget up on screen, this is the easiest way to work, go
05:25ahead and drag a little green arrow and drag forward and you'll watch it emerge
05:29like so, at least if you're viewing this 3D scene at the angle I am.
05:34So if you drag it to the left, that is to say, if I drag to the left from that
05:39green arrow, then I'll move the item in front of the camera back;
05:44if I drag the other direction I am going to move it back of the camera back.
05:47All right, I want to move it forward and just forward, that's why I'm dragging
05:52the green arrow and nothing more, because I don't want to affect any of the
05:55other values, just this Y position value.
05:58So make sure, that you're seeing the position values, if not, click the Pan and
06:01the Mesh tool, make sure X and Z or Zed or what have you set to 0;
06:06and what we want is a Y value of -20, like so;
06:11and that's going to more or less give us the effect that we are looking for.
06:14Now, I think I might have a little bit of a gap going on, I am going to
06:18switchover here to my Camera Rotate tool once again, and I'm going to drag to
06:22the right and sure enough I have a little bit of gap between those two objects,
06:27and the easiest way, to fix that gap is to make sure the face mesh is once
06:30again selected in the 3D panel, drop down to the little R icon, which allows
06:34you to Edit and Repousse, so go ahead and click on the R to bring up the
06:38Repousse dialog box.
06:39And let's go ahead and add a little bit of depth.
06:43I'll increase that extrusion value to let's say, 0.0.5, like so, and that will
06:49go ahead and create an extrusion that goes into the camera back, and then, click OK.
06:53All right, having done that, we now have two objects that are successfully glued together.
06:59I still have my Camera tool selected, so I'll go up the options and change the
07:03View setting from Custom View 3 in my case or whatever to Camera cam in order to
07:08switch back to that original view.
07:10And we have successfully merged two objects into a 3D scene.
07:15In the next exercise we're going to build out the lens element.
Collapse this transcript
Building a complex Repoussé element
00:00All right! Here I am looking at the final Ray Trace version of the camera.
00:03In this exercise, we're going to go ahead and roughen the three objects that
00:07make up the lens element.
00:09I've saved my progress as Camera back. psd, and I'm going to go ahead and select
00:13the ring layer as well as turn it on.
00:15This is another object that we need to extrude inside Repousse.
00:18Notice that it's a circle with a smaller circle cut out of it.
00:21I'll go up to the 3D menu, choose Repousse, and choose layer Mask.
00:25Then inside the Repousse dialog box step one is to change Type from Inactive to
00:29Hole so that we're cutting the smaller circle out of the larger one.
00:33Now if you can get away with not rotating the object in 3D space, that's
00:38the best way to work.
00:39As I say if you decide to rotate to make sure you click in the Home icon, but
00:43things work even better.
00:44You're not going to have to click on that Home icon twice.
00:46For example, up in the Options bar if you don't rotate the object in 3D space
00:50in the first place. All right!
00:51I'm going to change the Depth value to 0.02 like so, so that we have barely
00:56any extrusion going on.
00:58I'm going to do the vast majority of my work with the Bevel options.
01:01I'll change the Height value to 10 and the Width value to a whopping 18 so that
01:06we have these big huge beveled edges.
01:08Now I'll go up to Materials area.
01:11I'll click that down pointing arrowhead next to the All icon and I'll select
01:15Titanium brushed, like so. Then that's it.
01:17Go ahead and click OK in order to create that new object.
01:21With the ring layer selected go ahead and Shift+Click on camera so both of the
01:253D layers are selected.
01:26Remember that the bottom layer takes precedent.
01:30Go up to the 3D menu and choose Merge 3D layers and you'll end up with a single
01:34camera layer, like so.
01:36Of course, your ring will be in totally the wrong place.
01:39So let's go ahead and grab that Camera Rotate tool.
01:42Drag to the right so we can see what's going on.
01:44There is the ring in the background, go ahead and bring up the 3D panel. Filter By:
01:48Meshes, by clicking on this second icon there, click on the ring mesh in
01:52order to make it active.
01:54Then very important, you've got to select one of the Mesh tool.
01:56So click on that third tool down on the left side of the 3D panel and then go
02:01ahead and click on the Home icon up there in the Options bar and that will move
02:06the ring into place.
02:08Now it's not exactly where it needs to be, you need to make some sort of modification.
02:12So drag on the green arrowhead associated with the 3D widget here and I'm going
02:17to drag over to the left to make that ring emerge.
02:21Ultimately, I'm going to change this Y value up here in the Options bar to -40, like so.
02:26Then press the Enter key or the Return key on the Mac for make your change.
02:30You know what, I'm going to go ahead and grab my Camera Rotate tool there again,
02:33and I'm going to drag up so that we're looking down at the camera like about so.
02:38I figure it work well.
02:39That's going to help us position the telephoto elements.
02:43So the first one is called tele out right there.
02:45So go ahead and click on tele out.
02:47This is the outer ring of the telephoto lens.
02:50So select it turn it on as well, and then go up to the 3D menu, choose Repousse
02:55and choose layer Mask.
02:57Then inside the Repousse dialog box we need to go ahead and change Type from
03:01Inactive to Hole once again so that we cut that inner ring out of there.
03:06Let's change the Depth value to 0.5 this time, which is relatively high.
03:11So a depth of 50% of the overall size of the object.
03:15I'm going to change both Bevel values, both Height and Width to 2.
03:19Now I figure out I might want to apply these settings more than once.
03:21So why not create a Repousse Shape Preset?
03:24Click the right-pointing arrowhead and choose New Repousse Preset, and I'm going
03:28to call this guy Tunnel, because it's a kind of tunnel as you can see.
03:32Then click OK and we will have a new present down here at the bottom of the list.
03:38Awesome!
03:38I haven't rotated the object in 3D space.
03:41So I don't need to click on Home.
03:42I'll go ahead and just click on OK instead in order to apply that modification.
03:46With tele out selected go ahead and Shift+Click on camera so you have to do this
03:49over and over again when merging these objects together.
03:53Camera is going to at the bottom of the stack.
03:55Then go up to the 3D menu and choose Merge 3D layers.
03:58Of course, as Photoshop so want to do, it goes ahead and does its absolute best
04:04to hide that new object inside of the scene.
04:07It's as if no matter how you rotate the camera, Photoshop wants to make sure you
04:11have no chance of seeing that object.
04:14However, it didn't go a good enough job.
04:15We can see it there in the background.
04:17I'll go ahead and click on little Mesh icon up here at the top of 3D panel,
04:21click on tele out, switch to the Mesh tool in order to edit that mesh
04:26independently of the others.
04:27Then go up to the little House icon in the Options Bar and click on it and that
04:31goes ahead and sets that object at the right angle.
04:35Now it's even harder to see than it was before, but it's right where it wants to be.
04:39Now with the 3D widget up on screen go ahead and drag that green arrowhead in
04:45order to move the telephoto lens in and out of the camera body.
04:49So, isn't that great?
04:50We have this great view of exactly what's going on there.
04:52I'll go ahead and move it to, let's say about there.
04:55The value I am really looking for is a Y value of -250.
04:59All the while, by the way, X and Z need to remain 0, and, by the way, when
05:04working with the Y value, I know this doesn't make any sense, but negative
05:08values move the object forward and positive values move the object away.
05:14So we're making these values more and more negative, you may have noticed.
05:18We started with the camera back at a Y value of 0, the camera front at a Y value
05:26of -20, the camera ring right there at a Y value -40, and finally, this
05:30telephoto lens, the outer side of the telephoto lens at a Y value of -250.
05:35So each object in turn is coming toward the viewer.
05:38Now let's grab tele in, the tele in layer that is.
05:42Go ahead and select it and turn on its eyeball, and then go up to the 3D menu,
05:46choose Repousse and choose layer Mask.
05:48Now this is another object that's got a hole in it, and I want to apply very
05:52similar settings to what I applied before.
05:53So I've got that preset.
05:55I'll go ahead and scroll down the list and I'll click on this little item that I called Tunnel.
06:00Well, that gives me a Depth value of 0.5.
06:03That's actually not what I want exactly.
06:05I want 0.2 this time around.
06:07It also gives me a Height and Width value here inside the Bevels area of 2.
06:10That's exactly what I want.
06:12It did not change the Type.
06:14The Type is still set to Inactive.
06:16So your shape presents do not pay attention to your internal constraints.
06:20How frustrating is that?
06:21Anyway, I'm going to change that Type to Hole manually.
06:25Now I have exactly the settings I want.
06:27So Type set to Hole, Depth set to 0.2, both the Bevel values set to 2, click OK.
06:33Haven't rotated the object in 3D space.
06:35So don't need to click on the House.
06:36So click on the OK button in order to apply that change.
06:39This is going to seem like Old Home Week here.
06:41Make sure tele in is selected.
06:43Shift+Click on camera to make it selected as well.
06:45Go up to the 3D menu, choose Merge 3D layers.
06:49Wait and watch with glee for what in the world Photoshop does with that new object.
06:54Oh, there it is!
06:54Huge as all get-out. Great!
06:57Then Filter By:
06:58Meshes, by clicking the second icon right there. Click on tele in.
07:02Make sure one of the Mesh tools is selected, in my case it is.
07:05And go up to the Options bar, click on the House icon in order to basically
07:10position that element inside of the larger telephoto element.
07:15Now what we want to do is again, using the 3D widget we're going to drag in
07:20the green arrowhead and we're going to drag to the left to make that guy emerge, like so.
07:25The Y value I'm looking for this time is an even -300, which will move the lens
07:30element out like this.
07:32Then finally, I'm going to switch back to my Camera Rotate tool and I'm going to
07:35go up to the Options Bar and change View back to Camera cam, like so.
07:40Then hide the 3D panel and there is my 3D camera so far.
07:45A total of five 3D objects merged into a single 3D scene here inside
07:50Photoshop CS5 Extended.
Collapse this transcript
Taking control of Repoussé bevels
00:00All right, here I am looking at the final Ray Traced version of the camera again.
00:03I am going to zoom in on that lens element, and notice this black frame that
00:07contains the glass and the other inner portions of the lens element.
00:10You can see how it's covering up the inner bevel that's associated with this
00:15inner ring of the telephoto lens.
00:18So inside of Photoshop, you have independent control over the front bevel and
00:22the back bevel, that's associated with an extruded object created in Repousse,
00:26but you do not have independent control over the outer bevel and inner bevel.
00:31So what I've done is I've gone ahead and covered up that inner bevel, and let me
00:35show you how that works.
00:36I am going to switch to my image in progress which I've called Hollow lens
00:39element.psd, and I'm going to scroll up the list here inside the Layers panel
00:43and click on the frame item right there and turn it on as well.
00:47Let's go ahead and extrude it, notice that we have a rounded rectangle that's
00:50cutting a hole in the circle.
00:52So I'll go up to the 3D menu, choose Repousse and choose layer Mask, and then
00:56inside the Repousse dialog box, I'm going to go ahead and change the Type from
01:00Inactive to Hole, so that we're cutting a hole inside that object.
01:04The Depth for this effect should be 0 because we don't want any
01:08extrusion whatsoever.
01:09We are going to do everything using the Bevel options.
01:11Change the Height value to 5 and the Width value to 6, and that's it, we're not
01:16going to rotate the object in 3D space, we are not going to apply any materials
01:19either, just go ahead and click OK.
01:22Now I'll go ahead and scroll to the bottom of the Layers panel and Ctrl+Click or
01:25Command+Click on the camera layer, that is in an empty portion of the layer, not
01:29directly on the thumbnail itself otherwise you will generate a selection
01:32outline, so what we want to have selected, by the way, are the camera layer and
01:37the frame layer, so just those two layers.
01:39Then go up to the 3D menu and choose Merge 3D layers to merge them into a single scene.
01:45That frame is going to disappear in back of the camera as you see.
01:48Let's go ahead and rotate things so we can better see what we are doing, so
01:51switch to the Camera Rotate tool, and I am going to drag up into the right like
01:56so, so that we have the sort of down- view of the camera, and then I'll go ahead
02:02and scroll to the bottom of the list here inside the Layers panel, double-click
02:05on the thumbnail to bring up the 3D Scene panel.
02:08Let's click on this icon that lets us filter by meshes, click on the frame mesh
02:12to select it independently, switch to one of the Mesh tools, third tool in the
02:16list on the left side of the 3D panel, and then we want to go ahead and 0 things
02:21out up here in the Options bar by clicking on that House icon, and that goes
02:26ahead and changes all the position and orientation values to 0.
02:28All right, using the 3D Widget drag on the little green arrow to the left in
02:33order to bring that little frame element out, like so, and we want to move it to
02:38right about there, so it covers up the inner bevel of that tele in item right
02:45there, the tele in mesh that is the inside edge of the telephoto lens, and I'm
02:50looking for a Y value of -296 actually seems to work pretty well.
02:55So go ahead and change that Y value accordingly, once again -296 that's it, and
03:00then switch back to your 3D Camera tool, and up here in the Options bar change
03:04View back to Camera cam or whatever you call to your camera setting.
03:08All right, now let's go ahead and finesse a few material settings.
03:11I am going to click on tele out.
03:13Now I forgot in the previous exercise to assign any materials to the telephoto
03:18elements whatsoever.
03:19So both tele out and tele in need materials assigned to them.
03:23So click on the tele out mesh and then drop down to the Repousse icon right
03:27there, the little R, click on it, that will bring up the Repousse dialog box,
03:31and this is the easiest way to assign materials to all five faces at once.
03:35Go ahead and click on the down-pointing arrowhead next to All and then click on
03:40this guy right there, the material I have created for you called Titanium
03:43Brushed in order to assign materials to all five of those faces, where they
03:48exist and then click the OK button here inside the Repousse dialog box.
03:52Go ahead and switch back to the camera layer if necessary.
03:54Then click on tele in here inside the 3D panel and repeat that process, click
03:59on the R icon once again to bring up the Repousse dialog box, then click on the
04:04down-pointing arrowhead next to All and select Titanium Brush once again, and
04:08then once you've done that, go ahead and click on OK in order to apply that modification.
04:13All right, just three more materials that we need to modify here, and to do so,
04:17you are going to have to switch back to the full scene, so click on Filter By:
04:20Whole scene, that first icon at the top of 3D panel and you can twirl-close rear
04:26and face for now because we don't need to look at them.
04:29What we are looking to change is the Front Bevel Materials associated with ring
04:34tele out and tele in.
04:36So click for starters here, ring Front Bevel Material in the list, that's the
04:40second material in the list of ring materials, and then drop down to this little
04:45sphere icon, click the down-pointing arrowhead and change this guy to Titanium
04:49smooth, which will be located at some place at the bottom of the list.
04:53And now we need to repeat that process for the other bevels, so go ahead and
04:57press the Enter key to hide that list of materials.
04:59We now, by the way, have a smooth Titanium finish going on this large area of
05:05this outer ring here, and we need to do the same thing for these slim bevels
05:09that are associated with the telephoto elements of the lens.
05:12So go ahead and twirl-close ring, and then inside tele out click on this second
05:17material which will be tele out Front Bevel Material, click the down-pointing
05:21arrowhead next of the sphere and again click on Titanium smooth to apply it,
05:25present the Enter key or Return key to hide that list.
05:29Twirl-close tele out, drop down inside of tele in to the second material which
05:33will be tele in Front Bevel Material.
05:36Click the down-pointing arrowhead next to the sphere and click on Titanium
05:39smooth and press the Enter key or the Return key on the Mac in order to
05:43apply that modification.
05:44Now things aren't going to look all that different, but it's going to make a big
05:48difference in our final composition.
05:50All right, so that's the camera so far.
05:52In the next exercise, we are going to house the entire scene in a
05:55spherical panorama.
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Mastering the spherical panorama
00:01I've saved my progress as Outer lens element.psd and if I double-click on the
00:05thumbnail for the camera layer and inspect one of these bevel materials that are
00:09associated with either ring tele out or tele in.
00:12Now you can see that the Reflection value is awfully high I've cranked it up to 50%.
00:17That means that we have some very smooth reflective metal surfaces.
00:21Problem is we have nothing to reflect so far so we need to place the entire
00:25scene inside of a spherical panorama.
00:27Now we could apply some Environment Maps which will give us something to
00:30reflect, but as you saw in chapter 9 of the 3D object course when we're working
00:35with that 3D bowl environment maps don't always work out so well they sometimes
00:39sort of cop-out after the top portion of an element.
00:43Whereas if we place a scene inside of a 3D panorama we're going to get a ton of reflectivity.
00:48Now taking time to place a scene especially at this point when it has six
00:51different meshes inside of it.
00:53Inside of a spherical panorama is a little bit daunting, because you might
00:57figure things could fall apart.
00:58However, thank to the fact that we've taken this disciplined approach it's going
01:01to be a heck of lot easier.
01:03All right, so here is what I want you to do hide the 3D panel scroll to the top
01:06of the Layers panel and click on fotolia image and turn it on.
01:11And this is this big image that's created by Sandra Cunningham of the Fotolia
01:15Image Library about which you can learn more at Fotolia.com/deke.
01:19And I'm going to go up with this layer selected I'll go out to the 3D menu
01:23choose New Shape From layer and then choose Spherical Panorama.
01:27And that will wrap this scene inside of a gigantic sphere.
01:31Now we don't care to take a big look at it not really give a darn word as at
01:35this point I just want to combine it with the scene at hand.
01:38So with this layer selected scroll to the bottom of the list and Ctrl+Click, or
01:42Command+Click on a Mac on an empty portion of the camera layer.
01:45So both of those three layers are selected then go out to the 3D menu and
01:49choose Merge 3D layers.
01:52And wait a moment for Photoshop to do it's thing and of course it's going to
01:54place the sphere in the totally wrong location.
01:58At this point I cant even see the darn thing.
01:59So I have to grab my Camera Rotate tool and drag to the right and there is the
02:04sphere way in the background and also very dinky, it's not even sort of big
02:08enough to hold the camera that's a problem.
02:11So let's go ahead and bring up the 3D panel by double-clicking on the thumbnail
02:15for the camera layer.
02:16And then I'll go ahead and Filter By Meshes once again and I'm going to click on
02:19Spherical_Panorama to make it active.
02:22And I'll drop down to the Mesh tool click on it third tool on the list on the
02:26left side of the 3D panel.
02:28And you might presume, or I would presume that you can click on the little
02:32house icon in order to zeroed out the values, but that doesn't actually quite do the trick.
02:37It will do something to the scene, but it might not do everything we want.
02:41It's certainly not going to zeroed out the values.
02:43All right so let's check out the size settings for starter.
02:46So I'll click on Scale the Mesh and all those values are set to 1 so that's a good thing.
02:50You definitely wants your X, Y, and Z values to be set to 1 for the scale values.
02:54So that's great.
02:56All right, now I'm going to click on the Pan the Mesh tool and I'm going to have
02:59to manually change these values to zero.
03:02So 0 for X and then click on the Y value change it to 0 as well.
03:07For me Z is already set to 0 so that's a good thing.
03:10And then go ahead and grab that Rotate tool and make sure that those values
03:13are zeroed out as well.
03:14Actually things have worked out pretty well for us so far that's what we want.
03:18We want everybody zeroed out except for the scale values all of which should be set to 1.
03:22All right, now let's go ahead and grab the Camera tool once again and the
03:25specific camera tool I wanted this guy Walk with the 3D Camera tool.
03:29The tool that looks like a black set of arrows, and then I'm going to go ahead
03:32and drag down in order to walk away from the scene.
03:34And I'm going to have to do that a couple of times so walk quite far away from that scene.
03:39And you can press the Shift key if you want to in order to constrain your action
03:43so that you're not dragging back and forth.
03:45All right, notice that the scene is facing kind of toward at this point.
03:49Now the Spherical_Panorama mesh is still selected I'm going to switch over to my
03:52Mesh Rotate tool and I can drag the Green rotate widget right there in order to
03:57rotate the scene around.
03:59What I want to see happen I want the scene to be exactly in back of the camera.
04:04And when I figure that is that means that the Z value needs to be set to -90.
04:08And the reason I know this the way I figure this out was by dragging this
04:12Green rotate widget here I was changing the Z value that's what I needed to figure out.
04:18And I'm making it more and more negatives and it make sense that it needs to
04:21be at a right angle.
04:22So -90? as the way to go that's going to set that guy way at the back there.
04:26All right, now let's move back into the scene and I'm going to do that by
04:30switching back to my Camera tool and whichever tool is active here.
04:33And I'll go out to the Options bar and change the View setting back to Camera Cam.
04:38So I'm back inside the scene and I can see that scene right there at the back of the camera.
04:42All right, well here is the problem I don't want to see this scene that is the
04:47daisies in the sky and the clouds and all that jazz.
04:49I don't want to see it at all I just want to see White in the background here.
04:52I just want to make sure the camera is pointed toward that scene so I can
04:55reflect the photograph.
04:57What that means is I need to open up the photograph by modifying the diffuse
05:01texture and I'll show you exactly how that works in the next exercise.
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Opening up a spherical panorama
00:00In this exercise, we want to take that giant spherical panorama and we want to
00:04open it up, so the area in back of the camera is completely white and the
00:09panorama just appears in the 180 degree portion of the sphere that's in front of the
00:13camera so we still get that reflectivity.
00:16I've saved my progress as Imperfect panorama.psd and there is a couple of ways
00:21to get to that Diffuse texture, that is, that photograph that's wrapped on the
00:25inside of the spherical panorama.
00:27One is here inside the LAYERS panel you can just double-click on Fotolia
00:31Image, because that's what it was called before and notice if you hover over it, there it is!
00:35The other option is to double-click on the layer thumbnail, and then switch over
00:40here inside the 3D panel to Filter By:
00:43Whole scene, so that you can see everything and then scroll down the list until
00:46you come to the spherical panorama, click on Spherical Panorama Material which
00:50is the material on the inside of the sphere and notice that we have a little
00:54Page icon to the right of Diffuse.
00:56So if you click on it and choose Open Texture, you'll get to that image.
00:59So either way either choose this Command or double-click on Fotolia Image
01:03inside the LAYERS panel.
01:04I'll go ahead and choose the command in order to open this sky up.
01:07Let's hide the 3D panel.
01:08The next step is to convert the sky to a Smart Object.
01:11So with the Fotolia Image selected, go up to Layers panel fly-out menu and
01:15choose Convert to Smart Object or if you've loaded dekeKeys you can press
01:18Ctrl+Comma or Command+Comma on the Mac.
01:21Now, I'll go up to the Edit menu, and I'll choose Free Transform, or press
01:25Ctrl+T, Command+T on the Mac, and then go up to the Options Bar.
01:29I want you to make sure that the center item here inside this Reference
01:33point matrix is selected.
01:34That way we'll be scaling with respect to the center, and change the Width
01:38value, just the Width value.
01:39So don't turn on the Chain icon.
01:40Change that W value to 50% and press the Enter key or the Return key on the Mac
01:45a couple of times in a row to apply your change.
01:48So that's going to leave this quarter area over here on the right-hand side and
01:51the left-hand side open, add them together, and you'll get a big 50% area that's
01:56open in back of the camera. All right!
01:58Also I don't want a bunch of harsh transitions in the reflection, so I'm
02:01going to blur the image by going up to the Filter menu, choosing Blur and
02:06then choosing Gaussian Blur, and then go ahead and change the Radius value to 15 pixels.
02:11Works pretty well and then click OK in order to apply that modification because
02:16we're working with a Smart Object, Gaussian Blur is the Smart Filter.
02:18So you can make changes later on down the line if you like. All right!
02:21That's it.
02:22I'm going to go ahead and close this image and click the Yes button on the PC or
02:25the Save button on the Mac to apply my changes and now you can see that we have
02:30a white area open up in the background.
02:33But we're still going to reflect the scene in the foreground.
02:35Of course the only way to confirm that, that's the case is to Ray Trace the
02:39scene because that's the only way you see the reflection.
02:41So double-click on the thumbnail for the Camera layer to bring up the 3D panel,
02:45click on Scene up here at the top of the list and change the Quality from
02:49Interactive (Painting) to Ray Traced Draft and Photoshop will begin to ray trace that scene.
02:54Now, we're going to speed up the progress of course, but you're going to begin
02:57to see incrementally how the reflections are rapping onto the camera, and you
03:01also see those shadows cast onto the ground plane shadow catcher, and notice as
03:05the Ray Tracing progresses that you'll see a lot of reflectivity projected onto
03:09those shiny surfaces that represent the beveled edges of that lens element.
03:14You'll also see that peculiar reflection inside the lens element.
03:18Don't worry too much about that.
03:19We're going to end up covering that up with a bunch of interior elements of the lens.
03:23All right!
03:24There is the rendered version of the scene so far.
03:26So we've got completely white action in the background which is exactly what we
03:29want of course, and then we've got the scene reflected on the foreground camera.
03:33A perfect combination of visibility and invisibility associated with the
03:38spherical panorama here inside Photoshop.
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Using a diffuse texture as a layer effect
00:00In this exercise I'm going to show you how to paint a diffuse texture in order
00:04to create an effect that you can't otherwise achieve using the 3D features
00:08inside of Photoshop.
00:09I've saved my progress as Pristine white background.psd, and I'm going to go
00:13ahead and zoom in on this lens element for a moment.
00:16Bear in mind that this thing ultimately has to make sense.
00:19For example, this zoom lens needs to be able to retract entirely into the
00:23body of the camera.
00:25And right now we have a separation between the internal portion of the zoom lens
00:29and the external portion, but we don't have any separation between the lens
00:33element and the ring. Now why is that?
00:35Well, we got to pick things apart in order to make sense of it.
00:38I'm going to double-click on the camera thumbnail here inside Layers panel to
00:42bring up the 3D panel, then I'll click on Scene at the top of the list and
00:46change the Quality setting to Interactive (Painting).
00:48All right, now I'll switch over to this icon Filter By:
00:51Meshes and I'm going to turn off that frame mesh in order to reveal the tele in
00:57which is the internal housing of the telephoto lens.
01:00I'll go ahead and turn it off and notice how it fits snugly inside of tele out.
01:04So they are two independent objects one of which fits inside of the other, but
01:10if I turn off tele out, you'll see the reason that it doesn't fit inside the
01:14ring, because the rings got this big white bevel.
01:18And I was telling you a couple of exercises ago that you don't have control, you
01:22don't have independent control over the outer bevel and the inner bevel when
01:26extruding using Repousse.
01:28So what in the world do we do?
01:30Well, I'm going to go ahead and create an artificial scene as I say using a
01:35diffused texture and here is how it works.
01:37Let's go ahead and put that scene back together.
01:39Notice that you have to click on each and every eyeball independently in order
01:44to turn it on or off.
01:45In other words, you can't drag over the eyeballs column the way you can in the Layers panel.
01:49All right, having turned all the meshes back on, I'm going to switch back to
01:53the full scene and I'm going to scroll down the list here until I come to ring
01:58and then the surface I'm looking for is this one right here ring Front
02:01Inflation Material.
02:02Go ahead and click on that guy, first item in the ring list, and then go ahead
02:07and click on the folder next to Diffuse and choose New Texture.
02:11And let's go ahead and call this ring seam or something along those lines.
02:16And the size that I'm looking for is Width of 900 pixels and a Height of
02:20900 pixels as well.
02:21We don't care about the Resolution, I'm setting my Background Contents to White,
02:268 bits per channel is just fine, click OK.
02:29Now that in and of itself is just going to establish that a diffuse texture exist.
02:33It doesn't open it for you until you click on that little Page icon next to
02:36Diffuse and choose Open Texture.
02:39Now by default my texture is coming up white, which isn't quite what I want.
02:43I actually hit set, if we switch back to that Pristine white background image in
02:47progress there, and then I click on this little Diffuse item right there, I'd
02:52specify that the color of the diffuse texture, the brightness is 75%, so I need
02:57to dim down that diffuse texture that I'm about to work on.
03:01I'll switch back over to ring seam.psd.
03:04Let's go ahead and hide the 3D panel, because we don't need it right now.
03:07Zoom in a little bit and I'll crank up the Brightness of my foreground color to
03:1175%, like so, and then press Alt+Backspace, or Option+Delete on the Mac in order
03:17to fill the image with that very light gray.
03:19All right, now I need to have a sense of where that ring exists.
03:24So I'll go up to the 3D panel, and I'll choose Create UV Overlays and
03:28I'll choose Wireframe.
03:29Then I'll go ahead and establish the Wireframe on an independent layer.
03:33Now what we're seeing is the face of the ring.
03:37To give you a sense of what I mean there, I'm going to switch back to Pristine
03:39white background.psd, there is the face, that very tiny face element right
03:44there, because most of the ring at this point is devoted to bevel.
03:49All right, switch back to the image in progress, there is my Wireframe, I as
03:53well go ahead and rename that layer Wireframe, so I can keep track of what's
03:56going on and I'm going to recolor it as well.
03:59And I'm going to dial in HSB values of 210 degrees and a 100% and a 100% respectively.
04:07And then I'll press Shift+Alt+Backspace, or Shift+Option+Delete on the Mac to
04:11fill just the Wireframe elements with that blue.
04:14All right, now I'll click on the Background layer and press Ctrl+Shift+N, or
04:18Command+Shift+N on the Mac in order to create a New layer.
04:21And I'm going to call this layer circle, and then click OK.
04:24All right, now I need to locate the center of the image, so I can draw a circle
04:28that perfectly fits inside of this Wireframe.
04:31And I'm going to do that by going out to the View menu and choosing New Guide.
04:35I'm actually going to choose that command twice in a row.
04:37I'll go ahead and set the Position value to 450 pixels, by the way, and that's
04:42going to be the exact center, because this image measures 900 pixels wide by 900 pixels tall.
04:46So I'll click OK, notice I'm creating a Vertical guide to start with.
04:50Now, I'll go back up to the View menu, choose that command again, click on
04:54Horizontal this time, and change the Position value again to a 450 and click OK.
05:00And we end up with the exact center point of the image, but there are other ways
05:03to do that, but that's the most convenient in this case I think.
05:06Now I'll go ahead and switch over to the Elliptical Marquee tool and I'll press
05:10the Alt key or the Option key on the Mac and draw from the center outward like
05:15that, until I get a circle that more or less exactly hits the inside edge of
05:22that Wireframe perimeter.
05:24Now I'm going to press the DekeKey in order to restore the foreground color to
05:27black and I'll press Alt+Backspace, or Option+Delete on the Mac in order to fill
05:32that selection with black.
05:34Now I'll click off.
05:36That's not going to quite do the trick;
05:38we're just basically hitting the very edge of that Wireframe.
05:42So if I switch back to the Pristine white background image, I'll see that
05:47I've got this blue Wireframe, but I'm going to see the scene at all poking
05:52around that lens element.
05:53So I need to make that black circle a little larger, and I'm going to do so, by
05:57of course, switching back to the image and applying a stroke.
06:00This will give me a lot more control than trying to exactly draw the circle
06:03correctly in the first place.
06:05So I'll drop down to the Fx icon and choose Stroke, and notice my stroke Color
06:10is Black as by default, the Position is should be set to Outside.
06:13And I'm going to crank that Size value up to, let's say, 6 pixels, we'll see how that goes.
06:18Opacity should be 100%;
06:20Blend mode set to Normal is just fine, click OK.
06:23And now let's try turning off the Wireframe, because ultimately we don't want it to be there.
06:28And let's just switch back to the Pristine white background.psd image, and it
06:32looks like we have a pretty decent seam, one that more or less matches the seam,
06:37between the inner and outer perimeters of that retractable zoom lens, which is
06:40to say that I think we're done.
06:41So I'm going to switch back to that ring seam.psb image.
06:45Go ahead and close it, if necessary click the yes button or the save button on
06:49the Mac, and in my case, because I kept switching back and forth between the
06:52images, Photoshop, it automatically updated that smart object on the fly.
06:57Now I'll zoom out, so that we can take the entire composition and that's it.
07:01So that's one way, there are many ways to do that kind of thing, but that's
07:05one way to stimulate a missing 3D element using a diffused texture here inside
07:10Photoshop.
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Embossing text with bump maps
00:00All right, so here I am looking at the more or less final ray traced draft
00:03version of the composition, and you'll note that the camera housing sports all
00:07kinds of branding elements, including this emboss text along the right-hand side
00:11of the camera back and the emboss text around the shiny ring.
00:16Anytime you want to emboss elements whether text or otherwise you want to work
00:20with a bump map as I'll demonstrate in this exercise.
00:23So I'm going to switch over to my image in progress, it's called Simulated
00:27seam.psd and notice that I have a couple of other images open as well.
00:31One's called Zoom extrusion bump.
00:33Now this one is just plain weird, by the way.
00:35This is the text for the side of the camera back and what I did was the following.
00:40I'll switch back to my image in progress here.
00:42I double-clicked on the thumbnail for the camera layer to bring up the 3D panel,
00:46and then I located the rear mesh which is the top mesh in the group, and I
00:51clicked on rear Extrusion Material which is the material around the perimeter of
00:54the camera back and I went ahead and lightened up that Diffuse color by clicking
00:59on its swatch and raising the Brightness value to 75%, and then I clicked OK.
01:03Now we can't see what happened because I'm blocking the scene a little bit with
01:07the panel so I will move things over.
01:09There is that extruded edge.
01:11Now I need to add a bump map so I clicked on the folder icon and I chose New
01:15Texture, and I had to come up with something extremely wide.
01:19This was through trial and error, by the way.
01:21I figured out that I wanted a texture with that was 6000 pixels wide and
01:26just 200 pixels tall.
01:28Again, strictly trial and error, just had to keep resizing the canvas until I
01:32got it to work, and I needed those 6000 pixels because otherwise it ended up
01:38looking choppy, and bear in mind that this makes a modicum of sense because this
01:43image has to wrap all the way around the camera back.
01:45Anyway I'm going to cancel out;
01:47this is what I came up with, this guy right here.
01:50So it's called Zoom extrusion bump. psd, and notice the text is backwards.
01:55Again, just had to figure that out through trial and error and also it's only
01:58taking up the top half of the image because when I was working things through
02:02and I went ahead and created the UV map I got this weird wireframe layer right
02:06here, and notice if I zoom out sufficiently it just covers the top of the
02:10image, it's just the top half of the image, it's the bottom half of the image goes unused.
02:14So go figure.
02:15Anyway I'm just going to go ahead and close this guy, because we don't need it right now.
02:18I just want you to know it's there and I'm going to apply it right now as a Bump Map.
02:24So with rear Extrusion Material selected here inside the 3D panel I'll click on
02:28the folder icon next to Bump and I'll choose Load Texture, and then I'll go
02:32ahead and find that vary file I had open a moment ago, Zoom extrusion bump.psd
02:37and click on the Open button and that goes ahead and wraps that image exactly
02:42into place, like so.
02:43Now you can raise the Bump value if you want to but you're not going to get much
02:46in the way of result, so Bump value of 1 is just fine.
02:49All right, next what we want to do is scroll our way down to the ring mesh, and
02:54the specific material we're looking for is Ring Front Bevel material, and the
02:59image that we're going to apply this time is called Ring text.psd and it's once
03:04again found inside that 13_complex_scene folder.
03:06Now you don't have to work with my ridiculous text right there, in fact, when I
03:11recommend you do if you're going to do all this work in order to create this
03:15camera that should be your name right there, this is editable text so you can
03:19change it in any way you like, but here's the thing I've got a couple of guides
03:25ready and waiting for you.
03:26Once called wireframe and this is the wireframe that Photoshop created for me The UV Overlay.
03:31The inside is the inner bevel.
03:33You don't need that because it's hidden, you just want to work inside the outer bevel.
03:36I also went ahead and created for you this thing called baseline guide which you
03:40might find a little more useful because after you get done changing the text to
03:45whatever your name is, let's say, for example, I'll go ahead and grab my Text
03:49tool here and drag across the entire text and let's say your name is Mary Quite
03:56Contrary or something along those lines and you might not spelt it like this, so
03:59I'll change that to an A, and then press the Enter key on the Numeric Keypad,
04:04that's not going to work quite right. Oh!
04:07Your name is not May Quite Contrary it's Mary, gosh I can't spell your name.
04:10All right, so I'll press the Enter key on the Keypad once again and now I need
04:14to move that text downward.
04:15So I'll press Ctrl+Down Arrow a few times in a row, Command+Down Arrow on the
04:20Mac to nudge that text down and you can see that it's not lining up with the
04:24guideline quite correctly.
04:26So you'd go up here to the Option bar and you click on Create warped Text, and
04:31then you would change the value that Bend value right there to something that
04:35makes a little more sense and in my case I'm going to have to raise that and
04:38you're going to have to do so as well, you're going to have to raise that value.
04:40If this happens to be your name which seems unlikely but still go ahead and take
04:45that value to let's say 36, looks pretty good.
04:48Click OK, and then I'll nudge that text down into place.
04:51Anyway, whatever your name is you wanted to wrap along that baseline.
04:55Let's go ahead and switch back to the image in progress here, zoom the image so
04:58that it's centered inside the image window and I'm going to once again bring up
05:02the 3D panel, scroll down to ring Front Bevel Material, click on the folder next
05:07to Bump and choose Load Texture, and of course if you were to make any changes
05:11to that Ring text.psd file you would want to save your changes before you follow
05:16this specific step, but assuming you've saved your changes go ahead and grab
05:20that file and click on the Open button and it will automatically appear embossed
05:26into the ring around the lens element.
05:28All right, I'm going to go ahead and hide the 3D panel just so we can see what we've done.
05:32That is how you create embossed elements whether text or otherwise using bump
05:38maps here inside of Photoshop CS5 Extended.
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Partnering bump maps with diffuse textures
00:00If we take a look at this near final version of the camera you can see that the
00:03face ports a variety of different branding elements as well as of flash and a
00:08couple of HDR lenses.
00:11We are going to create these elements in this exercise using a kind of
00:14partnership between a diffused texture and a bump map.
00:17I've saved my progress as Embossed type .psd, and I'm going to double-click on
00:22the thumbnail for the camera layer in order to bring up the 3D panel, and then
00:25make my way down to the first material in the face mesh, which goes by the name
00:29face Front Inflation Material.
00:32Now we need to go ahead and load a diffuse map that I've created for you in advance.
00:35So click on the little folder icon next to the word Diffuse and choose Load
00:39Texture and then inside of the 13 Complex Scene folder find the file called Face
00:44elements.psd and click on the Open button and you'll see those elements appear
00:49here inside of the image.
00:51Now I'm going to go ahead and open this file so that we can take a closer look at it.
00:55By clicking on the little page icon next to Diffuse and choosing Open Texture
00:59I'll go and hide the 3D panel because we don't need it up on screen right now,
01:03and notice that I have three different text elements those are just straight
01:07forward everyday average text layers inside of Photoshop.
01:11The flash and the lenses involved a little bit of handwork.
01:14Now you can check out what's going on with these objects if you have access to
01:18this file of course.
01:20The filaments and strobe layers right there, those represent the flash, and
01:25notice that I've taken those little film and items which are the vertical
01:28lines and I've distorted them outward to the left using a very old filter
01:33inside of Photoshop.
01:34It's under the Filter menu under the Distort submenu and it's this guy right
01:38here, Shear, and I just used it in order to bend the filament and out, and the whole
01:42idea is that I'm trying to match the angle of the camera.
01:47So this is a foe effect of course, meaning that it's a 2D effect simulating the
01:51final 3D, and if I zoom in here to the Camera you can see that it does a
01:56reasonable job of matching that angle.
01:59I've also created sort of some interior lines inside of the lens.
02:04Again, it's all 2D work, in fact in this case it's all handwork and if you want
02:08to check out those elements you can go ahead and click on HDR 1 or HDR 2, twirl
02:14them open in order to see how they are put together.
02:16So this guy right there is HDR 1 and this guy right there is HDR 2, just in
02:21case you're curious.
02:22But here's the problem, if I switch back to that final progress you can see that
02:27it doesn't really look all that great not because the lenses don't hold up they
02:32kind of do in a sort of disniefied way.
02:34But we've got two problems, one is, that the lenses are too wide, so they've
02:39been distorted as Photoshop is applied to diffuse texture to the 3D object.
02:44So let's go ahead and make those lenses more narrow, and through trial and error
02:48this is what I came up with.
02:49I'll go ahead and click on the HDR 1 group there inside the Layers panel.
02:53I'll go up to the Edit menu, choose the Free Transform command or press Ctrl+T,
02:56Cmd+T on the Mac, and then just change the Width value to 94%.
03:00So you can fool around with some other values if you want to, but that's what
03:04worked out for me and then let's go ahead and repeat that process for HDR 2.
03:08So click on the HDR 2 group, you should be able to go ahead and choose Transform
03:13again, but if you do so my experience says that it'll transform from the
03:18left-hand side of that lens which is not we want.
03:21We want to transform with regard to the center.
03:23So go ahead and choose Free Transform again, Ctrl+T, Cmd+T on the Mac, and just
03:28re-enter that Width value of 94%.
03:30Then press the Enter key or the Return key on the Mac.
03:33All right, having done that I'll go ahead and close the image, click on the Yes
03:36button here on the PC or the Save button on the Mac in order to save my changes
03:40and the lenses are looking better, with a big exception they are brushed very
03:46much like the metal in the background.
03:48So the metal is brushed with these sort of diagonal lines and so are the lenses
03:53which, doesn't make any sense whatsoever so was the strobe.
03:55So are these white pieces of text here which should appear embossed is my thinking.
04:01So they should stick out a little bit.
04:02This text down here in the lower right corner, that's okay, it's just sort of
04:06stamped onto the metal.
04:08So its fine the way it is, but we need to make some other modification.
04:11So here's what I did.
04:13I went ahead and opened up that file, that same file that I created before, and
04:17I'll just open it in front of you here which is Face elements.psd, then I
04:20created a bump map based on that file.
04:23Let me show you how I made it.
04:24I'll go ahead and turn on this brushed layer right there and it appears just to
04:29be a layer of gray, but if I go ahead and expand that layer by clicking on the
04:33down pointing arrowhead on the right- hand side then you can see that it's a
04:37smart object with a few smart filters applied, including let's go ahead and zoom
04:40in here a little bit, Add Noise and then there's this Filter Gallery Filter.
04:45Specifically it's the filter that goes by the name Angled Strokes that's available.
04:50I believe it's under the Filter menu, you choose Brushstrokes and there it is
04:54Angled Strokes, and that gives you the effect that you are seeing so far, and
04:58then finally there is Motion Blur, and I didn't actually come up with this
05:01combination of filters.
05:02This is based on a bump map that's included with one of the materials that
05:06shifts along with Photoshop CS5 Extended.
05:09All I did was to take this effect right here.
05:11This brushed layer and I went up once again to the Edit menu and shows Free
05:15Transform Ctrl+T, Command+T on the Mac.
05:17I'm going to get this warning telling me that the filters will be temporarily
05:21turned off as I go ahead and scale the shape and I'm going to Alt+Drag or
05:26Option+Drag one of the corner handles, like, so until the rectangle is larger
05:31than the overall image, just slightly larger.
05:33Then I'll press the Enter key or the Return key on the Mac in order to apply my change.
05:36It's going to take a few moments because Photoshop has to re-calculate all
05:39those Smart filters, but once it renders you'll see the brushed metal effect in the background.
05:44Then go ahead and turn off that layer 12 .1 Gorilla pixels because we want that
05:48to stamped onto the metal.
05:50The Cambot and Click'n'shoot text should be white as we're seeing here so that
05:54the text sticks out just a little bit, and then the other elements the Strobe
05:59and the two lenses they should be absolutely black, and if you're working along
06:03with me you can get that effect by turning off the Strobe and Filaments layers
06:07and then turning on that black Strobe layer right there.
06:11Go ahead and expand out the layer Effects so you can see them all and turn off
06:15effects so you are just seeing the black strobe shape and nothing more, and, by
06:19the way, these layer effects tell the story of how I achieved that strobe in the first place.
06:24So in case you are curious you can sort of plot your way through them.
06:27Anyway, next I'm going to scroll-open HDR 1 and turn off the two interior layers
06:32right there, so we just have a black circle, and then I'll scroll-open HDR 2 and
06:37turn off those two interior layers so that we're seeing that black circle there
06:41as well, and then of course I would have to transform these two circles in order
06:45to get the final effect.
06:46But I have already done this for you.
06:47So I'm going to return to the Embossed type.psd image and bring up the 3D panel
06:54again, make sure that face Front Inflation Material is selected.
06:57Click on the little page icon next to the word Bump because there's already a
07:01bump map applied, this doesn't happen to be the right one, and then choose Load
07:05Texture, and then if you're working along with me you have access to that
07:0913_complex_scene folder.
07:10You can scroll your way down and find a file that's called Strobe and Lens
07:14protector.psd, go ahead and open it up, and that will apply that bump map that
07:20I just showed you how to create, and we will end up achieving this effect right there.
07:24All right, let's go ahead and hide the 3D panel.
07:26I'm going to zoom out a little bit so I can take in the entire image and let's
07:29go ahead and apply a render at this point.
07:31By bringing up the 3D panel again, gosh why did I hide it?
07:34I'll go to the Scene item at the top of list, click on Global Ambient Color
07:39because we want to make that ambient color a little bit darker.
07:41Take the Brightness value down to 65 %, click OK, and now let's go ahead and
07:46change the Quality Setting from Interactive (Painting) to Ray Traced Draft, and
07:49obviously it's going to take a few moments, maybe even minutes.
07:53In order to ray trace the scene we're going to go ahead and speed up the process
07:56here inside the movie.
07:57In any case a moment or two or three later you'll see this rendered version of the scene.
08:02All right, so much for the branding and the flash and the lenses and the
08:05embossed type and so forth, in the next exercise we are going to start building
08:09out the inside of the lens.
Collapse this transcript
Automating Repoussé with an action
00:00All right, here I am looking at ray traced final version of the artwork, and in
00:04this exercise we're going to extrude the series of four concentric rings that
00:08work here inside of the lens element.
00:11And we're going to do so because each one of these rings relies on the exact
00:14same set of Repousse settings, I am going to show you how to record a 3D
00:18action and play it back.
00:20I've saved my progress as Jewels and embellishments.psd, and notice here inside
00:25the Layers panel, toward the top of the list you'll see four shapes called inner
00:291 through inner 4, these are each one of the rings.
00:33And if you turn each one of them on you'll see that they are the same size in
00:37the outside, so the outer circle is the same size in the case of each, but the
00:41inner circles get larger and larger as we go from the smallest at inner 4 to
00:47the largest at inner 1.
00:48All right, so we're going to start things off with inner 1, I am going to turn
00:52off the others here.
00:53And then I want you to go to the Window menu and choose the Actions command to
00:56bring up the Actions panel.
00:58And let's create a new Action set by clicking on the folder icon, and we'll call
01:01this one Repousse and then click OK.
01:05Now to record an Action, go ahead and click on the little page icon on the
01:08bottom of the Actions panel which brings up the new Action dialog box, and let's
01:11call this action Extruded ring and click on the Record button.
01:15Next, go up to the 3D menu, choose Repousse, and the most flexible way to work
01:20is to choose the layer Mask command, which is available anytime you're
01:23extruding a Shape layer.
01:25And start by changing the Depth value to 0.02, then go to the Bevel values and
01:30change Height to 5 and then Width to 8.
01:33Now we don't need any special material, we definitely don't want to start
01:36dragging inside of the image window to rotate the object but we do need the
01:41inner circle to provide a hole, so drop down to the Internal Constraints, click
01:46on the Type option and change it to Hole, and then click OK in order to apply
01:51that modification, and that's all you need to do.
01:53So now just click on the little square Stop button in order to stop
01:57recording the action.
01:58All right, we've managed to create one of the rings, let's try to create another
02:02by playing back this action.
02:03So turn off inner 1, click on inner 2, turn it on to make it active, and then
02:08click on the Extruded ring action and click on the triangular playback button in
02:12order to play that action back.
02:14Now the problem is, just as when you create a Preset inside the Repousse
02:18dialog box the action doesn't pay any attention to the constraint, so we are
02:25not creating a hole in the center of this object which is just a terrible tragic thing.
02:30And if you were to twirl-open this item that says Repousse from layer Mask, you
02:34would see all kinds of settings here but nothing about how we change the
02:39constraint to a hole.
02:40What is the problem?
02:42Anyway, it's very frustrating and everything, but there is a workaround, so
02:46here's what I want you to do.
02:47Click on Repousse from layer Mask in order to make it active.
02:50So you need the Extruded ring item to be twirled open, then click on the little
02:54circular Record button in order to add to this action.
02:58And I want you to go to the Actions panel fly-out menu and choose this command
03:02right here, Insert menu Item.
03:04Then go up to the 3D menu, choose Repousse and choose Edit In Repousse and then
03:10click OK in order to insert that command.
03:13And the reason you have to do that is because notice that there's no little
03:16dialog box icon next to Repousse from layer Mask.
03:20For some reason you can't have the dialog box stay up onscreen so you have to
03:24bring it back up onscreen as we're doing here.
03:27Next, click this square stop button in order to stop recording.
03:30And I'm just going to playback this one portion of the action, so it selected
03:34you would notice Edit In Repousse is active.
03:37Click on the Play button and that'll go ahead and bring up the Repousse dialog
03:40box and I can manually change Type from Inactive to Hole, and then click OK, and
03:45the rest of the work is done for me.
03:46So it's kind of half an action is basically what it comes down to.
03:51All right, let's turn off inner 2 and click on inner 3 to make it active and
03:54then turn it on as well.
03:56Now with Extruded rings selected here inside the Actions panel go ahead and
04:00click on the Play button and that will first apply our original settings that
04:04don't include the inner constraint, and then it'll bring Repousse back up on
04:07screen so that we can manually change Type to Hole and click OK. And I have to say;
04:12even though that's little bit of monkey business going on there, it is a lot
04:16easier, it's a lot more convenient than having to choose command and dial-in all
04:19the settings, that's a little bit faster I believe as well.
04:22I'll go ahead and turn off that inner 3 layer, scroll down a little bit, click
04:26on inner 4, turn it on, and then play this action again by clicking on the Play
04:30button, wait for the dialog box to come up onscreen, then change the Type option
04:35from Inactive to Hole and click OK.
04:37And we now have all four rings right ready to go and you can check them out just
04:41by turning each one of them on, like so, here inside the Layers panel.
04:47In the next exercise we will once again, in a fairly assembly-line fashion, we
04:52will go ahead and place those rings inside the larger 3D scene.
Collapse this transcript
Combining 3D layers with Merge Down
00:00In this exercise, we're going to take those four extruded rings that we created
00:04in the previous exercise and we're going to merge them one at a time with our- 3D Camera.
00:10And we're going to do so in the most efficient manner possible.
00:13Now we're not going to record an action because, while you can record an
00:17action in the first place, an action that merges two 3D layers together,
00:21during playback if you have two 3D layers selected and you play the action
00:26back then you will end up wiping out the 3D layer and creating a 2D
00:30pixel-based layer instead.
00:32So it's just too risky.
00:33Instead, we're going to do the following.
00:35I've saved my progress as Four extruded rings.psd, and I am going to start
00:39things off here inside said the Layers panel by collapsing each one of these
00:43inner layers just so it takes up less room in the panel, and then I'll click on
00:47one of layers, inner 4 in my case, and then Shift+Click on inner 1 to select all
00:51four of them, and I'll scroll down the list a little bit and drag them to
00:54directly above the camera layer.
00:56Of course, it's very important that the camera layer is at the bottom of the
01:00stack, so we keep our lights, and our camera angle, and all that jazz.
01:04Next, I am going to click on the camera layer to make it active, actually
01:07I'll double-click on its thumbnail to bring up the 3D panel, click on Scene
01:11to make it active at the top of the list and change the Quality back from Ray
01:14Traced Draft to Interactive (Painting) so that we can get a little bit of
01:18work done without any delays.
01:19All right, now I am going to go ahead and reverse the order of these
01:23inner layers right here.
01:24So in other words, inner 1 will be directly on top of camera, inner 2 will be
01:29directly in front of inner 1, inner 3 will be directly in front of inner 2, and
01:33then inner 4 will be at the top.
01:35All right, now I am going to turn off inner 2 through inner 4.
01:39And the reason I am taking this approach is I want to merge inner 1 with camera
01:42first and then inner 2, and then inner 3, and then inner 4 as you'll see.
01:47Now, as you know, the way to merge two 3D layers together is to select one,
01:51Shift+Click on the other, go up to the 3D menu and choose Merge 3D layers.
01:56But those of you who know my penchant for keyboard shortcuts, I've got dekeKeys
01:59and it just riddled with additional shortcuts, may wonder why I didn't create
02:04any shortcuts for the 3D menu.
02:07And the reason is, for example, it'd be great to have a Repousse shortcut.
02:10The problem is that there are all those different commands, whether you're
02:13working with the Text layer or a Shape layer, which is just dumb in my opinion.
02:17I have to tell you, I don't think there is anyway around it;
02:19there should just be a Repousse command and that's it.
02:21There is no excuse for that submenu of commands, but what it means is that I
02:25can't really apply a shortcut, I'd have to apply a bunch of different shortcuts
02:28and that's not worth it.
02:29You may also look at this one and think, well, we apply this command a lot,
02:32that needs a shortcut.
02:33Well, it already actually has one.
02:35So you can go ahead and apply this command as you know, or here is the way to work.
02:39Click on just the top layer of the two that you want to merge down.
02:43So don't click on both of them, that would ruin things.
02:45Just click on one, and then go up to layer menu and choose Merge Down, or you
02:51can pres Ctrl+E or Command+E on the Mac.
02:53But this is a little risky.
02:55So this is specifically technique for those of you who are feeling
02:58very comfortable in the realm of 3D and you're looking for a little
03:02bit more efficiency.
03:04If you feel like you're barely treading water, you're better off choosing that
03:07command under the 3D menu.
03:09Anyway, I am going to go ahead and choose that command.
03:11Now what's going to happen is Photoshop will merge inner 1 down into the camera
03:16scene and we'll get the usual result with inner 1 in the background someplace.
03:22Let's go ahead and see where it went, by grabbing the Camera tool, and this is
03:26very important that you reset the position each and every time, right
03:30immediately after you add the object.
03:32So go ahead and get that Camera tool, I am going to drag it to the right so I
03:36can figure out where in the world the thing went.
03:38I am guessing it's way outside of the sphere.
03:42And let's see if I am right.
03:43Might as well we have a chuckle here, I'll go ahead and grab the Walk with the
03:473D Camera tool and drag downward.
03:50And sure enough, there it is.
03:53Just ginormous outside of the sphere!
03:56Thank you very much Photoshop.
03:58Let's check out what's going on here.
04:00I'll bring up the 3D panel and I'll switch over to Filter By:
04:04Meshes, and then I'll click on inner 1 and click on my Mesh tool right there.
04:09And if I switch to the Scaling option, sure enough all values are set to
04:1419.5, that is 1950%.
04:19That means we are scaling the object to 191/ 2 times its normal size. It's ridiculous!
04:24Anyway, what we want to do is click that little House icon and that
04:28should remedy the problem.
04:29We should change the Scale values to 1, 1, 1 and the Position values to 0, 0, 0,
04:35and of course the Orientation values to 0, 0, 0 as well.
04:38All right, now let's switch back to the Camera tool, go up to the Options Bar,
04:42click on View and change it back to Camera cam so that we are back inside the
04:47scene where we want to be.
04:48Now, we're not necessarily going to see that ring at this point.
04:52So make sure inner 1 is still selected here inside the 3D panel, switch to the
04:56Mesh tool again and let's go ahead and switch to the Pan the Mesh tool here
05:00inside the Options Bar.
05:01And I want to change the Y value to -400, that will be a starting point for this
05:06specific ring, and then we'll later move it into the right location.
05:09All right, let's do the same for inner 2.
05:12Now I'll click on inner 2, the inner 2 layer, turn it on, and let's say I
05:16clicked on one, Shift+Clicked on the other.
05:17See, this is the risk you run using this wonderful efficiency technique that I
05:21am sharing with you.
05:22If you have two layers selected, and then you go up to the layer menu and you
05:26choose Merge layers, that's bad.
05:28If you see Merge layers, warning sign, that's a bad thing;
05:31you want to see Merge Down.
05:32But in any case if you choose command, or you press the keyboard shortcut, then
05:35you wouldn't see any command of course, Ctrl+E or Command+E on the Mac.
05:38Then look just like that, no delays, we've gone ahead and squashed our 3D
05:43objects and merged them into a 2D raster layer.
05:46So we lost everything.
05:47And the sign that you should see on screen is that your ring didn't shift to
05:51a different position.
05:52So if you ever see the object not shift, and you think oh, wow!
05:57Hey, for once Photoshop didn't goof things up.
05:59That's a bad sign, actually, because it means you got rid of your 3D layers and
06:03you now have a 2d layer.
06:04So press Ctrl+Z, Command+Z on the Mac, click instead on inner 2 to by itself so
06:10the top layer of the two that you want to merge, go up to the layer menu and
06:14choose Merge Down or as I say, press Ctrl+E, Command+E on the Mac.
06:18All right this time around we're not going to go outside of the sphere and try
06:21to figure out where the ring went, certainly it will eventually disappear here,
06:25but we're just going to go ahead and bring up the 3D panel. Filter By:
06:30Meshes of course, click on inner 2, make sure that one of the Mesh tools is
06:33selected, go up here to the Options bar, click on the little House icon in order
06:38to restore the object to the 0, 0, 0 position and change the Y value this time
06:43to -450, and go ahead and press the Return key or the Enter on the Mac, just so
06:48that we are seeing each one of these rings, like so.
06:51All right, let's go ahead and grab inner 3, turn it on, make sure it's
06:55selected independently.
06:56I am going to use a keyboard shortcut, Ctrl+E or Command+E on the Mac.
07:01And so this is an efficient technique, it's not necessarily a quick technique
07:05of course, because you still have to wait for Photoshop to do its thing, but in
07:08the gradual passing of time you will go ahead and merge those two objects into a single 3D layer.
07:14Make sure you're still seeing that little cube in the lower right corner of the thumbnail.
07:19Then in the 3D panel, switch to Filter By:
07:21Meshes and click on inner 3 to make it active.
07:24I still have my Mesh tool, I'll go up to the Options bar, click on the little
07:27House icon in order to restore all the various zero values, and then change the
07:32Y value in this case to -500.
07:35And then finally, once you see that third ring pop into place there, go ahead
07:39and click on the inner 4 layer, turn it on, press Ctrl+E or Command+E on the
07:43Mac in order to merge it down with the camera layer, so again just that one
07:48layer should be selected.
07:49Wait it out, let Photoshop do its thing.
07:52Then inside the 3D panel go ahead and switch over here to Filter By:
07:56Meshes, drop down to inner 4 to make it active, go up here to the Options Bar
08:01assuming your Mesh tool is still selected.
08:03Click on the little House icon in order to restore the 0, 0 values.
08:08And then finally, assuming that your Pan tool is selected, go ahead and change
08:12the Y value to -550 and then press the Enter key or the Return key on the Mac in
08:16order to apply that change.
08:18And you should see a total of four rings coming at you like a series of washers
08:22from the tip of that lens element.
08:24All right, so far so good.
08:26In the next exercise, we're going to move the rings into the lens so that they
08:30appear to decline in space.
Collapse this transcript
Nesting objects in regular increments
00:00I've saved my progress as Shooting washers.psd, and in this exercise we're going
00:04to take those washers, better known as rings, and place them one at a time
00:09inside the lens element.
00:11I'll double-click in the thumbnail for the camera layer to bring up the 3D panel.
00:14Then click on Filter By:
00:16Meshes so that we're seeing the Meshes independently of the materials, and the
00:20lights and so forth.
00:21And I'm going to turn off a few of these meshes here, I am going to start by
00:25turning off inner 2.
00:27I want to leave inner 1 on because that's the first Mesh that we are going to modify.
00:31Turn off inner 3, and you are going to have to turn each one of these Meshes off independently.
00:36Turn off inner 4, and wait for Photoshop to update the composition.
00:40And then I'm going to turnoff frame because otherwise that mesh would get in my
00:43way of seeing what I'm doing.
00:45Now I am going to click on inner 1, and actually, you know what?
00:48I'll start with tele in, which is the forward part of the lens element, just so
00:53we can get our bearings here.
00:54And I'll go ahead and select from the third tool icon, I'll like 3D Mesh Pan
00:59tool so that I can see my Position values here, and I'll note that my Y value is -300.
01:04All right so I was telling you negative Y values move the objects forward, as
01:09little sense as that makes, but that's how it works, and positive Y values move
01:14the objects backward.
01:15So in order to move the object backward I'd actually need to increase the value
01:19by making it less negative.
01:21So I am going to click on inner 1, I don't want to change the position of tele
01:24in, I want to click on inner 1 to make it active, and then why don't we go ahead
01:29and increase the value by 40, and for those of you who are familiar with Math,
01:33you know that means you actually kind of subtract from 300-40, so in other words
01:38we get -260, if that makes any sense.
01:41And that will go ahead and scoot the ring into the lens element, like so.
01:45All right from here on out I am going to scoot each one of these rings by a
01:51factor of 20 so we'll go from -262 to -240 to -220, and so forth.
01:57So click on inner 2, turn it on, and again, I could sort of drag the darn thing
02:02around, or I could just make a decision that I am going to work incrementally,
02:05which seems to me to be a better idea in this case.
02:07So I've got inner 2 selected, I can see my Position options, and I'll change
02:11the Y value to -240, press the Enter key or the return on the Mac in order to
02:15scoot that ring inward.
02:17All right, now click on inner 3 to make it active, turn it on as well, and then
02:22change the Y value in this case to - 220 and press the Enter key or the Return
02:26key on the Mac in order to invoke that change, and then finally, select inner 4,
02:30turn it on and go ahead and change that Y value to -200, and then press the
02:36Enter key or the Return key on the Mac, and we end up getting this effect here.
02:40Here is the problem.
02:42I'm still seeing a little bit of that inner edge which is actually the hole that
02:48is cut out of this face mesh.
02:50And I don't want to see that, I want to see all the back to rear without
02:53anything else appearing in front of it.
02:56Now, of course, if we are really looking into the camera back we would start
03:00seeing the circuitry in everything else, we're going to cover up that stuff with
03:03a lens and some glass so it'll look very pretty.
03:06But anyway, in the meantime I want to take inner 4 here and scoot it just a
03:10little bit further back.
03:11I am going to take that Y value up to - 180 and press the Enter key or the Return
03:18key on the Mac, and that will scoot this guy just a little bit inward so it
03:22covers up that edge, and everything looks exactly right.
03:26Now you might say, well, now the rings aren't spaced equidistant from each other.
03:29Well they wouldn't necessarily be spaced exactly equidistant from each other
03:33inside of a camera depending on the focal length, and so forth anyway.
03:36So this ends up achieving a pretty naturalistic effect.
03:39All right, let's finalize things here by turning the frame item back on the
03:43frame mesh here inside the 3D panel.
03:46And we end up covering up the rings and nestling them inside the lens element, like so.
03:51The only thing left now is to introduce the glass.
03:55So we now have a scene, a 3D scene, that contains a total of ten extruded
04:00objects as well as an 11th object in the form of a spherical panorama.
04:05All right, that completes the basic housing of the camera.
04:08In the next chapter I'll show you how to introduce the glass elements.
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14. Working with Glass
A scene's best supporting material
00:00Materials define an object, whether it's leather, metal or plastic.
00:05That material makes the difference between you wondering why a scene doesn't
00:09quite work or feeling proud of a 3D graphic well done.
00:14Leather is easy, metal takes some work, plastic not so, but the elusive
00:19material, the one that takes the most effort is glass.
00:23It reflects, it refracts and yet it's barely even there.
00:27In fact, it is that one material that contributes the most to a scene by calling
00:32the least attention to itself and providing support for everything around it.
00:37Here, let me show you how it works.
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Extruding and positioning glass
00:00Just so that we can get our bearings I'm looking at the ray traced final version
00:03of the completed camera.
00:05In this exercise we're going to extrude the piece of glass at the front of this lens element.
00:09If you're working along with me, go ahead and open up this file, it's
00:12called Ring series.psd.
00:14It is the culmination of the previous chapter rendered using Photoshop's ray
00:18traced draft setting, just so that we can see the shadows and the
00:21reflections and so forth.
00:23Inside the Layers panel go ahead and scroll on up so that you can see the two
00:26shape layers, glass and lens.
00:28I want you to click on glass to make it active and turn it on as well and you'll
00:32see this rounded rectangle.
00:34Now go up to the 3D menu choose Repousse and then choose layer Mask.
00:39Inside the Repousse dialog box, I want you to change the Depth value to 0.05, like so.
00:46The only other thing we are going to do is assign a material.
00:49So go ahead and click on the down- pointing arrowhead next to All, here in the
00:53upper-right-hand corner of the dialog box to bring up a list of materials.
00:57You should see my five materials if you've been working along with me.
01:00If for some reason you haven't, then click on the right-pointing arrowhead.
01:04Choose the Load Materials command.
01:06If you see an alert message, go ahead and click on the OK button.
01:09Navigate your way to the 14_glass folder, click on Camera materials.p3m and then
01:14click the Load button.
01:15Now I'm going to cancel out because I've already loaded my materials.
01:18I'll click the down-pointing arrowhead next to All and then choose this material
01:23right here, Refractive glass.
01:25That's the one I want you to use and that's going to make the lens
01:28completely disappear.
01:29Don't worry about that for a moment.
01:31There are no internal constraints so you don't have to set type to hold this
01:34time around, just go ahead and click OK in order to extrude that shape.
01:38Now it doesn't look like we've done anything but make it disappear, and that's
01:42because of the opacity of the glass is absolutely 0% and we're not seeing the
01:48refractions and the reflections and so forth, until we ray trace this layer.
01:52So in the name of keeping track of it, as long as we're working in the
01:55Interactive mode, bring up the 3D panel and then find the first material which
02:00is called glass Front Inflation Material.
02:02Go ahead and select it and change the Opacity of this object of this particular
02:07material, and bear in mind, we only have two surfaces that matter, Front
02:10Inflation Material and Back Inflation Material.
02:13We're not seeing the extruded signs and we don't have any bevel.
02:16Anyway go ahead and select the Front Inflation Material and change the
02:19Opacity value to 20%.
02:22Then we'll at least see a ghost version of that lens.
02:24All right, next I want you to hide the 3D panel, switch to the camera layer and
02:29just so Photoshop has attempted to ray trace our scene all the time, go ahead
02:33and change the Quality setting from Ray Traced Draft to Interactive Painting.
02:37You may recall in order to see that option, you have to have Scene selected at
02:41the top of the panel.
02:42After a moment, Photoshop will go ahead and re-render the Scene, like so.
02:46I'm going to hide the 3D panel, scroll back up here inside the Layers panel,
02:49and as you may recall there are two different ways to go ahead and merge these
02:53two layers together.
02:54One is to select them both and then go up to the 3D menu and choose the Merge
02:593D layers command, or you can go ahead and click on the glass layer to make it
03:03active, the top layer of the two, and in this case glass has to be set directly
03:07in front of camera.
03:09Then you go up to the layer menu and choose Merge Down, or you press that
03:13keyboard shortcut Ctrl+E here on the PC or Command+E on the Mac, and either one
03:18should give you the desired result.
03:20Now what you want to make sure that you're not rendering the objects out as a 2D layer.
03:24So, just watch to see that you've got that little cube icon in the lower
03:28right-hand corner of the thumbnail.
03:30All right, not surprisingly the glass disappears.
03:32So double-click on the camera thumbnail here on the Layers panel to bring back
03:35up to 3D panel and then click on Filter By:
03:38Meshes, so we can see each of the now a dozen meshes inside of the Scene, click
03:43on glass to make it active, and go ahead and select from the third tool down
03:49here on the left side of the 3D panel.
03:51Go ahead and select the 3D Mesh Pan tool from that fly-out menu and you'll see
03:56these ridiculous position values and so forth.
03:59Let's go ahead and reset the object by clicking on the little house icon and
04:03that should go ahead and zero out all the values and establish scale values of
04:08one across the board as we're seeing here. So, all is well.
04:12Anyway I'm going to go ahead and switch for a moment to my Camera Rotate tool
04:16and I'm going to drag to the right just so I can better see what I'm doing, and
04:20also better access the 3D widget as I modify the mesh.
04:24Now I'm going to switch back here to my 3D Mesh Pan tool and I'm going to drag
04:29on this green-arrow-head.
04:30I'm going to drag over to the left as you see me doing here in order to move
04:35the glass into the desired position between the first ring and that frame
04:40element right there.
04:41And the value that I ended up with is a Y value of -290, both X and Z should be
04:48set to 0 and that ends up giving us this effect here.
04:51Just one other thing I want to do, I want to give this frame element a
04:54little bit of depth.
04:56So I'm going to select it inside of the 3D panel and I'm going to drop down here
05:01to this little R icon and click on it in order to bring up Repousse once again.
05:06So you can still access Repousse even after you've piled a bunch of objects into
05:10a scene, and I'm going to change that Depth value their to 0.02, like so, and
05:16click OK, just so that we have a little bit of an edge.
05:19Now you'll notice that the edge comes in white, that's not really what I want.
05:23So I'm going to switch back to the whole scene and I'm going to scroll down the
05:27list until I come to that frame, there it is right there.
05:31I'm looking for Frame Extrusion Material so the center material in the frame-list.
05:36Then click the down-pointing arrowhead next to this sphere and select another
05:39one of those materials I've created for you, dark-plastic.
05:42In order to render out that edge as a piece of dark plastic, like so.
05:46All right so that establishes the placement of the glass.
05:49Now I want to go ahead and switch back to my original camera view.
05:52So I'll select the Camera Rotate tool, and then I'll go up to the Options bar
05:55and switch View back to Camera Cam and that would right my scene, like so.
06:01All right so the glass looks a little bit cloudy and that's because it's still
06:04set to 20% Opacity, we should fix that.
06:06Bring up the 3D panel, go ahead and scroll down to the bottom of the list here,
06:10locate the glass Front Inflation Material.
06:12Go ahead and click on it and reduce the Opacity value back to 0% and you'll see
06:17absolutely all the way through that glass.
06:19It won't look like it's there at all but in fact it is there.
06:22It is all sorts of refractive qualities in particular going on and we'll see
06:26what that looks like in the next exercise.
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Introducing refraction
00:00In this exercise I'm going to introduce you to something known as the Refractive Index.
00:04And so here's how it works.
00:05Whereas reflection is light that bounces off of an object, such as a mirror of course.
00:10Refraction is how light bends as it passes through a translucent object.
00:15You have to have some reduction in Opacity to see any difference where
00:20refraction is concerned.
00:21Our glass has no opacity whatsoever so we are going to be able to see the
00:25refraction in all its glory.
00:27I've saved my progress as Invisible glass.psd and I'm going to go ahead and zoom
00:32in on this lens element.
00:34So we can see it nice in close up and I'll double-click in the thumbnail for the
00:38camera layer to bring up the 3D panel.
00:40Go ahead and scroll all the way to the bottom of the panel and I want you to
00:43click on glass Back Inflation Material.
00:46Right now, we have two layers to our glass.
00:49Both the front of the glass and the back of the glass, and they each have a
00:53refraction index, as you can see indicated by this final value.
00:56That means we're going to get a double refraction effect and when you're first
01:00trying to figure out what refraction is?
01:02That could be a bit confusing.
01:03So let's go ahead and crank that Refraction value down to its absolute
01:07minimum which is 1.
01:09So I want the Refraction for the Back Inflation Material, look back at the
01:12glass to be 1 and you can go ahead and leave the front of the glass the Front
01:16Inflation Material set to 2.18, which is the value that's applied by the material.
01:20All right, now let's get a sense of what things look like because unless we ray
01:24trace, we can't see the glass at all because it has an Opacity of 0.
01:28So I want you to grab your rectangular Marquee tool as I have, and then marquee
01:33this portion of the image, like so.
01:35So that we can ray trace this 1 area, not have to ray trace the entire image
01:40over and over again.
01:42Then go up to the 3D menu and choose Progressive Render Selection and that's
01:46going to go ahead and ray trace just that selected area of the image.
01:50Now it will take a moment in order to apply the changes but ultimately you will
01:54see this cloudy effect here.
01:57We also have quite a bit of refraction, you can see that the rings appear to be
02:00packed together and that's a function of that refraction.
02:04The cloudiness that we're seeing is a function of two things, first of all there
02:07is the refraction going on, so the light is kind of bouncing around.
02:11But also we have some very shallow light sources.
02:14In other words we've got the spotlights that are coming in from the upper right
02:19and the upper left and they're hitting the glass at a shallow angle and bouncing back off.
02:23So even though the Opacity value is 0 we're seeing that glass like crazy and so
02:28we're not able to see into the lens very well.
02:31Once you get a sense of what's going on, press the Escape key in order
02:33to cancel the render.
02:35Here's what we're going to do.
02:36We're going to light the lens directly.
02:38So we're going to pop a spotlight right into that lens.
02:42Because we're going to be discussing lights ad nauseam in a future chapter, for
02:46now I just want you to load a light that I've created for you in advance.
02:49Go to the 3D panel fly-out menu here and choose Add Lights Preset, don't choose
02:55Replace because we want to keep our existing lights, just choose Add Lights
02:58Preset, and then navigate your way to 14_glass folder, you'll find a light
03:02called Lens Lighting.p3l.
03:03Go ahead and click the Load button in order to load it on up.
03:07Now every time you switch out a setting when you're ray tracing a selection like
03:12this, Photoshop goes ahead and switches you back to the Interactive mode so you
03:15lose all that ray tracing, because it's not accurate anymore, don't you know?
03:19The nice thing is it doesn't restart the ray tracing until you tell it to.
03:23All right, let's go ahead and zoom-out a bit here so that you can see this light.
03:26I want you to see what's going on.
03:28I'm going to select the Light tool here inside the 3D panel and I'm also going
03:32to click on microlight because that's the light that we just added, and I'm
03:36going to drop down here to this little Toggle misc 3D extras icon.
03:40Click on it and choose first of all 3D light, so that we can see the lights.
03:45Now that's a little bit confusing because we have three different lights coming in.
03:48By the way, notice that the lights have different colors associated with them so
03:52we have a slightly yellowish light, we've a slightly bluish light.
03:55Those are coming in from the top, and then we have this microlight which is white.
03:59I'm also going to turn-on the selection, so I'll click on this icon down here at
04:02the bottom of the panel once again and choose 3D selection so we can see which
04:07light is selected and this is it.
04:08Let's go ahead and zoom in a little bit here.
04:11Notice we've got the light right there, we've got these various axes that are
04:15showing me how the light is rotated in a 3D space.
04:18I also have a little bit of what's known as attenuation, so notice I turned
04:22on, Use Attenuation.
04:23I just accepted the values that Photoshop applied for me.
04:26Attenuation is a drop-off of the light source.
04:29So this first ring shows me that the light is at full power to this point in
04:34the scene and then this large ring out here shows me that that is the drop-off point.
04:40That's the point at which light completely goes away.
04:43That is as I say known as Attenuation, we'll be covering that in more detail
04:47in a future chapter.
04:48But just want to give you a sense of what's going on, let's go ahead and turn
04:51off all that garbage, so it's no longer in our face here.
04:54I'll go ahead and turn off both 3D Selection and 3D Light.
04:58And then I'm going to switch back to my Marquee tool by pressing the M key.
05:00Let's go ahead and zoom on in so we can get an up-close and personal
05:04rendering of the scene.
05:05I'm going to go up to the 3D menu and I'll choose once again Progressive Render
05:10Selection and we'll have to wait it out.
05:12So we're going to be speeding these up inside the video, but you can count on
05:16each one of these renderings taking a few seconds, just to get started here
05:20depending on the speed and capacity of your video card, by the way.
05:24Anyway, that's good enough to give us a sense of what's going on.
05:26Things are still a little bit cloudy as they will be, that's okay.
05:29We're going to increase the contrast in a later exercise using an adjustment layer.
05:34But for now I want you to know is just how compressed these rings appear to be to each other.
05:39Now if we want less compression and less cloudiness as well, so less refraction.
05:44You'd go ahead and click on the Front Inflation Material.
05:47Bear in mind your Back Inflation Material has no refraction.
05:501 is as low as you can go, 1 represents the amount of refraction that you would
05:55get if you were floating around in space.
05:58So in other words, nothing, it's a vacuum but our Front Inflation Material has a
06:03fair amount of refraction, the highest you can go is 3, so it's just 1 to 3.
06:07Let's go ahead and take this value down to let's say 1.2 and then press the
06:12Enter key, and this is for the Front Inflation Material once again.
06:15Now as tedious as it may be, we're going to go back to the 3D menu and choose
06:19Progressive Render Selection and we'll wait it out.
06:21By the way, lower refraction settings take less time than higher refraction
06:26settings, typically, in order to render out.
06:29Notice now, that the rings appear to be more or less where they really are.
06:34Now we're going to see them really where they are, if the Refraction value is 1.
06:381.2 applies just a little bit of refraction, and in this case because we're
06:42working with the front of the glass we're seeing the rings compressed toward
06:45each other, and also we have a lot less cloudiness as you can see here.
06:49All right, I'm going to click into the image window in order to cancel that out.
06:52Just by way of contrast, I'm going to crank this guy up.
06:55Not all the way to the maximum but let's try 2.5.
06:58Let's say and see what that looks like.
07:00As soon as you apply the value you go back to the Interactive mode.
07:03In order to restart the Render you go up to the 3D menu and choose Progressive
07:07Render Selection, and that may seem like a lot of work to have to go back and
07:11forth like this, but it's a lot better than having to render out the entire
07:14scene every time because Photoshop would start in the upper left corner and work
07:18its way down to the lens in its Merry old time.
07:21Anyway you can see that we're seeing a lot more light bouncing off the lens so
07:24more of a foggy appearance.
07:25Also those rings are smashed against each other at this point.
07:30All right, I'm going to press the Escape key in order to cancel the Render.
07:33That gives you a basic sense of what's going on with refraction, when it's
07:36applied to the front surface.
07:38In the next exercise I'll show you what happens when we apply it to the
07:41back surface.
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Adjusting a double refraction effect
00:00I have saved my progress as Front-surface refraction.psd, and now that we have
00:04seen how said Front-surface refraction compresses the rings together, we will
00:08see how back surface refraction spreads them apart.
00:11And then we'll see how we can marry the effects of front and back service
00:15refraction in order to achieve a double refraction effect.
00:19If you're working along with me, make sure the camera layer is selected and
00:22bring up the 3D panel, and then I am going to scroll to the bottom of the list
00:26here and I want you to select the Front Inflation Material for the glass mesh,
00:31and go ahead and reduce the Refraction value down to 1, so that we have no
00:35refraction going on whatsoever.
00:37Then click on the Back Inflation Material and take its refraction value up
00:42just incrementally.
00:43Let's take it up to 1.1, because we are going to make a lot of difference very
00:47quickly with that value.
00:49Then assuming that you still have a Rectangular Marquee in place, go up to
00:52the 3D menu and choose Progressive Render Selection in order to render out the effect.
00:58Now, this should go a little more quickly than before because we have very
01:01little refraction associated with this piece of glass.
01:04Also, by the way, we are not seeing much of anything in a way of reflection
01:08because the Opacity value is cranked down.
01:11So, if you want to get reflection and refraction, you need something between 0% and 100%.
01:16A 100% Opacity is going to rule out refraction, 0% Opacity is going to rule out
01:22reflection, so you need something in between.
01:24However, notice in our case that we now have a deeper ring effect at work here
01:30inside the camera lens.
01:31All right, I am going to press the Escape Key in order to cancel that render.
01:35Let's see what happens if we take this value up to 1.4, for example, so we are
01:39just moving in baby steps here and you'll see what a big difference it makes.
01:43Now, I will go up to the 3D menu and select the Progressive Render Selection command.
01:47And this time around, we're going to see the rings move even farther back like
01:52so and they are moving like crazy.
01:54Not only that, they are kind of slanting as they move away from us.
01:59So, notice that the final ring is at a kind of crazy angle.
02:02All right, I'll press the Escape Key once more.
02:05Now, we could take this value all the way up to 3 if you want to but that's
02:09going to create the very crazy effect.
02:111.7 is where things really start breaking apart.
02:14So, I will go ahead and enter a Refraction value of 1.7, then go up to the 3D
02:19menu, choose Progressive Render Selection once again.
02:22And not only are we spreading the rings apart from each other but we are
02:27essentially opening up this area of nothingness in the lower left corner.
02:31And I suspect what's happening there is we are starting to reveal the scene in
02:35the background or just some world of absolute nothingness, which frankly
02:39doesn't particularly make any sense, but this is the effect that you're going to achieve.
02:43All right, here is something a little more interesting I think.
02:46I am going to press the Escape Key in order to cancel the render.
02:48Let's try to sort of merge a little bit of both worlds.
02:53I am going to take the Refraction value for this back surface and set it to 1.5,
02:58and then I'm going to click on the Front Inflation Material and change it to 1.5
03:03as well and let's see what happens at this point.
03:06I will go up to the 3D menu and choose Progressive Render Selection.
03:09Now, what you have to bear in mind is you're not going to get strictly the
03:14effects of 1.5 for Front Inflation mixed with 1.5 for rear inflation and have
03:20them just kind of merge together at some sort of let's say 50% Opacity, rather
03:25you have these two surfaces interacting with each other and so the back surface
03:29catches the light first and does its refraction.
03:32And then the front surface takes that refracted light and refracts it in a
03:36different direction, plus you have a little bit of merging of the two effects.
03:40So, we can see here that we are seeing some very obvious rings at these
03:47locations that I am tracing, and then we have these kind of phantom rings in the background.
03:51We also have this kind of double highlight effect back here in the background
03:55where a phantom highlight is mixing in with a stronger highlight.
03:58Now, anywhere where you see noise as the Progressive Rendering is being applied,
04:03that just indicates that you will have low opacity, so you are not really going
04:07to have noise at this location, per se just going have to wait out the render if
04:11you want to see what it really looks like.
04:13I don't have the time, so I am going to press the Escape Key.
04:16You can just imagine that's going to be lower opacity highlight effect.
04:19And when I say highlight, this is the highlight that's being cast on the camera
04:24back all the way through all of the objects here inside the lens element,
04:28because we have holes going all the way back to that back rear object.
04:34All right, the values I came up with for what it's worth are 2.18 for each of these surfaces.
04:40So, I am going to change the Refraction value for the Front Inflation Material
04:44to 2.18 and then click on Back Inflation Material and change it to 2.18 as well.
04:50And then let's go ahead and see what we have come up with here.
04:53I will go up to the 3D menu, choose Progressive Render Selection and we'll see
04:57what a hefty helping of double refraction looks like.
05:00And I love this effect because all of these various highlights are pulling
05:04apart from each other.
05:06Now, it's a little bit murky, which is why I am going to apply an
05:10Adjustment layer, but first I am going to let this run a little bit, we are
05:13going to quicken the pace of course here inside the video, so it's going to
05:15go more slowly for you.
05:16All right, this looks pretty good to me but as I say this glass still comes off
05:20is being pretty cloudy.
05:21So, I've created an Adjustment layer in advance.
05:24So if you go up to the top of the Layers panel and twirl open the comp elements
05:29group right there, you'll see that the bottom item is called deepen.
05:33Go ahead and turn it on, it's an adjustment layer.
05:36And if you click on the vector mask, then you can see that we have this 2D path
05:40outline that's accurately tracing the area inside the lens.
05:44Not only that, I'm going to zoom out here.
05:46I'm also tracing each one of these HDR lenses;
05:49although not entirely accurately.
05:51So I am going to have to address that a little bit.
05:53And you know what, I am going to go ahead and grab my Rectangular Marquee tool
05:57once again and select this region right there and might as well ray trace it to
06:02by going to 3D menu.
06:04I can't choose a demand because I don't have the right layer selected, so I
06:06will click on camera and then go up to 3D menu and choose Progressive Render Selection.
06:12And in the case, we are not going to see the matrix move around because it's too
06:18big for the selected area, so it's just making passes in place there and you
06:22don't have to wait too long for this effect to apply.
06:24I am going to press the Escape Key in order to get just a vague sense of what's going on.
06:29And then I will press Ctrl+D or Command+D on the Mac to deselect that area.
06:32And I am going to scroll back up my list here inside the Layers panel.
06:36Click on that deepen layer, click on the layer mask to make it active and select
06:40the Black Arrow tool here inside the toolbox and I am going to click on this
06:44larger circle there.
06:46And go up to the Edit menu, choose Free Transform Path or press Ctrl+T,
06:50Command+T on the Mac and I am just going to sort of nudge these guys into place
06:54like so and this looks pretty good.
06:55With the exception of we're kind of missing this area in the lower right
06:59region, so I am going to press the Ctrl Key or the Command Key on the Mac and drag that guy out.
07:05So, when you press Ctrl or Command, then you can drag one handle
07:08independently from the other.
07:09Press the Enter Key or the Return Key on the Mac to accept the change.
07:12Click on this lower circle, go ahead and free transform it as well by choosing
07:17Free Transform Path from the Edit menu. Drag this edge in;
07:20maybe drag this edge in as well to about there.
07:24It looks like press the Ctrl or Command Key and drag at that lower left corner handle.
07:28Press the Enter Key here on the PC or the Return Key on the Mac in order to
07:31apply that change, and then I am going to click on the camera layer in order
07:35to switch back to it.
07:36And those are our lenses so far.
07:38In the next exercise, we are going to add a bona fide curving lens object right
07:42there in the center of the camera's lens element.
Collapse this transcript
Creating a reflective lens
00:00In this exercise we're going to add a kind of oblong piece of glass to
00:03the center of the lens element, and that's going to serve as the central light catcher.
00:08So that we're not seeing all the way through to the camera back.
00:12I've saved my progress as Double refraction effect.psd, and if you scroll up
00:17inside of the Layers panel you'll find a final shape layer called Lens, go ahead
00:21and select it and turn it on as well.
00:24And then go to the 3D menu choose Repousse and choose layer Mask, and this time
00:29around we're not going to apply any Depth whatsoever, because this is not going
00:32to be a flat piece of glass, like that previous one that we had.
00:36This is going to be a piece of glass that bows outward.
00:40So I'll change the Depth value to 0, and then I'll drop down to the Inflate
00:45option and change its Size settings from Front to Front and Back, and then we'll
00:49increase the Angle value to 90 degrees.
00:53So we end up getting something very nearly resembling as sphere.
00:56Now up here in the upper right portion of the dialog box I want you to click the
01:00down-pointing arrowhead next to All, and then select the final material which
01:04goes by the name Central lens.
01:06Now again the Opacity value of this object is very close to 0, it's actually 2%,
01:12so we're no longer seeing the object without ray tracing it.
01:15Anyway, go ahead and click OK in order to apply those settings.
01:19And now so that we can see what we're doing, and also because it will serve as
01:22well for catching reflections, I'm going to bring up the 3D panel, I'll click on
01:27lens Front Inflation Material and I'm going to raise the Opacity value to 50%.
01:32I'm also going to make a couple of changes to the Back Inflation Material, I'm
01:36going to lower the Reflection value to 25% and I'm going to take the
01:40Refraction value up to 2.18.
01:43So we have not only a double refraction effect but we have a couple of different
01:48refractions interacting with each other.
01:50Now what you end up seeing here is this kind of bubble that might hold, you know
01:54Glinda, the Good Witch in the Wizard of Oz and that's actually going to work out
01:58quite nicely once we place the lens inside the camera.
02:02So I have lens selected, it's directly above the camera layer, so I can merge
02:07one with the other just by pressing Ctrl+E here on the PC or Command+E on the
02:12Mac, and I'm going have to wait for the merge to occur of course.
02:15Once I'm done I want to keep an eye on that Cube icon down there in the lower
02:19left corner of the thumbnail to make sure that it still have a 3D layer and sure enough I do.
02:24Now of course who knows where that lens has gone, we need to bring up the 3D
02:28panel, go ahead and click that icon Filter By:
02:30Meshes and then scroll to the bottom of the list, click on Lens to make it active.
02:35Go ahead and select the 3D Mesh Pan tool and then go up to the Options bar and
02:39click on the House icon right there in order to reinstate the Position and
02:43Orientation values to 0 and you can actually make out a little bit of that
02:47object at the back of the camera.
02:49All right, let's go ahead and bring it forward and I'm going to do so by
02:52Shift+Scrubbing the Y value up here in the Options bar and I'm going to take it
02:58let's go to about -120 and see where it lands inside of the lens elements, and
03:03that certainly moving it forward.
03:05I ultimately came up with a Y value of -120, once again bearing in mind that -Y
03:12values move the object forward.
03:14All right so, so far it looks good there is another change that I'd like to make.
03:19I'm going to switch back to my Whole scene options, scroll to the way bottom of
03:23the list, click on the Front Inflation Material and instead of the Diffuse color
03:27being set to White truly doesn't make any sense so we have this white ghostly
03:31object inside the camera.
03:32I'm going to click on that Color Swatch and I'm going to change the Brightness
03:36value to let's say 20%, click OK, and now let's get a sense of what this area
03:41looks like by ray tracing, I'll grab my Rectangular Marquee tool, and then I'll
03:46draw marquee around the central lens area, so that I include the entire interior
03:50of that frame element.
03:52Now I'll go up to the 3D menu and choose Progressive Render Selection.
03:56Now this is not going to be a fast process, I warn you, takes anywhere from a
04:00couple of minutes to good five minutes depending on how powerful your system
04:04and video card are.
04:06So we're going to be accelerating this process quite dramatically and as resolve
04:10bearing in mind that initially we have a lot of noise.
04:13You can see down if nothing else we've managed to create this kind of sparkly
04:17mysterious lens element in the background and it's covering up the camera back.
04:22So we don't have to worry about some completely unrealistic bunch of blackness
04:27in the background nor do we have to worry about rendering the shutter release or
04:31the image sensor or any of that jazz.
04:34Also notice because this element has a fair amount of opacity notice the front
04:38face has an Opacity value of 50%, we can see a reflection of that image in
04:43this spherical panorama, I'll be it, it's kind of cropped inside of this outer
04:48frame element right here.
04:50And then finally that little bit of highlight there, that's a combination of the
04:53gloss and shine working together and we also have a little bit of highlight
04:57coming in from that micro-spotlight.
04:58All right, at this point I'm going to go ahead and click the Escape key,
05:02it's still awfully noisy we have some more rendering to do, but before I render
05:06any further I want to enhance the reflective quality of this lens.
05:10By adding and enhancing a diffuse texture and I'll show you how that works
05:14in the next exercise.
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Creating a "diffuse reflection"
00:00All right so far we've got this interesting reflection on the central lens
00:03element, but it's not nearly enough.
00:05So I'm going to enhance the effect not using an Environment Map, because those
00:10tend to be unreliable, but using a Diffuse Texture instead.
00:13I've saved my progress as Dark central lens.psd and with the lens Front
00:18Inflation Material selected here inside the 3D panel, I'm going to drop down to
00:22the Diffuse option, click on the Folder icon and choose Load Texture, and then I
00:27want to you to find a file called Blurry daisies.jpg, it's a blurry version of
00:32that same Fotolia image that we used in the previous chapter and go ahead and
00:36click the Open button to load it on up.
00:37Now that's going to create quite the bright happy lens as you can see here, in
00:41fact it's lots of lens now and more of a beach ball, so here's what I want to do
00:46I want to deem the outside edges by modifying this diffuse texture, so I'll
00:51click the little page icon next to the Diffuse and choose Open Texture to open
00:55that image inside a separate image window and I'm going to close the 3D panel so
00:59I can see what I'm doing.
01:00Right now, we've a single background layer.
01:02What I want to do is great a vignetting effect a dark vignette around the
01:06outside of this image, and I want to do so using a smart filter so with the
01:10background layer selected I'll go to Layers panel fly-out menu and choose
01:14Convert to Smart Object, if you loaded Deke keys, you've got the keyboard
01:17shortcut of Ctrl+, or Command+, on the Mac and I'll go ahead and rename the sky
01:21lens texture and now I go up to the Filter menu and choose Lens Correction from
01:26the top of the list.
01:28Now this is the first time you've applied Lens Correction in a while or ever.
01:32You may have to wait it out for a moment while Photoshop loads its remote lens
01:36profiles, but once a dialog box comes up on screen click on the Custom tab in
01:41order to switch to the Custom panel right here and I want to reduce the Vignette
01:45value, the Amount value their to -100 and that's it a Midpoint of 50 is just
01:50fine, now go ahead and click OK in order to apply that Vignetting effect.
01:55Now to get a sense of whether the vignetting is occurring inside of the lens I'm
02:00going to up to the 3D menu and choose Create UV Overlays and then choose
02:04Wireframe and you can see that the Wireframe describes a kind of circle.
02:08Now I'm not that we are far enough into that circle in order to do any good.
02:13So I'm going to click on the Lens Texture layer once again, press the Alt key or
02:17the Option key on the Mac click the black, white icon and choose Levels command
02:21and I'm going call this layer Darkness and then click OK.
02:26And here inside the Adjustments panel I'm going the raise the black point value
02:30the 40, so we're darkening the heck out of those corners, then I'm going to Tab
02:34over to the Gamma value and press Shift+Down arrow six times in a row to reduce
02:39that value to 0.4 and so we get a dark effect indeed and it is definitely
02:44extending into that circular wireframe.
02:47All right now we need to go ahead and turn the Wireframe off and might as was
02:50well call this new layer Wireframe and then turn it off like so, because we
02:54don't want a wireframe to across the lens and then go ahead and close this image
02:58click the Yes button here on the PC or the Save button on the Mac and you'll see
03:02that you apply this darker Vignetting effect around that lens.
03:06All right as always we can't really gauge the effect until we go up to the 3D
03:10menu and in this case choose Progressive Render Selection, assuming that you
03:14still have that marquee around the central portion of lens element.
03:18Now I hasten to add that and I know I mention this all the time we are speeding
03:22up the ray tracing significantly, because in real life it takes several minutes
03:26to apply and as a render progress excuse the noise of course, but notice that we
03:30have a kind of reflection inside of our reflection effect.
03:35So we have the larger reflection which is a complete and total fake created
03:39using the diffuse texture, and then we have a legitimate inset reflection which
03:44is created by the inside of the spherical panorama.
03:47All right so I'm going to press the Escape key, I figure that's good enough for now.
03:51In the final exercise we'll enhance the scene with the help of a couple of
03:542D layers.
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Adding depth and highlights in 2D
00:00I've saved my progress as Simulated double reflection.psd, and in this final
00:05exercise of the chapter we're going to finish off the effect using a couple of 2D layers.
00:11Now the first thing I want you to notice here.
00:12I'm going to hide the 3D panel for a moment, and I'm going to collapse my camera layer.
00:17So it's taking up a little less space here inside the Layers panel.
00:20I'm going to turn off the background layer, and I want you to notice a curious
00:24thing that's happening inside the lens.
00:27All of a sudden we have a checkerboard pattern.
00:29Now if we'd been working against a transparent background in the first place,
00:32in other words if I turn off the camera layer there is nothing going on in the background.
00:36If I were to work that way then I might be terribly puzzled by the fact that I'm
00:40seeing this checkerboard inside of the camera.
00:43After all, what in the world can it possibly mean?
00:45Does it mean that there is actually a checkerboard inside the camera, which is unlikely?
00:51Or does it mean that Photoshop can't render this scene worth beans which is
00:57hopefully not the case.
00:58Does it mean that Photoshop is trying to indicate that this particular portion
01:03of the larger scene is translucent, which actually is not what's going on.
01:07Instead, Photoshop is getting mildly confused in deciding that this portion of
01:13the 3D scene is in fact translucent.
01:15In other words, it's not just that you can see through this reflective lens,
01:20it's that you can see through somehow through the back of the camera and it
01:25doesn't even make any sense.
01:26But that's what Photoshop is choosing to show us here.
01:29So I just want you to know that that sometimes happens.
01:33Throwing translucent objects into a larger scene sometimes creates a kind
01:38of nebulous hole through the entire scene, through even opaque objects in that scene.
01:44Well, that's not necessarily a great thing but sometimes you can exploit it.
01:49So, for example, if I turn-on the background layer that's going to brighten
01:53things up by introducing a little bit of white into the scene.
01:57What if I want to darken things up?
01:59I would click on the background layer to make it active.
02:01Currently black is my foreground color, so I could fill that entire layer with
02:05black by pressing Alt+Backspace or Option+Delete on the Mac, and notice that the
02:10lens just darkened up and it darkened up quite nicely, so I like that effect.
02:14Anyways, so it's a happy accident that ended up working in my favor.
02:18All right, now I'm going to turn off the camera layer for a moment, and I want
02:22you to note the sparkles layer right there.
02:24I'm going to turn it on and this is all there is to it.
02:27The idea is I wanted to introduce some other lights that were bouncing off
02:32the central lens there.
02:34These kinds of reflections are very common, by the way.
02:37I looked at a bunch of different camera shots and found these sorts of things showing up.
02:41It could be a factor of many lights being shined into the camera, various
02:46colored lights, or it could be a matter of the white light refracting inside the
02:50lens and then being reflected back in its various color components.
02:55Either way it doesn't really matter but I ended up creating this effect using
02:59the Brush tool, is essentially what I did.
03:01So I drew this selection actually this sort of crescent selection using the
03:06Elliptical Marquee tool, I feathered it, I filled it with White, and then I
03:10set about adding a few other color points using the Brush tool, sometimes with
03:15specialty brushes, sometimes not, and sometimes with translucent brushes and so forth.
03:20Anyway, the reason it has that sharp edge right there is because it's clipped.
03:24If I Alt+Click or Option+Click on horizontal line between sparkles and that
03:28layer below which, by the way, goes by the name deepen, there it is.
03:33Notice the deepen layer has a Vector Mask, and we saw how that worked a few exercises ago.
03:38Anyway, I wanted to make sure that I'm cropping sparkles inside of the lens, so
03:43I Alt+Clicked or Option+Clicked the horizontal line between the two, in order
03:47to create a clipping mask that is clipped with sparkles inside of the lower Vector Mask.
03:52All right I'm going to go ahead and reduce the width of Layers panel again, and
03:55then I'll turn on the camera layer and we end up getting this effect here.
03:59Now it looks a little fakey in this Draft mode, but as soon as we apply the
04:04final rendering, it's going to look quite good actually.
04:07All right, I'm going to zoom out here, and then I'm going to turn on the top
04:10text layer in order to add the tag line to the scene.
04:13And then finally, let's go ahead and render the scene using Photoshop's Ray
04:17Traced Final setting.
04:18So I'm going to click on the camera layer, I'm going to bring up the 3D panel
04:23and I'm going to change Quality from Interactive (Painting) to Ray Traced Final.
04:27Now I'm here to warn you.
04:29This is going to be a long process.
04:31If you want to ray trace your scene, if you're working along with me and you
04:34want to render it using Ray Traced Final, then prepare to leave your machine.
04:38It's going to take at least an hour, possibly several hours to apply.
04:43It's going to work better if Photoshop's working in the foreground.
04:46So you can't do anything else in Photoshop while you're performing a ray trace,
04:50by the way, because you'll just interrupt the process.
04:54You can work inside of other applications on your computer if you want to, but
04:58that's really going to slow Photoshop to a crawl.
05:01The best thing to do is, let Photoshop remain in the foreground, let it do its thing.
05:05Really honestly, this kind of ray tracing is a great thing to do overnight.
05:09Anyway we're going to accelerate the heck out of the process.
05:11All right so, here is the final ray traced version of the image.
05:15Did I say it might take an hour or more?
05:17It took more than ten hours to ray trace this darn thing.
05:21But anyway, it's finally done.
05:23I'm going to go ahead and fill the screen with the image and zoom in slightly.
05:26So here is the final version of that complex scene, complete with glass elements.
05:30Just for the sake of demonstration, here's that same illustration before the ray tracing.
05:36What a difference ray tracing makes, here's the after version.
05:39So several hours of ray tracing later, but the results are worth it.
05:43Thanks to the awesome, if slightly sluggish 3D power of Photoshop CS5 Extended.
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15. Lighting Your Scene
Igniting the colors in your scene with light
00:00In the realm of 3D, an object is wrapped in a diffuse texture and by diffuse I
00:06mean a single color or image spread over an area.
00:09But regardless of the color or image, that object will be black in the absence
00:14of light, because without light, a 3D scene is exactly what it is in real life
00:19clouded by the darkness of night.
00:22When you light an object, its colors become visible, and the object depending on
00:27its material to some degree shines which makes lighting one of the most
00:31essential attributes of a scene as well as one of the toughest.
00:35Watch the credits at the end of a computer animated movie;
00:38Toy Story, Shrek, the one with the dancing penguins, and you'll see a laundry
00:43list of lighting artists.
00:45All they do is light, which is to say lighting is a big job.
00:49It requires not just placing the lights, but also pointing them, plus defining
00:53a few key attributes;
00:55intensity, hotspot, fall-off, attenuation, so it requires time, not to mention patience.
01:02In this chapter, we're going to light a bedroom by setting a table-lamp and four
01:07can lights, you know, the ones recessed in the ceiling.
01:10And while it isn't easy, it's well worth the work.
01:13After all, light is the energy that ignites the colors in your scene and
01:18frankly, there's a certain zen to it.
01:20Each light wakes a slumbering piece of artwork.
01:23Each light is that diffuse texture talking to that reflective surface, talking
01:28to the lens of your camera.
01:30Each light is another fragment of your scene come to life.
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Making sense of a single-mesh scene
00:00All right, kiddos! I want to give you a sense right upfront here of where we're going with this chapter.
00:05We're going to start with this basic setup right here, this bedroom scene.
00:11Thus far, it's un-rendered;
00:12it's unlit, so you can get a sense of the ginormous difference that lighting
00:16makes in a 3D scene inside of Photoshop as elsewhere in the real world as well.
00:22This scene was assembled for me by a member of our awesome graphics team here at lynda.com;
00:27custom scene that Paul Roper put together for us inside of Maya.
00:32We're going to take this scene, and we're going to go ahead and light it and
00:35render it and we'll ultimately come up with this.
00:38So it's a fair sea-change I think.
00:40Now I rendered this version of the image using Photoshop's Ray Traced Draft
00:44setting, and as a result we have these very dark, even blackish shadows.
00:49So you can see that.
00:52And as a result, we have these very dark sometimes black shadows.
00:55For example, this little bit of baseboard in the upper-right region of the image
01:00is entirely black, whereas when I rendered the scene using Photoshop's Ray
01:03Traced Final setting, I ended up with this version of the scene here.
01:07So much brighter, also we have filled-in Shadows.
01:11So we have these orange shadows that are created by the light bouncing off the
01:14floor and then filling in the shadows.
01:15So we have a much more realistic version of the scene;
01:19brighter, more cheerful as well and so forth.
01:21I went ahead and filled-in the windows.
01:23Those are 2D effects, by the way, so that has nothing to do with the Ray
01:28Tracing, because the Ray Traced Draft version of the image, you can see we don't
01:31have any reflections on the windows, we do in this final version.
01:35Again, totally 2D fakery;
01:36I'll show you how that works before we're done.
01:38Anyway, for now what I like you to do if you're working along with me, is
01:42switch over to Photoshop.
01:43I was in the Bridge, by the way, there for a moment.
01:45I have opened this file that's called Base comp.psd.
01:49It's found inside the 15_lighting folder.
01:52It contains a Background layer, and then just one more layer, this moonlit sky
01:56which comes to us from a fellow named Stas Perov of the Fotolia Image Library
02:01about which you can learn more at Fotolia.com/deke.
02:04The only reason we've got this image in here is to fill-in that initial window.
02:09So we'll come back to it later, go ahead and turn it off for now.
02:12Then I'd like you to go up to the 3D menu and choose New layer from 3D File.
02:17Then navigate your way to this subfolder that's inside the 15_lighting folder,
02:22it's called Roper resources, that is, these files from Paul Roper, and I want
02:27you to select the file that's called Hotel room.obj and then click Open in order
02:32to import this 3D scene into Photoshop.
02:35Now, it not only contains the scene ultimately rendered out as a single big mesh
02:40but it contains a ton of materials as well that will give us the option to
02:44better manipulate the scene over time. All right!
02:47I am going to go ahead and grab my 3D Camera tool here.
02:51I am going to use the widget to zoom-in on the scene, so I am dragging on that
02:54blue arrow in order to move inward, and then I'll also drag down on the green
02:59arrow to move our view of the scene down just a little bit.
03:03I might go ahead and rotate it up just like so, so that we can see down into the scene.
03:08I am going to scoot this over as well, because one of the things that we need to
03:11do here is figure out where all the various objects are.
03:15So if I double-click on the thumbnail for this Hotel room layer here inside
03:19the LAYERS panel to bring up my 3D panel, you can see that I've just got one mesh, that's it.
03:24And if you go up to the little Filter By:
03:26Meshes icon and click on it, sure enough one mesh is all you got which means
03:31that we can't move any of the meshes around so we can't change the position
03:34of the windows, we can't move the bed inside the scene, we can't do any of that jazz.
03:39That has a lot to do with the fact that we imported this scene as an OBJ file,
03:43which Photoshop doesn't like nearly as much as DAE files.
03:46But that's okay because we can still work with it.
03:48Where we are going to have the option of manipulating the scene is in terms of its materials.
03:53So if I switch back over to Filter By:
03:55Whole scene, then I can see this big long list of materials here.
03:59Some of them make a modicum of sense, like there's four window materials.
04:02So I assume those go with the windows.
04:04But the other ones, all these lamberts, and then there are some lamps, and beds,
04:08and I don't know what's going on with all this stuff, and so I'd like to figure
04:12out which material goes with which object.
04:14For example, since the only control I have over the bedspread is going to be a
04:18material, I would like to know which material that is.
04:22I can't turn Materials on and off.
04:24Notice they have eyeballs but the eyeballs are dimmed.
04:28So I ask you, why are they even there if they are perpetually dimmed?
04:33If we have no option to click on them, why does Photoshop tempt us with them?
04:39Here's the tip though.
04:40If we click on one of these items like this thing that's called BedsideTable,
04:43I assume it's the bedside table right here but let's confirm by going down to the Opacity value.
04:49And if I set that Opacity value to 0 like so, and then press the Enter key, or
04:54the Return key on the Mac, sure enough the table disappears.
04:57So that tells me that indeed this material goes with that table, so that's
05:01great, that's good news.
05:03Also another way to sort of figure out what's going on is to go down to this
05:07little eye icon down here next to the little grid that says Toggle Misc 3D
05:12Extras, click on it and then choose 3D Selection, and that way, you're going to
05:17see a little wireframe around the selected item.
05:20So we know it's the bedside table.
05:22Instead of this weird long name it has right now, let's just go ahead and call
05:25it bedside table like so, and so that way we know what in the world it is.
05:31Now, I am going to crank the Opacity value back up to 100%.
05:34Okay, so we figured out one of the many objects inside of the scene.
05:39In the next exercise we're going to organize and name all of the others.
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Identifying and naming materials
00:01So in the previous exercise we managed to hunt down and rename the most obvious
00:06material in the scene, which is the bedside table.
00:08In this exercise, we are going to hunt down to rename the remaining 16 materials.
00:13Now, it's all a matter of due diligence, we are just trying to navigate our way
00:17around, figure out what's going on.
00:18You could skip this step if you want to.
00:20I don't recommend that you do that, because you are going to be a lot better set
00:24to navigate through the scene and make it look beautiful if you know what's
00:27going on in the first place.
00:29I've saved my progress as The single-mesh scene.psd.
00:32It's found inside the 15_lighting folder.
00:34I am going to click on this next item down here.
00:37This material that's called bed05:blinn1SG.
00:41I have no idea what in the world that means.
00:43So we will click on it to make it active.
00:46I do have my 3D Selections turned on.
00:48You can do so by clicking on that little icon down there at the bottom of the panel.
00:52You can also do so by going up to the View menu, choosing Show and then
00:55choosing 3D Selection.
00:57Either way, the check mark should be in front of the command so you can
00:59see what's going on.
01:00This is obviously the bed frame right here and it also includes the
01:05frame underneath the bed.
01:06So, I am going to go ahead and name this bedframe, like so.
01:10Now, I'll click on the next item down that appears to be the bedspread.
01:13So I will go ahead and rename it bedspread.
01:15Now, some of these items are easy to identify, others not so much.
01:19The next guy is a little tough.
01:21It's like what in the world have I selected this time.
01:23I don't see white edges around anything.
01:26So I will reduce the Opacity to 0% and keep a careful eye on the scene, because
01:30theoretically I am seeing a representative of just about everything in the scene
01:34here from this view.
01:36As soon as I reduce the Opacity, the pillows go away.
01:39Well, now what I do is I sort of hunt further there.
01:42I'd zoom into the scene, see what else is going on, maybe change a bedspread to
01:46an Opacity value 0% so that I could see if it's not just pillows, it's something else.
01:52I'll just tell you what's happening here.
01:54It turns out it's both the pillows and the mattress.
01:56So, I am going to press Ctrl+Z or Command+Z on to undo the reduction in the Opacity value.
02:02We want most of these objects to remain fully opaque.
02:05Now I will go ahead and rename this material mattress & pillows. There we go!
02:10Now, let's drop down to blinn1SG and that is baseboards this time around.
02:16You can change the Opacity if you want, but I know for a fact these are the baseboards.
02:21Then click on the next one and it's like what?
02:23I have no idea what blinn2SG is.
02:27If I reduce the Opacity to 0% here, then I don't see anything reduced in opacity.
02:34You know what, I am going to press Ctrl+ Z or Command+Z on the Mac to reestablish
02:37the Opacity value of 100% and we'll come back to that guy.
02:40Let's click on the next item down, blinn3SG and I can see these little
02:45selections, these white selection edges around each of the cans at the top of
02:50the scene above the ceiling.
02:52So I am going to rename this guy can housings, like so.
02:57You know what, I bet;
02:58we will come back to it in a second.
02:59I am going to click on the next one, lambert2SG and that's the entire ceiling.
03:05So I am going to rename it, entire ceiling because it's not just the ceiling, it
03:10also includes the crown molding along the interior of the ceiling.
03:14Again, I just know that from sort of flitting around inside this image.
03:17Let's reduce the Opacity of the ceiling to 0% for moment so we can see through it.
03:22I'm also going to reduce the Opacity of the can housings and now I'll click on
03:27blinn2SG again and it's these little guys right there, the light lights.
03:32If I reduce the Opacity value 0%, sure enough they go away. So that's them.
03:37Press Ctrl+Z or Command+Z on the Mac to reset the Opacity value back to 100%.
03:42I'll call this guy just for the sake of variety, I will call it ceiling lights
03:46instead of can lights.
03:47That way I can just look at this for easily and note that can housings are the
03:51exterior metal items, ceiling lights are the items I need to light, because I
03:55need to keep track of where these objects are so that I can project light out of them.
04:00Anyway, I am going to switch back to can housings, restore its Opacity
04:03value back to 100%.
04:04Click on entire ceiling;
04:06take its Opacity value back to 100%.
04:08Click on lambert3SG and I think what this is, is the wall.
04:14So, I am going to change the Opacity value to 0%, sure enough. That's both wall.
04:18So I will press Ctrl+Z, Command+Z on the Mac, double-click on this item and
04:22call it both walls.
04:24Then let's go ahead and scroll down.
04:26We just have a few more items, believe it or not.
04:28There's lambert4SG. What is that?
04:31I can't tell for the life of me.
04:32So I will go ahead and reduce the Opacity value to 0% and the floor goes away.
04:37So, it must be the floor.
04:38Press Ctrl+Z, Command+Z on the Mac to undo.
04:41Then change the name of this item to floor.
04:44Now, we have a handful of lamp items right here.
04:47And to properly identify those, I am going to go ahead and zoom in on my seams
04:52more and by zoom in I mean with the camera.
04:54So, I have still got my 3D Camera tool selected here and I have got my widget
04:58up, so I can drag on the blue arrowhead to zoom in on the scene, and then I can
05:02drag on the red arrowhead in order to scoot over a little bit.
05:06I'm going to zoom in even further, because I really want to be able to keep a
05:10close eye on that lamp right there.
05:13So, I am just dragging on the blue and red arrowheads, by the way.
05:16Now let's click on lamp03:blinn1SG and that is the lamp stand, all right.
05:21So, I will go ahead and call it that.
05:24The next item here is what? Don't know.
05:28Can't see it when it's selected.
05:29So we will drop down to the next item and it's the lamp shade.
05:33So I'll go ahead and name it that.
05:36Then I will take that lamp shade and I will reduce its Opacity value to 0%.
05:40So, I can see there's a light bulb inside of the lamp shade.
05:43So, I am going to click on this guy to check if it is the light bulb.
05:46I'm not seeing any kind of highlight around the light bulb.
05:50So let's change the Opacity value to 0% and see what happens.
05:53And the light bulb disappears.
05:55So, it must be the light bulb.
05:57So, I am going to go ahead and rename this guy light bulb, like so.
06:01You know what, this time around, I am not going to take the Opacity value up to
06:03a 100%, I am just going to take it up to 20% because we are going to want to put
06:08a light inside of that light bulb, but I don't want it to get completely
06:11obscured by the bulb shape.
06:13Now, I am going to go ahead and click on lamp shade again and let's take its
06:17opacity value up to 75%.
06:19We want it to have a little bit of translucency.
06:22The only remaining items are the windows.
06:25So let's go ahead and scroll over a little bit here inside of our 3D scene by dragging.
06:30So, I dragged to the right on red arrowhead.
06:32I am also going to drag up on the green arrowhead and that's this first
06:36window right there.
06:37So, I am going to call it window frame 1.
06:41Then the next item down is actually the pane inside of the window.
06:45If I were to reduce its Opacity to 0 %, you can see that the window goes
06:49white instead of gray.
06:50So, I am going to rename this item, pane 1, and then I'm also going to change
06:56its Opacity value to 25%, because we do want some translucency associated with
07:00the window, 25% of service is just fine for now.
07:03The next guys, I'll just ruin the surprise here.
07:06We don't have to go hunting for them.
07:07They are window frame 2 and pane 2.
07:09So let's just go ahead and rename them as such. So window frame 2.
07:14Then for this final item here, I will go ahead and call it pane 2 and I will
07:19change its Opacity value from 100% down to 25%.
07:23We have now managed to identify and name every single one of the 17 materials in
07:28this scene, which will make it a heck of a lot easier to navigate and modify
07:32these materials in future exercises.
Collapse this transcript
Establishing a base camera and light
00:01All right, so you may have noticed, we brought this model into Photoshop without
00:04changing its position or orientation, nor did we change the position or
00:08orientation of the mesh.
00:09We're going to be doing all of that positioning and orientation work using the
00:13camera, and that way the entire scene and all its materials and all of the
00:18lights will move as one and it will make for a much more streamlined experience.
00:23So we're going to start things off in this exercise by establishing a kind of
00:27home camera angle that we will visit over and over again throughout this
00:31chapter, and we're also going to whittle down the lights and I'll show you why
00:35that's necessary in just a moment.
00:36I've saved my progress as All materials accounted for.PSD, it's found inside the
00:4115_lighting folder, and you know what, I just want to mention something, I might
00:45have mentioned this before but it bears re-mentioning it.
00:48So I'm going up to the Window menu and I'm going to choose the Open command or
00:51press Ctrl+O, Command+O on the Mac, but this is really specifically a Windows
00:55issue, it doesn't really happen on the Mac.
00:57You may end up finding yourself trying to open an image, here I'm looking at the
01:01contents of the 15_lighting folder, and I can't see a darn thing except this
01:04Roper resources subfolder and that's because Photoshop has the tendency here
01:10under Windows after you get done importing a 3D file, then it decides that the
01:15only files of type that you'll ever want to open in the future are CIN, SDPX,
01:22DPX and FIDO files, when that's insane.
01:25Anyways, so what you do because you can't find anything, is you click on this
01:30down-pointing arrowhead and you choose All Formats, and all of a sudden then you
01:33can see all the standard file formats that are available to you, just FYI.
01:37Anyway I'm going to cancel out of there.
01:40And what I'm going to do, I've got my Camera tool still selected here and I'm
01:44going to back off of the scene just a little bit and you'll find that you may at
01:49certain points either have your view of the scene blocked by the ceiling or the
01:53floor or one of the walls and that's just something you are going to have to
01:56deal with over time.
01:57I'm going to go ahead and drag my view of the scene down a little bit;
02:00I might spin the scene as well, like so.
02:03Here are the values I ultimately came up with.
02:06Make sure that you are seeing the Orientation values up here in the Options
02:09bar and I do want the X value to be -106, so I'm almost there and I'm going to
02:15change the Y value to 0, and then I'm going to change the Z value, also very close, to -128.
02:22So we've got -106 for X, 0 for Y, and -128 for Z. These of course are
02:27the Orientation values.
02:28Now let's go ahead and switch over to that Pan, the 3D Camera tool, so that we
02:33can see our position values and I'm going to change the X value to -144, the Y
02:39value quite different than what I have.
02:41I'm going to change it to -38, and then I'm going to change the Z value to 74.
02:47So again -144 for X, -38 for Y and 74 for Z, and this is going to be our home
02:54position, we can only see one of the windows, we can't see the other one.
02:57That's okay, we're going to actually be able to see the other one pretty soon.
03:02Thanks to the power of reflectivity inside of Photoshop, but for now what I'd
03:05like you to do is go up to the Options bar, click on the little floppy disk
03:08icon, our method for saving everything don't you know, constantly using the
03:13floppy disks and I'm going to go ahead and call this camera angle Home
03:16Position and click OK.
03:18And now we'll be able to come back to it any old time we like.
03:21All right now let's check out what's going on with the lighting in the
03:23scene, it's not good.
03:24Of course a very flat lighting, and if I double-click on the thumbnail for this
03:28Hotel room layer to bring up the 3D panel, and then I'll go ahead and click on
03:32lights so we can see that there are two infinite lights and I want you to get a
03:36sense of where they are.
03:37So I'll drop down to this little Toggle misc 3D extras icon.
03:41I just love reading these little tooltips, and I'll click on it and I'll choose
03:443D Light so that we can see the 3D lights in this scene and I'll go ahead and
03:49click on my Light tool as well and I can't see a darn thing and that's because
03:53lights are way out there.
03:55So we're going to have to grab the Camera tool again, and I'm going to grab that
03:59walk with the 3D Camera tool from the Options bar, and I'm going to go ahead and
04:02drag down in order to zoom away from the scene effectively and there is one of
04:08the light, so let's go ahead and click on Infinite Light 1.
04:11I have my Selections visible so I'm seeing that it is the selected one, I'll click
04:15on Infinite Light 2 and it's coming upward from down below.
04:18They're both trying to go through solid surfaces, so Infinite Light 2 is trying
04:22to go through the floor, Infinite Light 1 is trying to go through the ceiling.
04:25Well, you know what, we don't need Infinite Light 2, and I'll tell you what we
04:28don't need any infinite lights, really, because we are going to be using a point
04:32light for the lamp right there, and we are going to be using spot lights for
04:36each one of the ceiling can lights.
04:39So let's go ahead and get rid of Infinite Light 2 by clicking on the Trash Can,
04:43and the scene may dim down just a little bit.
04:46Now I'm going to leave Infinite Light 1 here because notice what happens if I
04:50were to turn it off then our entire scene goes black and we can't get any work
04:55done, so that's kind of a problem.
04:57So I'll go ahead and turn it back on, it doesn't make any sense that the light
05:00is coming in through the ceiling, and somehow illuminating the scene, but I'll
05:04go-ahead and rename this guy Illuminator, because that's a function it's serving
05:08at least when we're not ray tracing the scene.
05:11All right, so I'm going to scoot my scene over a little bit, like so, using my 3D Widget here.
05:18I have got the Camera tool selected still, and now I'm going to click on the
05:20floppy disk icon again, and let's go ahead and name this guy Very Wide Angle,
05:24and what I'm going to tell you is when you're kind of work anywhere around
05:27through a scene trying to figure it out that you should save almost every
05:32single camera placement you can, because they don't take up any room and you'd
05:35never know when you're going to want to come back, and it's not always easy to
05:39get to certain places.
05:40Anyway, I'll go ahead and click OK so that that position is saved out, and then
05:44I'll go back up to the Options bar, click on the View pop-up menu and choose
05:47Home Position to go back into the scene.
05:50Now I want you to see something, I'm going to switch over to Filter By:
05:54Whole scene so that I can see the scene and the materials and so forth.
05:57I will click on Scene at the top of the list and I'll change the Quality setting
06:00from Interactive to Ray Traced Draft, because I want you to notice something
06:04that happens when we ray trace a scene.
06:06We get a realistic depiction of the light source.
06:10So we have this massive shadow that's being cast into the bedroom because of the
06:14ceiling because the ceiling is opaque, and then we're seeing just a little bit
06:18of the carpeting in the foreground, and that's it.
06:21So really the light that we've created so far only serves a purpose when we're
06:25working in that Interactive mode.
06:27Anyway, so I'm going to go ahead and click to interrupt the ray trace, click on
06:30Scene again to make it active and change Quality back to Interactive Painting.
06:34And so we're going to keep this light around, this illuminator, just so long as
06:39we need it to get a sense of what's going on in the scene and then once we've
06:42created some real light sources we will turn it off.
06:45All right, so base camera angle established, base light source established.
06:49In the next exercise we're going to turn on the light bulb inside of the lamp
06:54using a Point Light.
Collapse this transcript
Creating and positioning point lights
00:00In this exercise we are going to create and position a Point Light.
00:04I've saved my progress as Primitive bedroom.PSD found inside the
00:0815_lighting folder.
00:09I am going to double-click on the thumbnail for my 3D layer to bring up the 3D panel.
00:13Then I will click no this final icon over on the right-hand side, Filter By: Light.
00:17It looks like a lightbulb of course.
00:19So that we can see the four lights that are available to us.
00:22I am going to run through them upfront here, so nothing else to be reminded of how they work.
00:26An Infinite light is a very distant, very gargantuan light source such as the sun.
00:32So you may recall that we used an infinite light to light Saturn back in Chapter
00:371 of the 3D Fundamentals course.
00:39So, the light source is so very, very, very big that it shines its light in
00:45parallel direction, so all of the rays of light are parallel to each other.
00:49You can determine the direction of the light source, but you can't determine its
00:53position, because it is so very, very far away.
00:55Think thousands, if not, millions of miles away.
00:59You've got direction with Infinite lights.
01:01You do not have position.
01:03The opposite is the Point Light.
01:05With a Point Light you've got a little bulb, for example, and it's shining
01:09its rays of light in all different directions in a radio fashion, away from the light source.
01:14So because it's an omni-directional light source, you can't change its
01:18direction, you can only change its position.
01:21So you can only change the direction of an Infinite Light and you can only
01:24change the position of a Point Light.
01:26Then Spot Lights offer you both options.
01:29That is a light that trained in a certain direction and that is a light that
01:34shines in a specific direction and that is a light that shines from a specific
01:39point in a specific direction.
01:40So you can change both its location and direction, as we'll see.
01:44We are going to see Spot lights, by the way, for the can lights coming down from the ceiling.
01:49Then finally you've got this guy called the Image Based Light and that's
01:51essentially a light that's wrapped inside of a spherical image.
01:56So it's another way to create natural reflections in the scene without resorting
02:00to placing the entire scene inside of a spherical panorama.
02:03We'll see how that light source works in the future chapter, but for now we are
02:07going to create a new Point Light.
02:08You do that by dropping down to the little page icon at the bottom of the 3D
02:12panel and this page icon only lets you create lights.
02:15It doesn't matter how you're filtering your 3D scene here inside the 3D panel.
02:19You will always create lights from this little icon here.
02:22We are going to create a New Point Light and I am going to go ahead and call
02:25this guy, lightbulb.
02:26Now, I am not sure exactly where this light is at this point in time.
02:31So I am going to go ahead and select my fourth tool down, which is going to be
02:35one of my lighting tools.
02:36In this case the Light Slide tool, because the 3D Light Rotate tool isn't
02:41going to do me any good.
02:42Again, I don't have directional control with a Point Light, I just have position
02:46control, which I can change using the Pan or Slide tool.
02:49Anyway, so for me the Slide tool is selected, whatever.
02:51I am going to drop down here to this little toggle misc 3D extras icon, click on
02:56it, and just confirm that I have both 3D Lights and 3D Selections turned on.
02:59So I should be able to see this light source, but I can't.Obviously, it's
03:02illuminating the scene at some place here.
03:04So what we need to do is switch over to the Camera tool and we are going to be
03:07doing a lot of this.
03:08Switch to the Camera tool and let's go ahead and change our view to very
03:12wide-angle, if you saved that one out along with me.
03:15I can see that there is light.
03:17It's like buried in the floor right now.
03:20Now it's interesting to note, if I go up to the View menu and choose Show, and
03:25Choose 3D Ground Plane, that the floor is aligned to the 3D Ground Plane.
03:30So the lights are going to have a tendency every once in a while, Point Light in
03:33particular to arrive at the [0, 0, 0] location which is right at the
03:37intersection of the green and red axes there on the Ground Plane.
03:42So we just need to move it up to a more reasonable position.
03:45Let's go up to View, choose Show, get rid of the Ground Plane, because it serves
03:49no purpose when we are working here inside of an interior scene.
03:52I am going to go ahead and lift that light source by switching back to my Light tool.
03:57You may notice this happening every once in while.
04:00This is this irritating bug.
04:02There is a couple of irritating bugs as you will learn when working with lights
04:05inside of Photoshop.
04:06One of them is that Photoshop decides to give you a useless 3D widget like
04:11this one here that just has a bunch of sticks, but doesn't have any arrows or
04:15anything like that.
04:16Well, I won't expect it to have the little rotate doodads, because after all I
04:21can't change the direction of light source.
04:22But I do need arrowheads, because I need to change the position.
04:25Here is how you get them.
04:26You go and turn the light off.
04:28Notice they come right back.
04:29But of course, light is off so we need to turn the light back on.
04:32Anyway, turn it off, turn it back on, and you'll get the things you need out of the 3D widget.
04:37Now I am going to drag up on little blue arrowhead to move the light source up.
04:41So it's kind of hovering in the middle of the room.
04:44Let's go back into the room with a camera by grabbing the Camera tool and then
04:48switching our View to Home position.
04:50So by now I hope you get the idea. The camera is you.
04:53That's you wandering in and out of the 3D scene.
04:57Now I can't see the light source once again.
04:59So I am going to switch to my Light tool, and I get my sticks.
05:02I don't want my sticks.
05:03So I will turn off the lightbulb, but I will turn it back on.
05:05This is just hilarious hijinks on Photoshop's part.
05:09Even though I'm chuckling, I have to tell you, it gets very, very tiresome after a while.
05:13I'm crying as I laugh.
05:15I am going to go ahead and drag on the green arrowhead in order to move the
05:20lightbulb sort of in the middle of things here.
05:22I want it hovering right above the bed for a moment.
05:26So I am going to drag down on the blue arrowhead and you can see that it's
05:29sinking into the bed, like so.
05:31So it's very helpful to have that 3D Selection item turned on so that you can
05:36see the light and you can see it sink into objects, or you have a sense of
05:41where it is in 3D space.
05:42Now I am going to go ahead and drag it over a little bit and Paul has helpfully
05:47provided us with a grid here on the bed.
05:50So I can see that this blue line runs right between the two pillows down
05:54the center of the bed.
05:55I do want to center the light source for now, even though it's going to go into
05:57the lamp eventually.
05:59Right now, I just want to place it right above the bed.
06:01I will move it over the top of the bed a little bit, kind of in the middle,
06:05actually like so, by dragging in the green arrowhead, and then I am going to
06:08move it up by dragging on the blue arrowhead.
06:12So now I know it's centered correctly above the bed. That's great.
06:16Here is something I want to demonstrate to you though.
06:20You cannot see the light.
06:23Now that may seem like an awfully surprising thing to say.
06:26But if I switch back over to the scene here and click on Scene at the top of the
06:303D panel, and then I change the quality from Interactive to Ray Traced Draft,
06:35and you know what, let's do one more thing.
06:37I apologize, but I am going to scroll down the list and turn off the
06:40illuminator, because we don't need it.
06:42That's that infinite light that's above the ceiling that we needed momentarily
06:45in order to illuminate the scene here inside the interactive mode.
06:48We don't need it anymore, because we have this lightbulb.
06:50I want to see the effect of lightbulb by itself.
06:52So we've got this hovering lightbulb in the middle of our scene, very present.
06:57It's right there above the bed, and yet I have the Scene selected, the Scene
07:01item at the top of the list.
07:02I am going to change Quality to Ray Traced Draft and we are going to wait a
07:06moment for Photoshop to do its ray tracing.
07:08And I just love, while we wait here, I want you to take a look at this excellent
07:12shadow that's been created by the lamp.
07:15It is just the most wonderful cartoon shadow on the face of the planet.
07:20It really does give us a sense of how the lamp is put together.
07:22We've got this wire that's holding up the lampshade ostensibly, and then we've
07:27got this bulb that's set very, very low inside the lampshade.
07:30I'm going to ultimately place the Point Light just on top of that lightbulb, so
07:36it's more or less centered inside the lampshade.
07:38But do you see what I am talking about here?
07:39Look at that scene.
07:41We have this lightbulb hanging right there in the middle of the room and yet
07:46we're looking directly at the lightbulb, not only is it not hurting our eyes,
07:51but it's not even visible. We can't see it.
07:53Well, that's the way it works inside of Photoshop.
07:56You don't actually see the lights.
07:58You see light reflected off of meshes and surfaces and materials and so forth,
08:03but you do not see the light itself.
08:07That's a little bit of a challenge sometimes.
08:09If you have a light, a bear bulb that's hanging down in the middle of the room,
08:12what it means is after you're done illuminating your scenes and placing lights
08:16and so forth, then you're going to have to create a 2D effect to represent that
08:20light, because Photoshop isn't going to do it for you.
08:23So we've got ourselves an omni-directional Point Light hanging in the middle of the room.
08:27In the next exercise we are going to move this Point Light into the lamp.
Collapse this transcript
Precisely positioning lights
00:00In this exercise we're going to take that point light that we created in the
00:03previous exercise and we are going to move it to the exact center of the
00:07lampshade, or as nearly close to the exact center as possible.
00:11And this is a tricky maneuver.
00:13In fact, working with lights is one of the toughest things to come to terms with
00:17inside of Photoshop, because for one thing, they're invisible;
00:20that doesn't help, but we just have this have a sort of draft geometric
00:23impressions of what the light sources look like, can't really tell when the
00:27light is running into another light or when it's running into an object very well.
00:31And we have the usual problems of working in a 3D scene on a 2D monitor;
00:34we can't stick our heads into the scene, we don't have Binocular Vision, so we
00:38don't have any of the tools that come with working with 3D in the real world.
00:43So what we're going to do is we're going to take advantage of the shadows.
00:47So we can use shadows and reflections and refractions and all that jazz in order
00:52to figure out where a light is with respect to the objects inside of a scene.
00:57I've saved my progress as Bare bulb in space.psd.
01:00It's found inside the 15_lighting folder.
01:02I've got my 3D panel up on screen;
01:04I'm filtering the scene according to the light;
01:07I've got my lightbulb object selected there, that is that point light that
01:11you can see on screen.
01:12And very important is you want to make sure that 3D selection and 3D light
01:15are turned on, otherwise you don't stand a chance of figuring out where these darn things are.
01:19And then finally, I'm going to go ahead and switch over to my 3D Light Pan tool
01:24over here along the left side of the 3D panel.
01:26Now let's discuss what we're seeing on screen here.
01:29We're seeing this kind of spiky ball;
01:31that represents the point light.
01:32I'm going to call that the ornament, because it looks like a kind of
01:35Christmas ornament to me.
01:37And then we've got three circles that are surrounding the ornament, each of
01:41which is positioned along the X, Y or Z axes, so they represent these sort of
01:45satellite paths, and they help us figure out where the light is with respect to
01:50solid objects in the scene.
01:51All right, using this tool, the Pan tool here, I'm going to go ahead and drag my
01:57ornament like so, and I'm going to press the Shift key as I drag.
02:00You may recall that I know for a fact that the light is positioned in the center
02:05of the bed, so it's hovering above the center of the bed, so at least I know
02:08where it is for starters.
02:10And now I'll just Shift+Drag it over, and that basically constrains my drag
02:15to exactly horizontal.
02:16I'm keeping the Shift key down the entire time here, which means that we're
02:20dragging along the X and Y axes without affecting the position of the light
02:25along the Z axis, so we're not moving it up and down, in other words.
02:28And when I get it to about here, this looks about right.
02:32In other words, I can see the circles that are surrounding the light descending
02:36into the solid wall, and I can see the top of the ornament, those tiny little
02:40spikes there, they are sitting on top of the lamp.
02:43And now I'm going to release the mouse button, then I'll release the Shift key.
02:46And you may recall I still have Ray Tracing turned on, which is actually very
02:50useful, because without the Ray Tracing I can't see the shadows, and this gives
02:53me a sense of where this light must be.
02:56So it's behind the lamp currently;
02:58it's not inside the lamp;
02:59it's behind the lamp, because after all, it's casting this shadow, because the
03:03lampshade is set to 75% Opacity, you may recall from a couple of exercises ago.
03:07So the light is passing through the lampshade and is casting a shadow toward it,
03:12so we have this ginormous shadow now in the foreground.
03:15So I do not have the light positioned exactly right, but I do have it positioned
03:19very nearly where I want it.
03:20All right, I'm going to click in order to interrupt the Ray Tracing.
03:24I'll make sure lightbulb is still selected as it is, because sometimes, by the
03:28way, it will become deselected, and that can be very confusing.
03:31So that's one of the other problems with working with lights, not only do you
03:34lose your arrowhead sometimes and you just have sticks for the Widget, but
03:37sometimes the item becomes deselected, and then you sit there and drag around
03:41and nothing happens inside the Image Window, and then you've got to go back and
03:43reselect inside the 3D panel.
03:45But I'll make that clear as we work along here.
03:47Anyway, I'm in good shape.
03:49My bulb is still selected;
03:50my 3D Widget has arrows on it, and everything.
03:52So I'm going to drag very slightly to the left from that Red Arrowhead like so,
03:58just to scoot the light a little closer to me along the X axis, and then I'll
04:01click to interrupt, because I know that's not quite right yet.
04:04I also want to drag it over just a little bit along the Y axis too, so I'm
04:09dragging from that Green Arrowhead just slightly to the right.
04:13And now I'll release and see what I end up coming up with.
04:15And it looks like we're getting closer to being inside of the lampshade, because
04:20after all, we're casting this light down here on this end table.
04:24Now ultimately, we want that shadow to be exactly centered on the end table, and
04:29that will tell us that we've gotten everything right.
04:30And also the entire scene will turn kind of bluish, because after all, lightbulb
04:35will be inside of that lampshade.
04:37All right, so we don't have it yet; that's okay.
04:39Click in order to interrupt the Ray Trace.
04:42And now I'm going to turn the Ray Trace off, because we need to make a few
04:45camera manipulations here, and if the Ray Trace is turned on, it's going to be
04:49fairly tedious after a while.
04:50So go ahead and switch back to the full scene, click on Scene at the top of the
04:54list, change Quality back to Interactive (Painting).
04:58And now I'm going to modify my view of the scene using the 3D Camera tool.
05:02And I'm going to go ahead and basically rotate my view like so, and I'm
05:06rotating along the Z axis here, but I can't really see my scene because now I'm outside of it;
05:12I'm above the ceiling.
05:13So I'd have to switch over to entire ceiling here inside of my list, this
05:17material, and I change the Opacity to 0 %, so I can see through the ceiling so I
05:21have a sense of where things are.
05:23All right, now I can drag up, like so.
05:26Using the Widget, I'm dragging up from the Green Arrowhead, and now I'll drag to
05:30the left from the Red Arrowhead and blah, blah, blah;
05:33I'll keep manipulating my view of the scene, but I tell you what.
05:37Just to make things a little less of a challenge here, I'll give you some
05:39numerical values to work with.
05:41Orientation, it's for the camera, by the way.
05:43The Orientation values should be set to -164 for X. You don't have to get these
05:48values exactly right;
05:49this is just going to allow us to see down into the lampshade.
05:52The Y value is 0, and I'm going to change the Z value to -185, and then I'm
05:57going to switch to my Camera Pan tool here.
05:59And I'm going to change the Position value as follows.
06:02The X value should be -30, the Y value should be 97, and then the Z value should
06:07be 95, and we end up getting this view right here.
06:10And now what I'd like you to do is go ahead and save it off by clicking on the
06:13Floppy Disk Icon and I'll go ahead and call this guy above lamp, and then click OK.
06:18All right, now that we've positioned our camera so we can really see what's
06:21going on here, let's go ahead and once again filter the scene according to the light.
06:25And I'll click on lightbulb to make it active.
06:27Let's go ahead and switch down to that Light tool, fourth tool down in the list.
06:32And I'm going to use my Widget, oh!
06:34But it's just sticks.
06:35All right, so let's go ahead and turn off the lightbulb and turn it back on.
06:39And now I can see there is my ornament.
06:42Notice it's gotten very dinky here, but that represents the center of my point light.
06:47So I'm going to move it over a smidge like so;
06:51I'm dragging to the left my Right Arrowhead;
06:53you may need to make some other modification if you're working along with me.
06:57And then I'm going to drag down here on my Green Arrowhead until I get that guy
07:03positioned right about there;
07:05I think that's right, but you know what's really a help me?
07:07If I go ahead and drag up on the Blue Arrowhead, that's what I'm looking for.
07:11See how the light is now evenly illuminating the top of this little apparatus
07:18right there, the thing that is holding the lampshade into place.
07:21And so, Paul has actually, got a new fair amount of effort here to make sure
07:24that this scene works, like the lampshade has a support which is very good.
07:28All right, now I'm going to move this guy up just a little bit;
07:31I'm dragging just slightly up on my Green Arrowhead, and this looks pretty darn good to me.
07:35Now I'm going to drag down my Blue Arrowhead until the ornament just kind of
07:40syncs right there into the light bulb;
07:43right about there should be good.
07:44All right, now I'm going to go over to my materials for a moment.
07:47I'm going to click on Filter By:
07:48Whole Scene, and I'm going to drop down here to this item that's now called
07:52lightbulb_0, and you might wonder well, why is it called that.
07:57Since I went ahead and named my light, lightbulb, then Photoshop decided, well,
08:02you can't have two things being the same name.
08:05And I'll go ahead and change our material from lightbulb to something else.
08:08So why don't we go ahead and name this guy bulb shape just so it has a better name?
08:13And I'm going to reduce its Opacity to 10% here.
08:16Let's go ahead and switch back to Filter By: Light.
08:19And I'm going to click on lightbulb to make sure it's active and we're going to
08:22check out our values up here in the Options Bar.
08:24And I've got it set to -34.29 blah, blah, blah.
08:29What I found previously was -34.4 was an ideal X value, so I'm going to go ahead
08:35and enter the guy in there.
08:37And then an ideal Y value would be 110, and then the ideal Z value is 47.
08:44So -34.4, Y have a 110, Z 47.
08:48If you have anything nearly equivalent, that's going to be fine.
08:52All right, now let's go back to the Camera tool here, and then go up to the
08:56Options Bar and change View from above lamp back to Home position, and now I'm
09:00going to Ray Trace the scene, by switching over to my entire scene, clicking
09:03on Scene at the top of the list, changing Quality from Interactive to Ray Traced Draft.
09:09And what we should see is this entire room turn blue on us, because now we're
09:14projecting that translucent lampshade all over the room, and we also notice that
09:20that dark shadow right there is exactly centered on the end table, so we have
09:25that lightbulb exactly where we need it to be.
09:28Now we don't want the entire room turning blue;
09:31this looks hideous, and we don't want these really harsh shadows.
09:34So we're going to recast the color of the light and open up the shadows in
09:38the next exercise.
Collapse this transcript
Color, softness, and attenuation
00:01All right, now that the top part is out of the way, positioning a light and
00:04pointing a light are by far the toughest parts of working with lights inside of Photoshop.
00:09Now we're going to normalize the scene by changing the color of light.
00:12We are also going to open up the Shadows to see what a big difference that
00:15makes, and finally we're going to modify the attenuation, which is the range of the light.
00:20I've saved my progress as Crazy blue room.psd, found inside the
00:2415_lighting folder.
00:25And with the Ray Tracing turned on so you can get a sense of the difference that
00:30each one of these modifications makes, I'm going to here inside the 3D panel,
00:34switch over to Filter By:
00:35Lights, make sure that lightbulb is selected, and I'm also going to switch to
00:40the Light tool so that I can see the geometry of the light.
00:43And now I'm going to drop down here to this Color option, and you can assign
00:48color to the light if you want to inside of Photoshop and we sure as heck should
00:51where this light is concerned for two reasons.
00:53First of all, an incandescent light has a sort of yellowish glow to it and also
00:58we can use that yellowish glow since it's a complementary color to blue to try
01:02to defeat some of this overwhelming blue light that's been cast by the shade.
01:06Another option would be to change the color of the material of the shade if we
01:10wanted to, but I actually like this blue shade, so I'm going to stick with it.
01:14Anyway, I'm going to click on the Color Swatch here and the color I want you to
01:17dial in if you're working along with me is 50 degrees for the Hue value, so we get a
01:21shade of yellow, and I'm going to take the Saturation value up to 25%, so it's a
01:25very pale yellow and leave Brightness set to 100%, then click OK.
01:29And let Photoshop do a little bit of ray tracing here, and we'll see that we
01:33still have a crazy amount of blue going on inside of the scene.
01:37We have just cast a little bit of yellow inside of it and so now it's become more green.
01:42It's not what I want of course, so I'll go ahead and click inside the scene or
01:46press Escape in order to interrupt the ray trace.
01:48Now, notice that I've got Create Shadows turned on so that we are casting
01:51shadows inside the scene.
01:52I definitely want that, but I don't want the shadows to be this harsh, because
01:57right now we are catching everything.
01:58Notice this line that's going across the end table, well that's the shadow
02:02that's been cast by the wire around the lightbulb.
02:06And if we go ahead and soften that shadow a little bit, not only will it become
02:11a lot less harsh of course, the shadows won't be nearly as crisp but also we
02:15will lose some of the thinner shadows, so just basically blur away.
02:19So, check this out, I'm going to change the Softness value to 5%, very low value
02:24and you'll see what a terrific difference it makes inside of the scene.
02:27I've completely managed to break up that wire shadow there and it's also going a
02:31long way to breaking up that blue shadow that's being created by the lampshade.
02:36Now bear in mind when you're looking at a ray trace like this, anywhere where
02:39you see noise is going to end up being rendered out as softness.
02:44So each pass of the progressive render ends up smoothing out that noise.
02:48All right, so I'm going to click inside the scene, press Escape in order to
02:51interrupt that ray trace and I'll go ahead and take the Softness value let's say
02:54up to 10% and notice now that we have noise all over the place.
02:59Again, that will be rendered as blurriness, but we've pretty much blurred away
03:04the lampshade entirely.
03:05We're not seeing that high degree of blueness associated with the scene.
03:08All right, I'm going to click again and I'm going to take the Softness value all
03:12the way up to 25% in order to basically eliminate the lampshade.
03:18So we're still seeing the lampshade and it still looks blue but it's no longer
03:22creating this freaky blue effect inside of the scene.
03:25All right, I'm going to pressing Escape key in order to interrupt the Ray Trace
03:28and I'm going to fire up the Intensity value to 2, so basically doubling the
03:33intensity of this light source, because I ultimately wanted to look like in this
03:37case a lone lamp inside the scene which delivers a pretty harsh effect, but bear
03:42in mind that will ultimately be adding some can lights which we will go along
03:46ways toward smoothing out the lighting.
03:47All right, finally, I'm going to press the Escape key again and I'm going to
03:51drop down to the Use Attenuation check box.
03:55Now what this does is it allows you to create a drop-off where your lighting is concerned.
03:59Attenuation, by the way, is applicable to point lights and spotlights, not
04:03to infinite lights.
04:04And what it means is if I turn on Use Attenuation, and then I'll just go ahead
04:09and click for a moment in order to interrupt the ray trace, we're seeing a point
04:13at which the light is render to full intensity, so in this case Inner is set to
04:1988.98, so 88.98% away from the light.
04:25The light remains at full strength and then the Outer value here is 266.95, so
04:32266.95% the way out it completely drops away and in-between we have a gradual
04:38reduction in that light source.
04:39All right, I'm going to change the Inner value because I want a really tight lightbulb.
04:43I'm going to change the Inner value to 10, and notice, by the way, if I go
04:47ahead and click inside the scene to interrupt here, that reduces the size of
04:51the geometry, those rings around the light and also if I click inside this
04:57Inner value you'll see this first ring on this little icon here, the first ring lights up.
05:02So I'll move my cursor back in there, and that shows you that is where the Inner
05:06Attenuation is, it's just sort of a graphical depiction though you know.
05:10And then if I click in Outer we see the bottom ring highlights which is telling
05:13us that this is the end of the light source and I'm going to increase that outer
05:17value to 300, and then I'll go ahead and press the Enter key or the Return key
05:21on the Mac and I'll let the scene render.
05:23And you can now see that we have a much softer effect.
05:27It still a harsh effect because after all we're working with a single
05:31incandescent light bulb inside of the scene, but we have soften the effect
05:35dramatically so it no longer appears weird and artificial.
05:38We now have a scene that is pretty representative of something we would see
05:42if we were trying to light an entire bedroom using just the desk lamp and nothing more.
05:47All right, I'm going to go ahead and press the Escape key once again to
05:50interrupt that ray tracing.
05:51In the next exercise, we're going to brighten the scene still more using a
05:55combination of material attributes specifically reflection, gloss and shine.
Collapse this transcript
Capturing a light with Gloss and Shine adjustments
00:00In this exercise we're going to see how the properties of reflection, gloss and
00:04shine interact with a light source inside of Photoshop.
00:07I've saved my progress as Softer shadows.psd found inside the
00:1115_lighting folder.
00:12I've gone ahead and let the ray tracing process complete a little bit.
00:14So you can see how that noise is now being rendered out as soft transitions.
00:19All right, at this point I'm going to switch back to my full 3D scene and with
00:24Scene selected here at the top of the list, I'm going to change Quality from Ray
00:27Traced Draft back to Interactive (Painting) for just a moment.
00:30So then I can make a modification to one of the materials in my group here, and
00:35I'm going to select both walls.
00:36The idea is I'm going to turn the walls into mirrors.
00:39Now you're not going to find floor-to- ceiling wall mirrors in your typical
00:43everyday average hotel room.
00:44In large part because it would be a nightmare to clean them but also I'm not
00:48sure most guests would appreciate those kinds of mirrors.
00:50But it's going to serve us very well inside this scene.
00:52We're going to get an impression of how light works inside of a 3D scene in Photoshop.
00:57So I'm going to go ahead and change first of all the Diffuse color, by clicking
01:01on this little Color Swatch right there, and let's dial-in the Hue value of 15
01:06degrees, the Saturation value of 20% and I'm going to take the Brightness of the
01:10walls down to 75% and click OK.
01:13So that we have these fairly dim sort of reddish walls.
01:16Just to make sure that I don't have any diffuse texture in a way that the
01:20texture isn't overwriting the color, I'm going to click on this little page icon
01:24and choose Remove Texture to get rid of that diffuse texture.
01:28Now I'm going to drop down to Reflection and I'm going to crank that guy up to
01:3175%, which is roughly turning these walls into absolute mirrors.
01:37Now we can't tell, because we're working in the Interactive mode.
01:41So I'll have to click on Scene once again at the top of the list, and I'll
01:44change the Quality setting from Interactive to Ray Traced Draft.
01:47We will begin to render out the reflections inside of the scene and you can
01:51now see, both of the windows reflected on this left-hand wall, which is kind of nice.
01:56You can see the bedspread reflected, you can see the lampshade and the end table.
02:01Notice what you don't see reflected?
02:03You don't see the light itself.
02:05So not only are we not seeing the light inside of the scene, we're not seeing
02:09the light reflected either, what in the world gives.
02:12Well, in order to see a hotspot, in order to see the light itself reflected on
02:17the scene, you need gloss.
02:19So I'm going to go ahead and click inside the image window in order to
02:22interrupt the ray trace.
02:23I'm going to click on both walls again, that material that defines these two walls.
02:28I'm going to change the Gloss value from 0% to a 100% and then press the Enter
02:34key or the Return key on the Mac and we'll see the scene re-render, and now we
02:38have an enormous hotspot that's associated with that lightbulb.
02:42All right, that's too diffused in my opinion.
02:45In other words, it's indistinct.
02:48And to make that bulb more distinct, then you need to increase the Shine value.
02:52So I'm going to click again to interrupt the ray trace, and I'm going to
02:56change that Shine value to 50% and we will get a much more isolated reflection
03:01there inside of the wall.
03:02Now we're still not seeing the bulb and I'm not going to make the bulb visible,
03:05Once again in the world of 3D inside of Photoshop, you would have to create some
03:09sort of synthetic 2D effect.
03:11I'm not too worried about that but I would like to go ahead and capture some of
03:15that light inside of the lampshade.
03:17So I'm going to click again to interrupt the ray trace and we're going to make a
03:22few modifications to that material that's called lampshade here inside the list.
03:26So I'm going to scroll down, there it is, I'll click on it, and we'll see that I
03:29have this blue Diffuse texture this time around.
03:32If I'm concerned at all I could get rid of any diffuse texture that might
03:36be associated with this scene by choosing Remove Texture from that little page icon.
03:41Press the Escape key once again to interrupt the ray tracing process.
03:44There are a couple of values I want to modify here.
03:47First of all, I'm going to change the Gloss value to a 100%, press the Enter key
03:52or the Return key on the Mac.
03:53Photoshop starts ray tracing, I click in order to interrupt that ray tracing.
03:57Sometimes you have to kind of click and hold in order to get
03:59Photoshop's attention.
04:00Then I'm going to increase the Shine value so that we have a more isolated effect.
04:04I'll take that up to 25%, click again to interrupt the ray trace.
04:09Now I'm going to change the color of the Specular highlight, by clicking on the
04:13swatch to the right of the word Specular.
04:15I'm going to increase the Brightness value to a 100%.
04:18What I'm saying is that this hotspot can be as bright as absolute white, and
04:24then I'll click OK in order to accept that change.
04:27Now let the ray trace happen here on screen.
04:29Now we're still not getting a brilliant light inside of the lampshade, we have
04:34this kind of band of darkness right there.
04:37But I like the effect.
04:38I'm not sure why it's happening?
04:39I think it's actually the bulb shape that's casting the shadow.
04:43But what I like about it is it creates this kind of burnt-effect across the
04:48center of the lampshade and it does come off as being pretty darn natural.
04:51All right, anyway, you get a sense of what's going on here.
04:53I'm going to go ahead and click again to interrupt that ray trace.
04:56That's how you work with the properties of reflect, gloss and shine in order to
05:01capture a light source on the material.
05:05In the next exercise we're going to swap out the materials for the bedspread
05:08and floor.
Collapse this transcript
Making a patterned, textured surface
00:00All right, as you can see here I've gone ahead and let the ray tracing
00:02progress a little bit, so that we have softer transitions in the scene and I'd
00:07like to offer here a little tip by way of a best practice, because ray tracing
00:12is so sluggish inside of Photoshop, whether you're working with the Draft mode or the Final mode.
00:16What I tend to do is I'll go ahead and initiate the ray tracing in the first
00:20place, let it swipe across the screen a few times then click or press the Escape
00:25key in order to interrupt the process then I'll go up to the File menu and
00:29choose the Save command.
00:30So that I update that file on disk and I capture whatever ray tracing
00:34I've applied so far.
00:36And then if I feel like I want to ray trace the scene further then I'll go back
00:39to the 3D menu and choose Resume Progressive Render, which I'll go ahead and
00:44pick up the ray tracing where it left off, and then I'll take a break may be
00:48come back 5 or 10 minutes later, see what Photoshop has done, click again in
00:53order to interrupt the ray tracing, go back up to the File menu, choose the Save
00:57command, press Ctrl+S, Command+S on the Mac and so forth, and as long as you
01:01don't do anything to the scene.
01:03For example, you don't modify one of the 3D attributes then that command will
01:08still be available to you, as soon as you make a big modification then it goes
01:12away and you have to initiate the ray tracing from scratch, anyway just a
01:16little tip from me to you.
01:18In this exercise we're going to go ahead and switch out a few materials starting
01:21with the bedspread and then moving on to the floor.
01:24I've saved my progress as Mirrored walls.psd found inside the 15_lighting
01:29folder, and I'm going to turn off the Ray Tracing so we can get some work done.
01:33By clicking on Scene here at the top of the 3D panel and changing Quality from
01:37Ray Traced Draft back to Interactive, and I'm not a big fan of this bedspread,
01:42it just looks a little bit too old-school hotel room, I want something that
01:46looks much hipper after all we've got mirrored walls inside of this room.
01:50So I'm going to click on the third material down which is bedspread and I've got
01:54a couple of textures ready and waiting for you.
01:56Go ahead and click on little page icon to the right of the word Diffuse and
02:00choose Load Texture in order to replace the existing diffuse texture with a new one.
02:04Navigate your way to the 15_lighting folder and you'll find a file called Blue
02:08damask.psd and then go ahead and open it on up and it applies a new texture
02:14map as you can see.
02:15Now in this case this is a seamlessly repeating pattern, so we're in great
02:19shape, if you want to check out what it looks like, you can go to the little
02:22page icon next to Diffuse.
02:24Once again I choose Open Texture and there you'll see it, this is a texture from
02:28the Fotolia Image library, by the way.
02:29All right, I'm going to go ahead and close that guy down.
02:32The problem is that the pattern elements are much too huge and I want to get a
02:36sense of how much smaller I should make them.
02:39So I'm going to change my camera angle by switching to be 3D Rotate Camera tool
02:44here, and I'm just going to drag to the right inside of my scene like so in
02:49order to rotate the bed over a little bit and I'll also go ahead and use my 3D
02:54Widget in order to rotate the scene upright and I'll drag to the right from that
03:00red arrowhead to move the scene over to the left like so, and then I'm going to
03:04drag on the blue rotate gadget right there in order to rotate my view above the
03:10bedspread and I'll go ahead and drag on the green arrowhead as well.
03:14I just want to get a sense of what this thing looks like from a bird's eye view,
03:18and then I'm going to go ahead and get my Walk tool here and I'll drag down like
03:22so in order to move away from the bedspread and I could go ahead and sort of
03:26rotate the view a little bit as well in order to center things.
03:29Okay, so this gives me good sense of what's going on.
03:31Now I'll go over to Diffuse again, click on the little page icon and choose Edit Properties.
03:36So I can gain access to my U and V Scale values, and let's try taking both of
03:41those values down to 3 and notice that Photoshop previews my changes as I work,
03:47and what I'm doing is I'm packing three versions of my texture across the width
03:52of the bedspread and across the height, and for what it's worth U represents the
03:56Width value and V represents the Height value.
03:59Now it looks to me like my shapes are a little bit too wide, my pattern is
04:03scaled unnaturally horizontally, so I'm going to increase that U value, let's
04:08say I take it up to 4 and that ends up making the pattern elements too thin,
04:11so I'll split the difference at 3.5 there, and that ends up looking pretty good to me.
04:17All right, I'll go ahead and click OK.
04:18So 3.5 for U, 3 for V, you need to remember that because we're also going
04:23to apply a Bump Map.
04:24Now of course anytime we change our camera view we come up with something that
04:27looks halfway decent, and you know what, I'm going to drag up just a little bit.
04:30So that guy is centered inside the image window, you want to go ahead and save your camera.
04:35So I'll click on the Floppy Disk icon and I'll call this guy birds-eye bed
04:39let's say and click OK.
04:40All right, now that I've saved that view so I can come back to it if I want to.
04:45I'll go up to the Option bar, click on the View pop-up menu and switch back to
04:48Home position, so that I have my standard view of the scene.
04:51All right, now I want to add a little bit of a Bump Map so that we have a
04:55textured bedspread and I've gone ahead and I've created that Bump Map in advance
05:00it's based on the same pattern we saw just a moment ago so you want to click on
05:04the bedspread material here inside the 3D panel and then drop down the bump
05:08click on the Folder icon and choose Load Texture and then locate the file that's
05:13called Damask bump.tif and click Open in order to open it on up.
05:18Now I want to show you what this looks like, so I'll click on little page icon
05:22now because we have a bump map assigned and I'll choose Open Texture, so we can
05:26open the image in an independent window and it's basically a reverse version of
05:30that pattern we saw moment ago.
05:31So the pattern itself is set in white and the area around the pattern is set in
05:37black, that will raise the pattern elements and sink the rest of the bedspread.
05:41All right, so I'll go ahead and close that file just want you to see what it looks like.
05:46Now of course it's not aligned properly at all, because the UV map isn't set, so
05:51I'll click on the little page icon next to Bump and choose Edit Properties, and
05:55I'm going to enter those same values I entered a moment ago, 3.5 for the U Scale
06:00and 3 for the V Scale, so we get an exact match, and then I'll click OK, and you
06:05can see that we are matching the bump map to the pattern on that bedspread, and
06:10of course the next step is to render out the scene.
06:12So I'll click on Scene in order to make it active, switch Quality to Ray
06:16Traced Draft and let Photoshop do its slow and laborious thing here in the
06:20background, but as it works you'll get a sense of what's happening, we do have
06:24this nicely rendered bedspread.
06:26Lot more hip and urban I think to go along with the mirrored walls and it's
06:30also textured, so that we have this nice depth associated with this robust
06:35bedspread don't you know.
06:36All right, I'm going to press the Escape key to interrupt that render of
06:40course I'll go ahead and render in the background before the next movie, in
06:43which I will show you have a greater beautifully polished hardwood floor.
Collapse this transcript
Creating a highly polished hardwood floor
00:00In this exercise, we are going to render the floor in highly polished hardwood,
00:04and we'll see how it reacts to the light as well.
00:07I have saved my progress as Textured bedspread.psd.
00:09It's found inside the 15_lighting folder.
00:11And you'll notice that I've gone ahead and let the ray tracing progress once
00:15again, so we have smooth transitions.
00:17I also want you to notice how shrouded in darkness the foot of the bed is.
00:22And we are not really going to be able to tell what's going on with the floor in
00:25that area unless we throw another light into the scene.
00:28So, I am just going to add a dummy point light for now.
00:31And I am going to start things off by bringing up the 3D panel, making sure
00:34Scene is active and changing the Quality setting back to Interactive.
00:38And then, will filter my scene by the Lights.
00:40I will drop down to the little page icon and choose New Point Light and I'm
00:44going to rename this guy dummy light because we are not going to use it in the
00:48final version of the scene, it's just going to help up get by a little bit here.
00:51And I am going to change the Intensity to something like 0.6 and let's raise the
00:56Softness of the shadows to 25%.
00:58All right, now let's figure out where this light is.
01:01I am going to select my 3D Light Pan tool here and hide my 3D panel so I can
01:06see what I am doing.
01:07There is my light in the floor once again;
01:09I've got my widget up on screen, so I am going to take advantage of it.
01:12I am going to drag up on the blue arrow to move the light up.
01:15I'm going to drag left on the green arrow to move light over and a little more as well.
01:20And, by the way, you can always move this widget to different location, so you
01:23have a little more room to work just by dragging on this little title bar right there.
01:27Anyway, I am going to drag this guy into the bed just a little more, and then I
01:31will drag on the red arrow head to the right, so that it more or less centered
01:35the light on the bed.
01:36So, that I have more or less centered the light on the bed.
01:39And then, I will drag right from the green arrow head to move the light back
01:44so it's beyond the foot of the bed so we can fill in the shadows down here at the foot.
01:48All right, that should work out pretty nice.
01:51Now, let's bring up the 3D panel.
01:52Switch back to the entire scene and I am going to click on floor to make it act,
01:57the floor material, which is down the list a little bit just below the walls.
02:01And I'm going to click on the little page icon next to Diffuse and choose Load
02:05Texture to replace the existing Diffuse texture.
02:08And I am going to scroll down my list here inside the 15_lighting folder and
02:11I've got this file called Seamless hardwood.jpg and I will click the Open button
02:15in order to open it on up.
02:17And that loads the wood.
02:18That's huge, these big huge slats of wood that's no good at all.
02:22So, I will click on the little page icon next to Diffuse and choose Edit Properties.
02:26And let's change both the U and V Scales to 4, which ends up producing
02:31pretty nice effect. Click OK.
02:33Now, my problem with the hardwood is it's running in the wrong direction.
02:36I think, it should be parallel to the length of the bed.
02:39So, I need to rotate this texture by going to the little page icon again,
02:42choosing Open Texture to open that texture in an independent image window.
02:47And I want to show you something about that this photo originally hailed from
02:49the Fotolia image library but it had some seams inside of it.
02:53So, I painstakingly fixed the seams and you can see that they are fixed.
02:58Notice if I go up to the Image menu and choose the Image Size command, I can see
03:01that the image is 1400 pixels wide.
03:04All right, so I am going to cancel it out.
03:06And then if I go up to the Filter menu, choose Other and choose Offset, which is
03:10a command that allows you to see your seams and I change the Horizontal value to
03:14half the entire width of the image, which is 700 pixels and then click OK.
03:20I've now moved what used to be left side of the image all the way to the center
03:23and you can see there are no seams across the width of this image.
03:27Again, I did that basically one slat at a time using the Marquee tool, so I
03:32would select a slat using the Rectangular Marquee right here and I would do
03:35so manually of course.
03:37And then I would go up to the Edit menu and choose a Free Transform command and
03:41transform that slat to make it wider.
03:43So, did that a lot, ended up getting this seamless composition.
03:47Problem is it's going at the wrong angle.
03:49So, I am going to go up to the Image menu, choose Image Rotation and choose
03:53either 90 degrees CW or 90 degrees CCW, it doesn't really matter.
03:57I will go ahead and choose this command here.
03:59And if you have loaded D Keys, I have given you given you keyboard shortcut of
04:01mesh your fist right bracket to perform a 90 degrees clockwise rotation.
04:06Anyway, we end up getting this effect here.
04:08Now, I am going to do one more thing as well.
04:11Let's say I am thinking I want to bump map.
04:13So, in other words I want a wood grain surface associated with this floor.
04:16Then I'd go up to the Select menu choose the All command or press Ctrl+A,
04:20Command+A on the Mac, and then I would go up to the Edit menu and choose the
04:23Copy command or press Ctrl+C or Command+C on the Mac.
04:26And that's it, just go ahead and transfer the image to the clipboard for now.
04:30Then go ahead and close the image.
04:31Click the Yes button here on the PC or the Save button on the Mac, and that goes
04:36ahead and creates a hardwood that you see in front of you.
04:38Alight, now let's say I want texture to the wood.
04:40So, I would create a bump map by clicking on this little folder icon and
04:43choosing New Texture.
04:45And then I will get this image menu up here and they'll get the New dialog box
04:49and I will leave the name set to floor Bump.
04:51And notice that the Preset option here is set to Clipboard so Photoshop is
04:55automatically matching the size of the image that I just copied.
04:58So, all I do at this point is click OK, I don't have to make any change
05:02inside the dialog box.
05:03Now, I go back to the little page icon next to Bump, and choose Open Texture to
05:08open this white image.
05:10In my case, it's filled with white, and then I will go up to the Edit menu and
05:14choose the Paste command or press Ctrl+V, Command+V on the Mac.
05:17All right, a couple of other steps if we want to convert this guy to a bump map.
05:21Go up to the Image menu, choose mode and then choose Grayscale.
05:25Photoshop will ask you hey, do you want to flatten this image. In my case, I do.
05:28So, I am going to click on the Flatten button, and then it tells me, you know,
05:32hey, you are going to be discarding your colors, do you know you can use the
05:35Black & White command.
05:36Yes, thank you very much, I know that.
05:38Click on Discard in order to go ahead and get rid of the colors.
05:41Now, then go up to the Image menu, choose the Adjustments command and choose
05:45Levels, or you can just press Ctrl+L, Command+L on the Mac.
05:48And let's go ahead and take that black point value up to 50, which is
05:52approximately where this lump of histogram begins and they'll take the white
05:56point value down to let's say 180, which is approximately where the histogram ends.
06:02All right, now I will go ahead and click OK.
06:04So, we are just exaggerating the contrast of this image.
06:08Then I will close the image and click the Yes button here on the PC in order to
06:11save my changes, that would be the Save button on the Mac and I've got this bump
06:16map that doesn't match my floor. Why is that?
06:20Because I need to set my UV options, so I will click the little page icon,
06:24choose Edit Properties and then change the U and V Scale values to 4 piece,
06:29which are the same values that I applied to the diffuse texture.
06:32Now we have an exact match.
06:34Thing is it might be a little too lumpy.
06:38So, I am going to switch back to Scene here and you know what, while I am here,
06:42I am going to go ahead and rename that mesh because it's really the entire
06:46bedroom and so I want to call it bedrooms instead of objMesh or whatever it was.
06:49Then I will click on Scene and I will set the Quality from Interactive to Ray
06:53Traced Draft so that we can get a sense of what's going on with this floor.
06:56And here is something I do all the time as well, by the way.
06:58I will click to interrupt the ray tracing, hide my 3D panel.
07:02Then go back up to the 3D menu and choose Resume Progressive Render so that darn
07:063D panel is out of my face because I spend a lot of time with that covering the
07:11right side of the image.
07:12Anyway, now that I have ray traced the scene a little bit, notice that that
07:15light over here, that dummy light is doing a nice job of filling in that huge
07:19shadow over here at the foot of the bed but I can also tell that I have got too
07:26much texture going on.
07:27This doesn't look right with this mirrored wall hypermodern bedroom.
07:31It looks all rough;
07:32it looks all roughly hewn and it looks more like a cabin.
07:35I don't want that effect at all.
07:37All right, so you know what I am going to do?
07:38I will click in order to interrupt the ray tracing.
07:41And this is sometimes how you have to work inside the program.
07:44The thing is, once you assign something to a 3D scene, it can be difficult to get rid of it.
07:49It's not difficult to get rid of a bump map;
07:51you can take that off the material very easily.
07:53But if you throw an object into the mix that is a mesh into a scene, you
07:58can't just delete it.
07:59If you decide, you don't like it anymore;
08:00you kind of have to turn it off by clicking on its eyeball.
08:04And so what I am going to do in this case is I am going to take that kind of
08:07approach where Gosh!
08:08May be I want to keep the bump map around, I don't want to totally thrown it away.
08:12So, I will click on floor and instead of going to the little page icon and
08:16choosing Remove Texture, which would get rid of it altogether and I don't have
08:20it saved elsewhere, so that would ruin some of my work.
08:23I'll change the Bump value to 0.
08:25Then I will press the Enter Key and then Photoshop wants to re-render the scene. You know what?
08:29You know, I will press the Escape Key in order to interrupt.
08:32And in order to polish this floor, give it a nice coat of lacquer.
08:37I am going to take the Reflection value up to 25%, and then I will click in the
08:41scene to interrupt it.
08:43Close my 3D panel, go back up to the 3D menu, choose Resume Progressive Render
08:48and we'll see what we have brought inside of the scene.
08:50Now, well, you have a much brighter scene of course, because we've got that
08:53second light source that's reflecting off the walls and so forth, but also
08:57notice this beautiful highly polished hardwood floor, which is a function of the
09:02diffused texture with no bump map essentially.
09:05Since I crank the Bump map value down to 0, we have no bumping going on at all.
09:10And I went ahead and added a Reflection value of 25%.
09:14And even more important in this case, I did not apply either a Gloss or a
09:19Shine, so we have what appears to be a uniform reflection across the entire
09:24surface of this floor.
09:25All right, I am going to go ahead and click to interrupt again.
09:28In the next exercise, we will create our first of four can lights.
Collapse this transcript
Using the Hotspot and Falloff options with a spotlight
00:00In this exercise we're going to establish the first can light using a Spot
00:04light, and I am going to introduce you to two new lighting attributes,
00:07Hotspot and Falloff.
00:08I've saved my progress as Polished hardwood floor.psd.
00:11It's found inside the 15_lighting folder.
00:13I've gone ahead and let the Ray Trace complete once again so that you can see
00:17just how brightly lit this scene is.
00:19In fact, it's way too hot, especially given in the nature of these mirrored walls.
00:24So I am going to bring up my 3D panel once again, switch over to Filter By:
00:28Whole scene, click on scene at the top of the list and change the Quality
00:31setting back to Interactive (Painting) so that we can get some work done here.
00:34Now I am going to switchover to my Lights by clicking on the little lightbulb
00:38icon, and I'm going to turn off that dummy light.
00:40I could throw it away, all you have to do is click on a light source and then
00:44drop down to the little trash can icon in the bottom right-hand corner of the 3D
00:48panel and click on it.
00:49That will go ahead and get rid of the light.
00:51However, I figure I might as well keep it around.
00:53I might need it later.
00:54Next, I am going to drop down here into the little page icon and choose New Spot Light.
00:58Now how do you know what kind of light to use?
01:00Well, once again if it's sunlight or moonlight or even if it's like stadium
01:04lighting, some very distant light source, you go with Infinite light.
01:07If it's a lightbulb you go with Point light.
01:09And if it's a directional light, which is what a can light is, it's being cast
01:14in a specific direction, it's not infinitely far away, you can change out the
01:18light just by getting on a ladder.
01:20In our case, we can put the lights wherever we want to whether there is
01:23electrical wiring or not, then you want a Spot Light.
01:27So I am going to go ahead and choose Spot Light.
01:28I am going to rename this guy, because you can't name the lights as you create them.
01:33You have to double-click afterwards.
01:34I am going to call this guy, ceiling can FL, and by FL I mean Foot of the bed Left side.
01:42If we were standing at the foot of the bed.
01:44That's the nomenclature I am going to go with anyway, just so that you're
01:47keeping track of what in the world I am up to.
01:50So we've got this light selected, let's figure out where in the world it is.
01:53I am going to switch over to my Camera tool and I will do so here inside the 3D panel.
01:57Let's go to that very wide angle view.
02:00There's the spot light.
02:01It's right there at the foot of the bed.
02:02It's very close to the [0,0] position.
02:05Notice that for some reason I have the ground plane turned on.
02:09Actually that's going to help us out, but if you want to see the ground plane,
02:12then you go up to the View menu, choose Show and then choose 3D Ground Plane.
02:17By the way, notice everybody is on at this point all of the four 3D options are visible.
02:23So what we've got.
02:24If I go ahead and zoom in, why don't I go ahead and grab the Walk with the 3D Camera tool?
02:29I'll drag upward while pressing the Shift key so that I'm zooming in on the
02:33scene without moving back and forth.
02:35I'll zoom to, well actually about this location should do us.
02:39Now what we're seeing is a spot light that's coming up out of the floor.
02:43So you can see the point of the spot light right there, and then you can see the
02:47rays of light that are being cast, you also see that little ornament which is
02:52showing us the point light, that dummy light right there.
02:55Even though it's turned off we're still seeing where it is in the same.
02:58So just ignore that unless you are working with the spot light.
03:00I am going to go ahead and grab one of my light tools here.
03:05In this case, it's a Light Rotate tool, but it doesn't really matter which one.
03:08You should see your 3D widget on screen.
03:10If it doesn't have arrows on it, then you've got to turn the light source off
03:14and then turn it back on.
03:15But in my case I am good.
03:17So I am going to drag on that blue arrowhead upward like so, so that I am
03:21moving the light up.
03:22I want you to notice how this thing is shaped.
03:24Let me go ahead and rotate a little bit, so we get a better sort of angle at it.
03:28Notice that it looks like a big 3D arrow.
03:32That's what it's supposed to be.
03:33The arrowhead is pointing in the direction that the spot light is casting its light.
03:39So this isn't necessarily supposed to indicate the appearance of a spot light.
03:43It's a directional arrow that's showing you where the light is going, because
03:47we've got the 3D Selection turned on.
03:49We also have these three circles surrounding that arrow, each of which are
03:54aligned to one of the axes.
03:55So what do we want to do?
03:58Well, I am going to go ahead and spin this guy all the way around if I can by dragging.
04:03It's kind of a pain in the neck.
04:05I am trying to drag this little red sort of rotate item right there and I am
04:10trying to drag it all the way around, but I'm not having much success.
04:13So at this point it looks like the spot light is pretty well pointed directly at me.
04:18Anyway, let's see if I just drag inside the scene because I do have the Rotate
04:21Light tool selected.
04:23If I just go ahead and drag down I might have more luck with pointing that spot
04:27light down and make sure enough that looks like it's doing the trick.
04:29So you can see that the arrow is pointing down.
04:32Now I am going to tell you, it takes time to get used to these lighting tools,
04:38and so you may experience a little bit of frustration upfront, just take it from
04:42me the more time you spend with lights the better you're going to get at it the
04:45more sense it's going to make to the point that one day it just kind of clicks
04:50and you no longer have problems with lights anymore.
04:53So that's my experience.
04:54I am going to try to give you a few tips and tricks as we go.
04:57But first I want you to get a sense of what's going on with a couple of
05:00attributes over here in the 3D panel, Hotspot and Falloff.
05:04So let's go ahead and scoot the light over, and I was telling you, one day it
05:10just clicks and yet here I am being completely bewildered by what I'm doing
05:14with a stern spot light.
05:15I am moving it in entirely the wrong direction.
05:17I was moving it up and out there.
05:19Let's go ahead and drag on the green arrow instead and see if that doesn't help,
05:24then I'll drag in the blue arrow, and then I'll drag in the green arrow.
05:26So I am trying to scoot it above the bed, folks, and now I'll move it over a
05:31little more as well.
05:32Notice that I'm dragging on the little green rotate icon right there.
05:37All that does is turn a light around in a circle.
05:39So it doesn't really do you any good.
05:41Just in case you're confused by why in the world that one's not doing anything.
05:46Let's go ahead and try rotating this in a slightly different direction.
05:49I just want to show you how Hotspot and Falloff work.
05:51I don't even want to put this in a halfway decent location.
05:54Above the bed is just fine Photoshop.
05:56That's all I'm going for.
05:59So enough user error.
06:01Let's see what I've done.
06:02I am going to switch over to one of my camera tools and then go up to the
06:06Options bar and click on the View popup menu choose Home position.
06:10Here we are back at home.
06:12Now here's what I want you to see, Hotspot and Falloff.
06:15When I hover over them, you can see that a certain part of that little icon over
06:19there to the immediate right turns red, and that's showing us that the Falloff
06:24is the far vertical element of the light.
06:28So as the light is being cast away from the light source, from the spot light in
06:33this case, how far does it reach?
06:35You can send that out to a full 360 degrees like so, which will fairly
06:42illuminate the entire scene.
06:43So in other words the light is going all the way around the light source to some extent.
06:48Now the Hotspot, which is the central hottest portion of that light source i. e.
06:53that's being projected away from the light, is only radiating outward from the
06:58center by 31.5 degrees.
07:01That's a total of 31.5 degrees.
07:03So, for example, if I set to 30 degrees instead, then that would be 15 degrees
07:08in one direction and 15 degrees in the other.
07:10But you could raise at as high as 359 degrees which would turn this spot light
07:16into a very close approximation of a point light.
07:20So just so you have a sense of how far you can go with these values.
07:23I'm going to take my Hotspot to 35 degrees, which is pretty big, but a little
07:27bit enclosed, because I do want these things to look like real can light.
07:31I am going to take the Falloff value down to 60 degrees, which is higher than it
07:36is by default but lower than I had it.
07:38That gives us a pretty broad footprint on this bed, but bear mind, I'll go
07:43ahead and zoom out here the conventional way by pressing Ctrl+Minus or Command+Minus on the Mac.
07:48Notice that our spot light is not terribly far away.
07:51So it's up there in the ceiling some place.
07:53It's not in the right location.
07:54It's not aligned to the actual can inside of the 3D model.
07:59And that's something we're going to do in the next exercise.
Collapse this transcript
Placing and pointing a spotlight
00:00In this exercise we are going to place our Spot light inside of the can light.
00:04That is to say we're going to align it with the physical depiction, the
00:08wireframe of the can light here inside of our 3D scene.
00:12I've saved my progress as First spotlight.psd.
00:15It's found inside the 15_lighting folder and I am going to grab my Camera tool.
00:19It's actually already grabbed here.
00:21I've got the Camera Walk tool selected.
00:22I am going to go ahead and use the widget here which I think I will drag up to a
00:28better position, so we can see it better on screen.
00:31I'm going to drag on the Blue Rotate icon so that I am looking up at the ceiling.
00:36Now at this point I am just seeing black and that's because the floor is getting in my way.
00:40So I need to drag forward on the blue arrowhead like so until I get through the
00:46floor, and I haven't gotten through it so far. There we go!
00:49Now, I have popped through the floor.
00:50So that's good news.
00:51Now I need to actually see that can light that's at the foot of the bed on
00:56the left-hand side.
00:58So, I'm going to hide the 3D panel and I'm going to drag to the right from my
01:03red arrowhead, like so.
01:05I am not seeing the can light.
01:07It's still sort of up above me.
01:09So what I might do is just kind of back off, but I don't want to back off too
01:13much, because I'm going to go through the floor. So that's no good.
01:16Let's see if I can move this direction.
01:19I'll go ahead and raise my view by dragging upward on the green arrowhead and I
01:24do seem to be making some kind of progress here.
01:27So just as trying to figure out where you are in 3D space with the light can be
01:32difficult, it's also not easy to know where you are when you're sort of sifting
01:37through the world of 3D with your camera.
01:39Anyway, I'm dragging up on the green arrowhead. There it is!
01:42Good!
01:43Now I'm just way too close to the scene at this point.
01:46So I'm going to pull back by dragging back on the blue arrowhead, like so.
01:52This will probably work out pretty well.
01:55In fact, what I like about this is that I can see all four of the can lights at once.
02:00So if you're having even more troubles than I am, let's see what we've come up with here.
02:04I will switch over to my Orbit tool, and let's say we round off this X value to
02:08-60 degrees, a Y value of 0.
02:11It looks like it's doing just fine, a Z value of -128.
02:16That seems to work.
02:18So now I'm flying by the seat of my pants folks.
02:20Now, I am going to switch over to the Pan tool and I'm going to change the X value to -125.
02:26Let's change the Y value to -50 and the Z value to 70.
02:32So assuming we are on the same page, let's go ahead and save things out by
02:35clicking on the Floppy Disk icon and I'm going to go ahead and call this guy
02:38ceiling view and click OK.
02:41Now let's try to move that spotlight so that it is in alignment with this can right there.
02:47I am going to bring up my 3D panel.
02:49I am going to switch to my Light tool, whatever it maybe.
02:53I'm not seeing a widget and the reason is because my ceiling can FL is not selected.
02:59So I've got to click on it here inside the list. That can happen.
03:01That happens a lot in fact where your lights get deselected as you're working away.
03:05So you may have to reselect them many times as you work inside of a piece of artwork.
03:10I am going to start things off just by grabbing let's say my Drag the Light tool
03:14and I will just go ahead and drag the light directly up, like so.
03:18It's way out there someplace.
03:20It's going through the ceiling even though I believe the ceiling is
03:23invisible right now.
03:24So maybe let's take it until it's starting to pop into the ceiling, like so.
03:28My light has become deselected again. Imagine that.
03:32I'm going to click on it, ceiling can FL here inside of the 3D panel.
03:36You want to make sure that you're seeing the light.
03:37That's how I knew that it become deselected, because I can no longer see it in
03:41pink here inside of the Image Window.
03:43I am going to go ahead and drag on the red arrowhead, I will drag on the green
03:47arrowhead like so as well.
03:48I might drag down on the blue arrowhead in order to kind of move it into the
03:52scene so I can see it.
03:54Let's hide the 3D panel for a moment.
03:56Hopefully, the light will remain selected as I continue to move it around
04:00inside of the scene.
04:02Basically, this is what I'm looking for.
04:03I am trying to get it so that it's right there inside of the can, and you don't
04:08have to get it super aligned.
04:10It's not necessarily that it's spot on the way that the lightbulb was inside the
04:15lamp, because we can't really see the lights.
04:17We are not seeing the ceiling, for example.
04:20So we're just seeing how the lights are being cast, but this looks pretty good.
04:23You want to see the tip of that arrow coming out of the can, like so. All right!
04:28So assuming that you have the light in more or less the right location, and
04:31we are not worried about where it's cast right now, we are just worried that it's in there.
04:35Then let's go ahead and switch back to our previous camera view.
04:38So I will switch back to the 3D Rotate Camera tool.
04:41I'll go up to the View pop-up menu and choose Home position so that we can see
04:46that the light is being cast down this way.
04:48Now, a couple of things to note;
04:50when you're trying to determine the sort of orientation of the light, you can
04:56drag your little axes, although you'd want to make sure you have the Light tool
05:00selected, so you're affecting the light, not the camera.
05:02So I would switch over to my Light Pan tool let's say.
05:05Make sure that ceiling can FL is selected.
05:07Notice that I've lost my arrowheads.
05:08That's always nice.
05:09Turn off the ceiling light.
05:11Turn it back on, your arrowheads are back.
05:13But we don't want to use the arrowheads this time around.
05:16We want to change the angling, like so.
05:19So you would go ahead and rotate the light around or a couple of other ways
05:24to work because it is pretty difficult to figure out exactly where that light is pointing.
05:29For example, in this case I can see this big ellipse here, but does that mean
05:34that the light is pointing away from me or does that mean the light is
05:37pointing toward me?
05:38I suspect toward me but how would I know for sure without playing around with
05:44these controls quite a bit here?
05:45Now I can see that it is lighting the scene that away, that is, away from me.
05:50So that's good news.
05:51But let's say you want to apply some automated positioning. Two ways to work;
05:55one of which is flawed, I will show it to you.
05:57But it doesn't really work all the great, and then the other one is awesome.
06:01Very, very useful technique!
06:03So, the first one is this guy right there, this icon up here in the Options Bar,
06:06Point Light At Origin.
06:08What that's supposed to do is point the light right there at the origin.
06:13We can see the intersection of the green and red axes there.
06:17This is the point at which the blue axes would intersect as well if we could see it.
06:21That should be the 0, 0 point, but that did not change.
06:23So problem is the direction of the light did indeed change but the direction of
06:30our light rendering here, this 3D light thing that we are seeing, the white
06:34lines and ellipses and all that, that did not change.
06:37So that does not update, which is crazy.
06:39So you can't really tell what's going on.
06:41Here's the better way to work in my opinion.
06:43Let's say that I want to aim the light right here on the bed.
06:47I am going to move this widget out of the way for a moment.
06:50Right in this location, you've got to have one of the Light tools selected for this to work.
06:55You press and hold the Alt key or the Option key on the Mac, and you click at
06:59that location and it aims the light right there.
07:02So the light needs to be selected, Alt+ Click or Option+Click, and it aims the
07:07light at that location.
07:08That is an awesome trick and a very easy one to work with as well.
07:12So I am going to go ahead and re-center my zoom here;
07:15a couple of more modifications I want to make.
07:16I am going to change the color of this light by clicking on the little Color
07:20Swatch and let's cool things down a little bit by taking the Hue value to 210
07:25degrees and the Saturation value up to a mere 5%.
07:28So it's just a little bit of coolness, Brightness should stay 100%, click OK.
07:33Now we don't want really supersharp harsh shadows.
07:36So let's go ahead and take the Softness value up to 35% and then finally I want
07:40to add some attenuation.
07:42I was telling you about Hotspot and Falloff in a previous exercise.
07:45Those two options are specifically designed for Spot lights.
07:49They do not work for Point lights, or Infinite lights.
07:52Use Attenuation works for both Point lights and Spot lights.
07:56It doesn't work for Infinite lights, because they are after all infinite and
08:00they don't decline even slightly over the vast distance of space.
08:04I am going to change its inner value.
08:06This value defines you may recall the distance at which the light starts to
08:10decline, and I'm going to change that value to 80 and then the distance at
08:14which it stops declining and becomes nonexistent anymore, we are going to
08:18change that to 120.
08:19So, that's going to dim the light considerably, so it doesn't go much past the
08:23floor in fact and we are going to have a very subtle lighting effect here inside this room.
08:29That's the first can light.
08:30We still have three more to place, and I am going to show you some tips and
08:34tricks for placing lights in the next exercise.
Collapse this transcript
Aligning a light to the camera angle
00:00In this exercise we are going to create and position a spotlight with the
00:03help of the camera.
00:05I've saved my progress as the Foot-left ceiling light.psd.
00:08It's found inside the 15_lighting folder and here are the broad strokes, after
00:12positioning your camera, so you can position your camera exactly where you want
00:17the spotlight to look, or any other light for that matter.
00:19Then you can tell Photoshop to align that light with your camera view.
00:24So we are going to go ahead and grab the 3D Camera tool and I'm going to go up
00:29to the View menu for a moment, choose Show, and then turn off the 3D Ground
00:33Plane, because I don't want to see it anymore, but I want everything else to be visible.
00:37And I am going to go ahead and reposition the camera here.
00:40I am going to change the camera angle like so, and I'm dragging from this
00:44little blue rotation option there, associated with the 3D widget, so that I'm
00:49looking down on the bed.
00:51Then I'm going to drag the red arrowhead to scoot my view over to left and I am
00:55going to do that a couple of times until I'm looking directly down on that can,
01:00and this is the can light that's positioned at the head of the bed over here on
01:03left inside directly above the lamp.
01:05Now we're going to have a better time seeing exactly where we are if the ceiling
01:09is turned back on, so here I am looking at the entire scene inside the 3D panel,
01:13and I am going to click on the entire ceiling material in order to make it
01:16active and change its Opacity back to 100%.
01:19All right, having done that that is just going to give us a clear idea of the
01:23orientation of this can that's pointing toward us.
01:26I have still got my Camera tool selected.
01:28So I am going to go ahead and drag on that Z Rotation option until I am looking
01:33directly down on the can like so, and I am going to have to scoot my view up a
01:38little bit, so that it moves down, and then I'll drag in and all the while,
01:43notice that I am zooming in here by dragging on the blue arrowhead, and all the
01:47while I want to make sure that this can is aligned properly.
01:50Now the square should be aligned with my view.
01:54Notice it's kind of diagonal at the moment.
01:56So I'm going to drag on the green rotation option like this, so that I am
02:01rotating my view clockwise, I am rotating the can slightly counterclockwise and
02:06I want that square to look as square as possible.
02:09Right now, we've got sort of a trapezoid going on, because of my view.
02:13So I am going to have to angle my view just a little bit, and this time I am
02:16dragging on the red rotate icon, and then I'll drag on the blue one just a
02:21little bit like so, not too much because it's going to go out of frame.
02:24All right, I'm more or less aligned here and it might take a little bit of
02:29tweaking back and forth to get it exactly right.
02:32That's what I want.
02:32I want the double ring, so I want to see the black circle with a ring around it,
02:37and that shows me that I am dead on, but I'm looking directly down at that can.
02:41Al right, now we are going to go ahead and zoom in, but I can't get to that
02:46little blue arrowhead very easily, and if you're having the same problem, then
02:49go ahead and switch to that Walk tool up here in the Options Bar, and then
02:52let's go ahead and drag upward to move our view in, and I'm also dragging a
02:58little bit to the left.
03:00I'm trying to center that can as much as possible.
03:02Let's get the 3D panel out of the way, and let's scoot my view up like so, using
03:07the green arrowhead right there on the 3D widget.
03:10And now it looks like I can go ahead and drag on the blue arrowhead and I'm
03:15going to keep dragging in until I get to gray, so the black should go away, I should see gray.
03:20Now I am inside of that little canned light fixture thing that's part of the
03:24mesh, and finally, I will see the view below.
03:27And so I'm looking directly down from the can at my scene.
03:32All right, let's go ahead and save off this camera angle by clicking on the
03:35floppy disk and I am going to call this one can light 2, because it's the second
03:40can light I am addressing, and I will click OK.
03:41All right, now bring up your 3D panel, go over to your lights, and let's
03:47create yet another light.
03:48You can't duplicate an existing light, which is a pain in the neck. It's unfortunate.
03:53So what you do instead is click on the Page icon, choose New Spotlight.
03:56You'll add a new spotlight to the scene, who cares where it lands.
03:59We're not interested in where it is right now.
04:01I'm going to go ahead and rename this guy, ceiling can HL, for head of the
04:06bed left-hand side, and I'll dial in all those modifications I did to the other light.
04:11So I want to change its color for starters to a Hue value of 210 degrees, a Saturation
04:16value 5%, Brightness is 100%.
04:19I want to leave that. Click OK.
04:21Now I am going to change the Softness of my shadows to 35%.
04:23I am going to dial in a Hotspot of 35 degrees, a Falloff of 60 degrees, turn on Use
04:31Attenuation, and then I am going to change the Inner value to 80 and the Outer
04:36value right here, I will change to 120.
04:38All right, so the light's set up, but it's not even sort of in the right place.
04:41Here's what you do.
04:43To align the light to your camera angle, go ahead and drop down here to this
04:47bottom icon in the 3D panel that says Move to Current View.
04:51That's one way to work.
04:52The other way is to go ahead and select your Light tool, and you will see up
04:55here in the Options bar that you also have this little Camera icon that will
04:59move the light to the current view as well, and then click on it.
05:01Now you may end up seeing total blackness like this.
05:04That just means the light is now in your way of seeing the scene. That is just fine.
05:08All right, next this I want you to do is grab your Camera tool once again, any
05:13of the camera tools will do, then go up to the Options bar, click on your View
05:17pop-up menu and let's switch over to Ceiling view, if you went ahead and saved
05:21that one, and it's saved as part of this file, by the way, and then you will
05:24see the ceiling and you can see that light popping out of the can.
05:29Now I want to make a slight adjustment to it.
05:31So I'll go ahead and grab my Light tool and I don't have any arrowheads on my
05:35little stick, so I need to go ahead and turn off the light and then turn it back
05:38on, and now, I'll drag on that blue arrowhead up slightly, just so that I am
05:43tucking the light into the fixture.
05:45All right, now we need to see the scene from our Home view.
05:48So let's go ahead and switch back to the Camera tool, this time I am doing it
05:50inside the 3D panel, just for variety.
05:53Then I will go up to the View pop-up menu here in the Options bar and
05:56choose Home Position, and then finally what we want to do is point the
06:00light in the right direction.
06:01So switch back to one of the light tools, and then press the Option key or the
06:04Alt key on the Mac and click on this left-hand pillow right there, because I
06:09want to light not only the bed, but I want to light a little bit of that wall as well.
06:13So I want some light to be hitting the wall, in other words, so that we cover
06:17this entire headboard, and that looks pretty good.
06:19All right, so that's how you go about positioning the camera to the exact
06:24point at which you want to project the light and then aligning the light to the camera.
06:28We've got two lights down, we have two to go, and we will place those lights
06:32in the next exercise.
Collapse this transcript
Moving cameras and lights
00:00In this exercise, we're going to position the two can lights on the right side
00:04of the bed, and we're going to do so by taking advantage of that camera
00:07positioning technique.
00:08And you'll see now that you've established the first camera angle that it's
00:11pretty easy to get to the other two.
00:14I've saved my progress as Head-left ceiling light.psd.
00:17It's found inside the 15_lighting folder.
00:19And assuming that you've been working right along with me and saving your camera
00:22angles, then switch to the Camera tool;
00:24doesn't matter which one, and then go up to the Options bar, and click on the
00:29View pop-up menu and choose can light 2, or whatever you decide to call it.
00:33And this is that view looking down from the can light at the bedside table and
00:36the lamp and so forth. All right!
00:38I'm going to go ahead and drag my 3D widget down to the bottom of the screen,
00:42and I'm going to drag backward from my blue arrowhead like so until I can
00:47take in that can light.
00:49And I want to be able to see the square around the can, so I'm going to click on
00:53the ceiling lights material here inside the 3D panel, and notice that I've got
00:56the panel filtered by Whole scene.
00:59So go ahead and click on not ceiling lights, pardon me;
01:01I want entire ceiling, that's the one I'm looking for.
01:04And then go ahead and zoom out just a little more so you can see that entire square.
01:09And you want to make sure that it is pretty much straight up and down, so if
01:14you need to tweak your view just a little bit to make sure that it's straight
01:17up and down, do so.
01:18And the reason that this is so important, and I'm going to move my cursor very
01:21far away from the widget, so I have a little more control like so, and I'm still
01:26dragging as I do this.
01:27The reason I want that square to be as absolutely vertically aligned as possible
01:32is because now I just want to move directly upward, and that will take me to the
01:36right lamp at the head of the bed.
01:38So let's see if it works out here.
01:40I'm going to go ahead and drag dramatically upward on that green arrowhead, and
01:44I'm not seeing anything; that's okay.
01:46I dragged all the way to the top of the screen but it should be here some place.
01:49So I'll just drag again and there it is.
01:51Sure enough, that's the other can light; awesome!
01:54All right!
01:55Now I need to go ahead and move in on that can light, and I'll do so by dragging
02:00outward here, that is forward on the blue arrowhead, and I'll keep dragging
02:05until I go through the gray.
02:06Notice it turns from black to gray, and then I should see the head of the bed
02:11over here on the right-hand side in the wood paneling on the floor and so forth. All right!
02:16Super!
02:16Let's go ahead and save off that view by clicking on the Floppy Disk, and I'll
02:19call this guy can light 3, and click OK. All right!
02:23Now let's create another light;
02:24we have to do this one step at a time here in this order.
02:27Go ahead and filter the scene by the Lights, like so.
02:29And then drop down to the little page icon, choose New Spot Light, rename the
02:34new light ceiling can HR like so, and I'm trying to make sure, notice, that my
02:40view and my lights have different names.
02:42So I don't end up getting _0 after something, somewhere, and so forth. All right!
02:48Anyway, this guy is selected.
02:49Now let's go ahead and change its color by clicking on the Color Swatch,
02:53changing the Hue value to 210, changing the Saturation value to 5;
02:55I know it's a lot of busy work, but you have to do it if you want your lights to match.
03:00Change the Softness value to 35%, change the Hotspot value to 35 degrees, change the
03:05Falloff value to 60 degrees;
03:07these are just the same values we've been using.
03:09Turn on Use Attenuation, change the Inner value to 80, and then change the
03:14Outer value to 120.
03:16And in a perfect world, you'd be able to tab between these values, but I
03:20can't get it to work.
03:21So I had to select each value independently. All right!
03:24Having done that, the light is in totally the wrong position.
03:28So with the ceiling can HR light selected, drop down to this last icon here in
03:32the 3D panel and click on it, and that will go ahead and align that light to our view.
03:38Now let's go ahead and switch.
03:39I still have my Camera tool selected.
03:40So I'm going up to the View pop-up menu and I'm going to switch to ceiling view
03:44so I can see those lights up there in the ceiling.
03:46This is my new light;
03:48it's hanging down a little too far, so I'll go ahead and grab my Light tool.
03:52And look, I've got arrowheads on my widget. That's awesome.
03:55So I'll go ahead and drag up on the blue arrowhead just to scoot that guy in a little bit.
03:59Now we'll switch back to the Camera tool, and I'll go up to the View pop-up menu
04:04once again in the Options bar, choose Home position to restore my Home position,
04:09of course, and then switch back to the Light tool. So convenient!
04:14And I'll press the Alt key or the Option key on the Mac, and I will click on the
04:18right side pillow in order to point the light in that direction. All right!
04:23Three spotlights down; just one to go.
04:26Guess what?
04:26It's exactly the same thing again, but I'm going to run you through it because
04:30otherwise, we're not going to have properly lit our scene.
04:33So I'll switch back to my Camera tool here in the 3D panel, I'll go up to the
04:37View pop-up menu, I'll choose can light 3 this time around.
04:41This is the view from the can light.
04:44So I'm going to go ahead and back off by dragging on the blue arrow back from
04:49the blue arrow that is, that's associated with my widget.
04:52I'm going to switch over to my entire scene here in the 3D panel;
04:56I'm going to click on entire ceiling so I can see that square.
04:59I'll drag back a little bit more.
05:01I want that square to be nice and aligned.
05:03So I'll go ahead and rotate my view vertically here or vertically in quote
05:09fingers, anyway, by dragging this green Rotation Widget.
05:13And I'm going to move my cursor dramatically away from the 3D widget, and the
05:18reason I'm doing this is because it gives me greater control, and I still have
05:21my mouse down while I'm doing this.
05:23Because if I drag very close in, then I make big modifications;
05:27if I drag far out, then I make smaller modifications. All right!
05:30Now I'm going to hide my 3D panel so I can better see what I'm doing.
05:34Now we have to move way over to the right.
05:36So go ahead and drag to the right from the red arrowhead, and you're going to
05:41need to drag pretty much across the entire width of the screen.
05:44Then do it again until hopefully, there it is;
05:48that final can light hoves into view.
05:51And I'll go ahead and scoot it up just a little bit by dragging down on my green
05:56arrowhead, and then I will zoom in to the scene by dragging forward on my blue
06:00arrowhead until I go through the gray, and then I should see the scene.
06:04There it is, there is the wood floor, there is the foot of the bed. Awesome!
06:09Let's go ahead and save that out by clicking on the Floppy Disk.
06:12We'll call this can light 4 because that's what it is; click OK.
06:16Now bring up the 3D panel, go ahead and filter the scene by the Lights, drop
06:20down to the little page icon, click on it, choose New Spot Light.
06:24Rename this new spot light ceiling, what would this be, can, this time, FR for
06:30Foot of the bed Right-hand side.
06:32And I will change its color to a Hue of 210 and a Saturation value of 5%; click OK.
06:39Then I will change the Softness to 35%.
06:43I'll change the Hotspot to 35 degrees, I'll change the Falloff to 60 degrees, turn on Use
06:49Attenuation, change the Inner value to 80, and then change the Outer value to 120.
06:54All right!
06:55The light is now established.
06:56Now we have to position it.
06:58So click on this little Camera icon down at the bottom of the list of icons to
07:02move the camera to the current view so that it's shining directly downward.
07:06Now then, my Camera tool is still selected, so I will switch my View to ceiling
07:10view so that I can see that final guy;
07:14he's kind of far over here to the right-hand side of the scene.
07:17The light is protruding down a little bit too far, so I'll switch to my
07:20Light tool, and then I will drag up on the blue arrow just slightly to tuck it in there.
07:26All right!
07:27Having done that, now I'll switch back to my Camera tool, and then I'll go up to
07:31the View pop-up menu here in the Options bar, I'll switch to Home position, I'll
07:35go ahead and center my scene inside the Image window.
07:38I've still got the ceiling can FR light selected.
07:41I want to switch to my Light tool, I want to hide that 3D panel because it's in
07:45my way, and then I want to press the Alt key or the Option key on the Mac, and
07:50click right about there in order to point the camera at the foot of the bed. Phew!
07:57Oh my goodness!
07:58Isn't lighting fun? All right!
08:00I'm going to go ahead and bring up my 3D panel once again, switch to the
08:03entire scene, and click on Scene to make sure it's active up there at the top of the list.
08:08Change the Quality setting from Interactive to Ray Traced Draft, and then begin
08:13ray tracing the scene.
08:15And you know what, I'm going to go ahead and click in order the interrupt that Ray Trace.
08:18I've got lights going at all kinds of crazy angles here which sort of interferes
08:22with my view of things.
08:23So I'm going to hide the 3D panel.
08:25I'm going to press the M key to switch back to my Rectangular Marquee tool, so
08:28all of that 3D folderol goes away.
08:30And then I'll go up to the 3D menu and choose Resume Progressive Render so that
08:35we can see what we've rot.
08:37Now, I'm going to let this render for a few passes in front of you here, but
08:40of course, we're going to go ahead and speed up this process so we're not
08:43totally wasting your time.
08:44You can see just how beautifully and lustrously rendered this scene is.
08:50There is, however, remaining a big problem; the windows.
08:54Notice that we can't see anything through the windows;
08:57it's as if they're opaque.
08:58They're actually 20% opaque, so they're mostly translucent.
09:02I've just got to add some nighttime elements behind those windows, and that's
09:07exactly what we're going to do in the next exercise.
Collapse this transcript
Adding a 2D sky to a 3D window
00:00All right, I've gone ahead and let the render process complete here and
00:03I've saved my progress as All four can lights.psd found inside the
00:0815_lighting folder.
00:09Now I use the Ray Traced Draft setting, which is just fine, you don't have the
00:12resort to Ray Traced Final, but you do need a complete render, because otherwise
00:16you're going to have noise in the scene and what we need to do now is integrate
00:20the sky into the Windows that's going to require some masking and if we've got
00:24noise or going to integrate that noise into the mask, which is no good.
00:28So anyway start with a fully rendered scene like this one here, then over here
00:33on the right-hand side we've got this window that's looks for all intents and
00:35purposes light gray, like it's opaque and yet if I bring up the 3D panel, Filter
00:41the entire scene, so I can see all the materials, and then I'll scroll down the
00:45list until I come to this guy pane 1 click on it, and notice that the Opacity
00:50value is set to 25%.
00:52So we can see through that Window pane, problem is, we're seeing through to the
00:57Background layer right here, which is white.
00:59What we need is a little bit of sky and it's there, it's just not turned on.
01:03So go ahead and turn on that Moonlit Sky layer, which is that image from the
01:07Fotolia Image library.
01:09Now that takes care of that window just fine, it doesn't take care of the other
01:12two, because Photoshop can't reflect something that's not actually part of the
01:17scene this is a 2D layer that's just setting in the background and the 3D scene
01:21is completely unaware of it.
01:22That's why we're going to have to resort to masking.
01:25So let's make a copy of this layer by pressing Ctrl+Alt+J or Command+Option+J on
01:29a Mac and I'll call this sky reflection 1 because it's going to be the first
01:34reflection after all.
01:35Then I'll pop it to the top of the stack, you can do that from the keyboard, by
01:38pressing Ctrl+Shift+] or Command+Shift +] on the Mac, or you can just drag it up
01:43to the top of the stack if you prefer.
01:46Let's press the 5 key in order to reduce the Opacity of this layer to 50%, and
01:51then I'm going to Ctrl+Drag or Command+ Drag it over to the left to about there,
01:55so this region of clouds is inside the window.
01:58It doesn't really matter what portion of the clouds you see inside the window,
02:01as long as you have a fair amount of variety going on, that is luminous variety
02:05and you're not seeing the moon, wouldn't make any sense for the moon to be
02:09reflected inside of this window, because after all the trajectory of the light
02:13coming off the moon is straight toward us, that light is being bounced right at
02:18us, not toward that mirrored wall.
02:20So we don't want to see any moon reflections going on here.
02:23All right, having done that I'm going to go ahead and turn this layer off,
02:26because we need to generate a mask leaving it set to 50% Opacity is fine for now.
02:31Click on the 3D layer to make it active and I'm going to go ahead and zoom in on
02:34this window this reflected window here, the old-fashion way by using my Zoom
02:38tool and I'm going to scroll it down just a little bit I want to make sure I'm
02:41seeing the entire thing and then armed with a Rectangular Marquee tool, go ahead
02:46and marquee around the window like so,
02:48So I am inside the window, but I am fully enclosing all the panes, I don't want
02:51to integrated any of the headboard, so I avoided it, and what I'm doing is
02:55saying, all right Photoshop, I want to work inside of this area and the command
03:00that I'm going to apply inside of this area, it's under the Select menu and
03:03it's Color Range, and if you loaded DekeKeys and if you've got a keyboard
03:06shortcut of mash your fist O, so Ctrl+Shift+Alt+O on the PC,
03:10Command+Shift+Option+O on the Mac.
03:12All right, then inside the Color Range dialog box, make sure the Fuzziness
03:16value is 40 that's fine that's the default setting incidentally, Invert should
03:19be turned off, Localized Color Clusters should also be turned off, and then I
03:24want you to click inside one of the window panes like so, inside one of these
03:27dark regions, and notice that we've selected pretty much all of these three
03:31panes in this first column, but we haven't quite selected all the panes over
03:35here on the left inside.
03:37So, go ahead and Shift+Drag inside of one of these left-hand panes like
03:42that, and that will fully integrate all nine of these little sub panes into the selection.
03:48So white equal selected areas, black equals deselected areas, go ahead and click OK.
03:53Now that's not quite the selection we're looking for, it's a little rough, so
03:57let's switch to the Quick Mask mode by dropping down to little Quick Mask icon
04:01and clicking on it, or you can just press a Q key and you'll see the Quick Mask
04:05Overlay I don't want to see the Quick Mask Overlay, I just want to see the mask.
04:09So I'm going to turn off the image the easy way, from the keyboard, just by
04:13pressing the tilde key, that's the key to the left of the one key
04:17directly above the Tab key in the upper left-hand corner of your standard American keyboard.
04:22If you don't have that key, or it doesn't work the same in some other country,
04:25then you go to the Channels panel, and you turn off this eyeball in front of
04:29RGB that work as well.
04:31All right, let's go and zoom in and I'll scroll down a little bit, just so I can
04:35see the entire top of the image there.
04:37I need to grab my Lasso tool and I'm going to take advantage of the Polygonal
04:42function of the Lasso tool by pressing and holding the Alt key or the Option key on the Mac.
04:47Keep that key down and then click and do this number across the bottom of
04:51these panes right here, now it looks like I'm scalping off this little bit of edge right there.
04:56So you know what, I'll just move my cursor to this location and release the Alt or Option key.
05:01And now I know I have my cursor in the right location, I'll press and hold Alt
05:05or Option again, and keep that key down, click and then click around this area
05:10in order to select the sort of offending details right there and once you get
05:15this range of gooks selected, then I want you to fill with black.
05:19In my case Black is a background color, so I can press Ctrl+Backspace or
05:23Command+Delete on a Mac.
05:24All right, let's click off that selection to deselect it, and employ that same
05:27technique down here at the bottom of the windows, press the Alt key or the
05:30Option key on the Mac, keep it down and then click around this region like so,
05:35and then fill it with black by pressing Ctrl+Backspace or Command+Delete on the Mac.
05:39All right, great, wonderful selection, it's going to work out beautifully.
05:43Let's switch out of the Quick Mask mode by either clicking on the icon or
05:46pressing the Q key, then go back to the Layers panel, if you left it, click on
05:51that reflection 1 layer, turn it on, and then let's go ahead and mask it by
05:55dropping down to the Add layer Mask icon down here at the bottom of the panel,
05:59click on it, and you've gone ahead and masked the clouds inside of that window.
06:03I'm going to zoom out, I'm not really loving this composition, I don't think the
06:06reflection looks quite right.
06:08So I'm going to change the Blend mode from Normal to Screen, and then having
06:12done that I'll press the Escape key, so screen is no longer active here on the
06:15PC, and I'll press the 3 key to reduce the Opacity to 30% and that looks pretty good to me.
06:22I think that's a fairly credible selection.
06:24All right, let's integrate the clouds into the far window right there, now the
06:29problem is, we're masking this window, we don't have any contrast whatsoever,
06:34and I've got a fair amount of noise going on as well.
06:36So I'm going to try to take that layer mask I've already created and repurpose
06:40it, and I'll show you how that works in the next exercise.
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Resolving ray tracing mistakes
00:00In this final exercise of the chapter, we're going to finish off the
00:03composition, and we are going to do so by taking the sky reflected inside of
00:07this first window, and we're going to duplicate and repurpose that reflection
00:11inside of the second window.
00:12Then we'll take care of a strange problem that's occurring with the ray tracing
00:17inside of the scene.
00:18And I am going to start things off by taking the top layer here in the stack,
00:21and I am going to duplicate it by pressing Ctr+Alt+J, Command+Option+J on a Mac,
00:25and let's call this new layer reflection 2, because that's what it is, click OK.
00:30And now, I'm going to press Ctrl+Shift or Command+Shift on the Mac and I'm going
00:36to drag this reflected pane into the far window and it's not a match so far, but
00:41it's going to work out nicely for us.
00:42Now, what we need to do is transform these panes to match the rear window.
00:49However, if I run the Free Transform command on this layer as it is, I will
00:53modify both the layer, that is the clouds and the mass together.
00:58I don't want that, I want to affect just the mask.
01:01So click on the link between the two thumbnails, here at the top of the Layers
01:04panel, in order to unlink the layer from its mask then, click on the layer mask
01:08to make it active, then go up to the Edit menu and choose the Free Transform
01:13command or press Ctrl+T, Command+T on a Mac.
01:16And I am going to drag this bottom handle upward, until, we kind of squish the
01:20panes a little bit and also, drag this guy the top handle up as well, and I am
01:24going to scoot in the right-hand side and scoot in left-hand side just a little bit.
01:29This point, I need to perform a skew, and I am going to do that just by
01:34pressing the Ctrl key or the Command key on Mac and you drag the corner
01:38handles, and I'm going to drag this corner handle to about there, I am just
01:42trying to make sure that the corners of the panes line up properly, and this
01:45one wants to be about there I think.
01:47I've got the Ctrl key down, the Command key down on the Mac this whole time, and
01:51then, I am going to Ctrl+Drag this guy upward and Ctrl+Drag this one upward as
01:56well, these would be Command+Drags on the Mac, and I went too far with this
02:01modifications, so I'll tuck it down a little bit.
02:03Now, you are not going to get an exact match, by the way, because panes don't
02:07exactly, match each other but you will get an approximate match, which is going
02:11to be good enough for our purposes.
02:12This is a very distant window and we are going to create just a tiny little refraction.
02:17I still have the Ctrl key down or the Command key on the Mac as I am dragging,
02:19this time the bottom handle.
02:22So drag around as much as you like until you think you have something that looks
02:25fairly decent and you might see some little tiny white edges or some dark edges,
02:31not really anything to worry too much about.
02:33Also, bear in mind that you're seeing overly jagged transitions here, because we
02:38haven't actually rendered out the transformation.
02:41Now I'll press the Enter key or the Return key on a Mac in order to apply
02:44that transformation, it isn't the best match on the face of the planet, but it's pretty good.
02:49This will help, I am going to bring up the masks panel, you can also get to that
02:53panel by going to the Window menu and choosing Masks, and then, I want to change
02:58the Feather value to 1, so I am just going to take it up to 1 and that's going
03:02to soften those edges.
03:03And then, finally with my Selection tool active I have got a Rectangular Marquee
03:08tool active here, I am going to type 15 in order to reduce the opacity of this
03:13layer to 15%, and that's it, that takes care of that.
03:16Now I'll press Ctrl+0 or Command+0 on a Mac to zoom out and I'll zoom in a
03:21little bit, by pressing Ctrl+1 or Command+1
03:22All right, so that takes care of the 2D guy inside of the various 3D windows,
03:28but we have one outstanding problem left and it has nothing to do with anything
03:33I have showed you so far.
03:34Check out this reflection, and this is one of those things you notice kind of
03:38the eleventh hour, as you're working inside of a 3D scene inside a Photoshop,
03:42just some little thing catches your eye, and you are like, what the heck is it?
03:46Why do I have this little dent there and what is being reflected in the floor?
03:51So this is presumably the ceiling over here, because that's one of the cam
03:56lights I believe that's being reflected, and this is the foot of the bed down
04:00here and then, farther down, if I were to scroll down, this little bit is the
04:04window that's being reflected.
04:07So this is like some portion of the side of the window, what is that thing?
04:11So you zoom in on it of course, and you check it out in detail, and you can sort
04:16of revolve your camera angle, but if you start doing that stuff than the ray
04:20tracing goes away and you lose your reflections and you have to re-raytrace.
04:24But if you just take a careful look at it, you start seeing what it is and what
04:28it is, it's a little bit of crown molding.
04:31Oh, what is that doing right there?
04:34There is no scene for the crown molding above the window, nor would it get
04:38somehow reflected below the ledge of the window.
04:41So what in the world is up?
04:42Well, I am here, to tell you there's not any crown molding up there, nothing like this.
04:47The crown molding runs totally parallel to the wall as well it should;
04:51so what's happening is a bug.
04:54Photoshop is retracing the scene wrong.
04:56Now in Photoshop's defense ray tracing in accuracies are not that unusual.
05:01You see them a lot of different programs.
05:03Ray tracing is an extremely process intensive task and it's kind of a black art
05:09and things can end up going wrong.
05:11So sometimes you just have to make a decision and say, you know what, I'm going
05:15to get rid of --in this case, the entire ceiling element, because it contains
05:20the crown molding and we don't need to reflect the ceiling;
05:23there's nothing up there to reflect, so why don't we just hide it and do
05:28Photoshop a little bit of a favor.
05:29So I'm to bring up my 3D panel, and I am going to click on the 3D layer that
05:33will help to make it active and were looking at the entire scene.
05:37Let's go down here to entire ceiling click on it in order to select it and let's
05:41reduce its Opacity to 0%, and pressing the Enter key or the Return on the Mac,
05:45and that's going to evoke a new ray tracing.
05:48So Photoshop is busily re-ray tracing the scene, now, it may seem like wow!
05:52Photoshop is doing a really good job this time around.
05:55First path and it looks beautiful, not really, if you click in the scene or
05:59press the Escape key, you'll see that Photoshop just wasn't showing us what it was up to.
06:03But in interrupting things - -and I'll go ahead and restart here, by going up to
06:07the 3D menu and choosing Resume Progressive Render.
06:10Notice over here on the right-hand side of the scene behind the bed, we no
06:14longer have that weird bit of crown molding showing up, because the ceiling
06:19is not there to reflect in, so Photoshop is not making that mistake that it made before;
06:25so that ultimately takes care of the problem.
06:27The ceiling looks good and we even have -- I think this is really interesting, I
06:31am going to click in order to interrupt the ray trace for a moment, and I am
06:33going to zoom in on this portion of the image right there.
06:36We still have that little can light, and now it looks lighter than the rest of the ceiling.
06:41So it appears as if Photoshop is actually reflecting the light source, which is awesome.
06:47All right, so I'll go ahead and reset my zoom here.
06:49Let's switch to the final version of the scene, this is the Ray Trace Final
06:55Version of this entire scene, that we've been craving over the course of this
06:59chapter, now I am going to zoom it to 80 % down here in the bottom left corner of
07:03the window, press the F key a couple of times in order to fill the screen with
07:07the image, that is the final version of our bedroom composition.
07:11Thanks to the raw and sometimes untamed power of 3D lighting, here inside
07:16Photoshop CS5 Extended.
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16. Advanced Lights and Shadows
Darkness conveys depth
00:00Without light you're scene is black that it is altogether dark and yet strange
00:06as it may sound, with light there is also darkness, no light conveys complete
00:11darkness light conveys partial darkness, these patches of darkness are known as Shadows.
00:18Shadows are wildly important, without them you're scene may colorful, but it
00:23will also be flat, with shadows your scene has depth.
00:28In this chapter, I will show you how to boost your lighting skills to the next
00:32level, we'll point a light through a window, shine a light right through an
00:36object, explore self illumination and create an image based light and throughout
00:41we'll cast shadows rich, long, soft scene defining shadows, because the
00:48interplay of highlight and shadow with the old masters called Chiaroscuro, is
00:53what 3D scene making is all about.
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Shining light through a window
00:00Here is the final project that we'll be creating over the course of this
00:03chapter, rendered using Photoshop's Ray Traced Final setting.
00:07There are all sorts of advanced lighting and scene effects going on here.
00:11We have light being cast-in through the windows;
00:13we have light being cast through the ceiling, which is responsible for among
00:17other things, this text on the ground here.
00:19We also have these extra models that I've added to the scene and placed
00:22directly on the bed.
00:23They are casting shadows;
00:25they've got Gloss and Shine settings as we'll see later.
00:28We've got a more realistic reflection effect where the sky is concerned, because
00:31the sky is a real element in this 3D scene;
00:34that is therefore being reflected into the walls.
00:36So we're not working with 2D layers and layer mask this time around.
00:40I've also added reflectivity map to the walls, so that not all portion of the
00:44walls are equally reflective.
00:46We've got this giant image light that's surrounding the entire scene, and then
00:50just to finish things off we've got a hamburger inside of a picture frame.
00:53So, that's what you have to look forward to.
00:55But we're going to start things off inside of this image here.
00:59It's called Base bedroom.psd and is found inside the 16_adv_light folder.
01:03We're going to start things off by turning-off a few lights, specifically
01:07turning-off those ceiling cans that we created in the previous chapter, and
01:10we're going to send light in through the windows.
01:12So, I'm going to go ahead and bring up the 3D panel by double-clicking on the
01:16thumbnail for this hotel room layer.
01:18Then I'm going to make sure that scene is active here inside the 3D panel and
01:22I'm going to change the Quality from Ray Traced Final, where this image is
01:25concerned, to Interactive (Painting) and that way obviously we can get some work done here.
01:31I'm going to go ahead and twirl close the bedroom, that bedroom mesh, and I'm
01:35going to drop down to these ceiling cans, and I'm going to turn them all off for now.
01:39So, if you're working along with me, turn all 4 of these lights off.
01:43So we're just working with that lightbulb that's inside the lamp and nothing more.
01:47But we're going to add another infinite light coming in through the windows.
01:51Of course, this needs to be an infinite light, because the object that's
01:55creating the light is the moon.
01:57So light is ostensibly reflecting off the sun, onto the moon, into the bedroom.
02:01The moon is sufficiently distant, even though it's not as far away as the sun,
02:03but it's sufficiently distant, that it requires an infinite light.
02:06So, I'll go ahead and bring that 3D panel back up and let's add that infinite
02:10light by dropping down to the little page icon at the bottom of the panel,
02:13clicking on it and then choosing New Infinite Light.
02:16Now, I'm going to name this infinite light, moonlight, because that's the
02:20purpose that it serves.
02:22And then we need to modify the position of the slide source, but first of all
02:26I'm going to crank up the Intensity like crazy, since it's coming through
02:30those windows, I want it to be nice and bright, so I'm going to take the
02:33Intensity value up to 7.
02:35So I have an awful lot of light being cast on the scene.
02:38Notice that the Softness is set to 0%.
02:40I'm going to leave it that way, so we have some nice sharp edges where those
02:44window lights are concerned.
02:45All right, at this point you might want to go ahead and back off of the scene a little bit.
02:48So I'm going to select my Camera Rotate tool here inside the 3D panel, and
02:53then I'll go up to my options bar, because I've saved off those camera views
02:57in advance, I'll click on the View pop-up menu, and I'll go ahead and choose very wide angle;
03:02which is our most distant view at the moment.
03:04And you may notice that you're seeing a little bit of a window in the sky, which
03:08doesn't make any sense.
03:09It's as if the light is passing through I suppose, this left window here onto the sky.
03:13That's actually just a trick of these 2D layers here, and we might as well turn
03:17them off for a moment.
03:18The ones that are called reflection 1 and reflection 2, go ahead and turn
03:21those guys off, so we no longer have those 2D reflections, and if you want to
03:26you can just go ahead and grab both of the layers, select one then Shift+Click
03:29on the other and press the Backspace key or the Delete key on the Mac in order
03:33to get rid of them.
03:34All right, let's figure out where in the world this infinite light is?
03:36I'm going to go ahead and select my Light Rotate tool or one of my Light tools anyway.
03:41Then I'll drop down to my little eye icon and I can see that I'm just seeing my 3D axis.
03:47So I'll go ahead and turn on 3D Light, so I can see the various lights in the scene.
03:51Even though most of them are turned off;
03:52you can still see them as these little wireframe lights.
03:56Then I'll go ahead and click on this icon again and choose 3D Selection, so I
04:00can see where in the world my active moonlight, infinite light is?
04:04And it's down here in the bottom right portion of the scene shining
04:08upward through the floor.
04:09That of course is no good whatsoever to me.
04:12I need it to come pretty much exactly the opposite direction.
04:15So, I'm going to go ahead and drag on that little rotate icon;
04:18the X rotate icon like so;
04:20in order to move the light to the other side of the scene.
04:23Then I'll also drag if I can there, I'll go ahead and drag that blue rotate icon
04:28in order to train the light through the windows onto the bed.
04:31And that's still not exactly what I'm looking for.
04:33So I'll possibly drag this red rotate gadget here in the 3D widget.
04:37Problem is, it's not working for me, because moonlight became suddenly and
04:41mysteriously deselected here inside my list.
04:43So I'll go and click on it again, and then drag the widget like so, in order to
04:48move things around, and I would keep going back and forth.
04:51The Y gadget, the green one, isn't really going to do you any good as you may
04:54recall, that just spins the light around in its own little circle. But tell you what?
04:58What I'm going to do is enter some numerical values just to save us a little bit of time here.
05:03So I'll click on moonlight to make it active, and then I'll go to the options
05:06bar, and I'm going to select that Y value and I'm going to change it to -165,
05:11and then I'll select the X value, change it to 35, and then I'll click on the Z
05:17value there, and change it to -58.
05:20So, that we get the light coming in more or less the right direction.
05:23Let's go ahead and zoom back into the scene by switching back to the camera tool
05:28and then up here in the options bar, click the View pop-up menu and choose Home
05:33position to go back to that standard position we've been viewing.
05:36Then just to get a sense of what's going on here, I'll click on scene in order
05:40to make it active, switch back to my rectangular marquee tool so I'm not seeing
05:44all that 3D folder all on screen, and I'll change the Quality setting to Ray
05:48Traced Draft, just so I can get an early sense of what's going on here.
05:52Now we're going to accelerate the process of course, so that you can get a
05:55better sense of what's going on that much faster.
05:57It will take a while though, and the more objects we add to the scene and the
06:00more lighting elements, the more time it's going to take Photoshop to render.
06:04But what I want to notice here is we do have a light being cast through the
06:08window onto the top of the bed and onto this end table as well, and onto the light shade.
06:14Then we have this big, huge swath of light up here in the upper-left corner of the screen.
06:18That gives me a good enough idea of what's going on.
06:21So I'll press the Escape key, let's hide the 3D panel for a moment.
06:24You can see over here in the reflection in the wall, this mirrored wall, you can
06:28see this window lighting, this checkerboard.
06:30Well, what's happening, is light is going through the window onto the side of
06:34the bed that we can't see, over there on that right-hand side, if we were
06:37looking at the bed from the footboard and that is light that's being cast onto
06:42the bedspread over here on the head side of the bed and the foot side of the bed
06:46as well, and then it's dissipating onto the floor a little bit too.
06:49So I just want you have to have a sense of what you're seeing there?
06:51We're also seeing the reflection of the light from the end table on the floor as well.
06:56The big problems with what we're seeing are the big swath of light in the
06:59upper left-hand corner.
07:00That's because our scene as you may recall from the previous chapter, our
07:04scene has no ceiling.
07:05The ceiling is set to 0% opacity, and furthermore, see this little band of light right there.
07:12Well, that's some light that's being cast all the way over on the far
07:15right-hand side of the scene.
07:16We can't see it, it's way over this away.
07:19However, it's being reflected on that wall and that's a problem.
07:22So we're going to have to add a ceiling to the scene and eventually a far wall
07:27as well in order to cut that light.
07:29We'll be creating that ceiling and adjusting our moonlight in the next exercise.
Collapse this transcript
Using a 3D postcard as a light shield
00:00In this exercise we're going to create a ceiling for our scene using a 3D
00:03Postcard so that we no longer have this light coming in through the top of the room.
00:08Now those of you who followed along with the previous chapter, you know that
00:11there is a ceiling material that's associated with this bedroom model.
00:14So you may figure, well, why don't we just turn it back on, set it to full opacity?
00:18That would shield the room, by the way, but if we do that we'll end up with that
00:23weird crown molding reflection in the floor.
00:25And we don't want, so we're going to have to create our own ceiling once
00:29again as a 3D Postcard.
00:31I've saved my progress as Too much moonlight.psd.
00:34It's found inside the 16_adv_light folder, and I'm going to start things off by
00:38double-clicking the thumbnail for the Hotel room layer to bring up the 3D panel.
00:42Make sure scene is active and then change the Quality setting to Interactive so
00:46that we can get work done.
00:47The next step is to create that 3D Postcard, and I'm going to do that by
00:51pressing Ctrl+Shift+N or Command+Shift+N on the Mac, and I'm going to call this
00:55new layer, shield 1.
00:57The idea being that this is the first of two light shields that we're going
01:00to add to our scene.
01:01Now click OK in order to create a new empty layer, and let's turn it into a 3D
01:06Postcard by dropping here to Create New 3D Object list, making sure 3D
01:10Postcard is selected, then click on the Create button and we have ourselves a 3D Postcard.
01:15Now we can't see it, because it's invisible, because its diffused texture is
01:19transparent, because the original layer, that we just converted, was
01:23transparent as well.
01:24So we've got to change the material.
01:26Click on shield 1_0, which is the material for this mesh, and then notice that
01:31we have page icons next to Diffuse and Opacity.
01:34We want to get rid of both of those.
01:35So click on little page icon next to Diffuse and choose Remove Texture.
01:39That will reveal a big layer of gray, because we're looking straight on at this
01:44huge gray postcard that's covering up the entire image.
01:47Just for the sake of safety click on the page icon next to the word Opacity.
01:51Choose Remove Texture to get rid of any opacity mask that maybe there as well.
01:56The next step is to merge this 3D Postcard with a larger scene, and as you may
02:00recall there are two different ways to do that.
02:02One is to select the first layer, Shift+Click on the second later, and go up to
02:06the 3D menu and choose Merge 3D layers.
02:08I consider that to be a lot of work.
02:10So my preferred method is to click just the top layer, make sure that it's
02:15directly in front of the larger 3D scene that contains all the attributes that
02:19we want to retain, hotel room of course.
02:22So just click shield 1, nothing else, and press Ctrl+E or Command+E on the Mac
02:26in order to merge it into the hotel room environment.
02:29That's going to make the 3D Postcard disappear, because we have no idea where it went.
02:33It's someplace far away.
02:34So I'm going to twirl close the bedroom mesh, and then I'll click on the shield
02:381 mesh to make it active.
02:40Let's go ahead and select one of the mesh tools.
02:42I might as well start with the 3D Mesh Rotate tool, and I'm going to change all
02:45three of the Orientation values to 0.
02:47So X, Y, and Z should be 0.
02:50Notice I'm doing that manually.
02:51Now you might figure what you'd like to do is just click on that Home button
02:54based on things that I've told you in the past, because wouldn't that restore
02:58all the values to 0?
02:59Well, in the case of this scene that we experience what is potentially the
03:02worst bug in all of 3D Photoshop, and I want to show it to you just in case you run into it.
03:07I'm going to switch over to the Pan the Mesh tool so we can see the Position
03:10values which are all over the map.
03:11If I click on the Home button to return to the initial mesh position
03:15whatever that means.
03:16I'm going to get these completely whacky values.
03:18Notice it says, --2147483, and then it keeps going, 6.,(.
03:24It's like what in the world is that?
03:29If I press the Enter key I've got to show this to you.
03:31It's exceedingly unpleasant.
03:33But if you press the Enter key then Photoshop is going to deliver this alert
03:36message saying, hey, that's invalid.
03:38You've got to pick a number between two identical non-numeric values, there is
03:43just strings of weirdness, is required.
03:46Well, that's what I've got.
03:47I guess it's between those two.
03:48The previous value has been inserted.
03:50Watch this, I click OK and it comes back, and I click OK and it comes back, and
03:54I click OK and it comes back.
03:56So here's what you do.
03:57If you find yourself in this eternal loop of goofiness you just hammer the
04:02Enter key or the Return key on the Mac seriously.
04:05You've to click and hold on your screen at the same time you are jamming that key.
04:08So you don't really have to restart the program.
04:10Isn't that the good news?
04:12The bad news of course is that it happens in the first place.
04:15Who knows what horribleness we just went through?
04:18What I need you to do is go to the Window menu, if you decide to follow along with me.
04:22I hope you didn't, but go to the Window menu and choose the History command and
04:26that brings up this History panel.
04:27Remember there was Merge Down, and then I start setting a 3D position and then a
04:32lot more 3D positions got recorded?
04:34Well, I'm going to click on Merge Down to go back to that point in time, because
04:37I know that was safe.
04:39Everything was okay back then.
04:41Now I am going to bring up the 3D panel once again.
04:43Make sure that my shield mesh is active.
04:46I'm going to switch back to Rotate the Mesh tool and restore those values to 0 manually.
04:52So anyway that's what you do if that happens. I'm not sure.
04:55Every once in while it happens and I'm not sure why, but it's as regular as
04:58rice inside of this specific composition.
05:00We're merging that 3D Postcard as concerned.
05:03So we're changing all of the Orientation values and the Position values to 0.
05:08Now you'll see down here at the bottom of the screen you will see a bunch of
05:11sort of white lines.
05:12That's the 3D Postcard emerging.
05:15It's not parallel to the floor and it's emerging through the floor ever so slightly.
05:19Now we need to back off from the scene and I'm going to do that by switching to
05:24my Camera tool once again.
05:25I'll go up to View popup menu here in the Options bar and I'll choose very wide
05:29angle so I can backup from the scene.
05:31Now I want you to see something.
05:33If I click on moonlight here in my list, because I have both 3D Selection and 3D
05:39Light turned on, I can see my infinite light right there and I can see the
05:42direction of my light coming through.
05:44But I want you to watch what happens to that light. It actually moves.
05:48Infinite lights move to compensate for the size of the scene.
05:51So let me show you what I mean.
05:53I'm going to go ahead and click on shield 1 to make it active, and I'm going to
05:57switch back to one of my mesh tools.
05:59It doesn't matter which one, because I'm going to be relying on my 3D widget.
06:02I'll drag up on that blue arrowhead to move the ceiling upward.
06:07Now notice if I go too far, if I go way up in the air, my infinite light
06:10is actually moving.
06:11I've got a couple of infinite lights.
06:12Notice that one that's way at the top of the image, that's my original light
06:16that I just left in there for general illumination.
06:19It's actually called illuminator there in the 3D panel.
06:23Notice both of those infinite lights start moving around.
06:26That's once again, because they are compensating for the size of the overall scene.
06:29Where we want the ceiling?
06:31It's right about there, just below the lip of that brownish wall as you see it there.
06:36You should see a Z value if you're looking at the Position values, a Z value in
06:40the high 90s, mine is 98.3.
06:42I'm going to change it to 99.
06:44You should do if you want to get exactly the same results.
06:47Now then bring up your Scale values by clicking on that Scale tool.
06:50We're going to drag in a cube.
06:52Make sure it's yellow there in the 3D widget and then drag upward in order to
06:55expand the size of that ceiling so that it covers up everything.
07:00Your X, Y, and Z value should change somewhere upwards of a 120.
07:03So in my case, they are 121.67.
07:07Anything in that neighborhood is going to work out just fine.
07:10Let's switch to our previous view.
07:11I'm going to go ahead and grab my Camera tool here inside of the toolbox.
07:16Go up to View pop-up menu and change it to Home position so that we're
07:19back inside the room.
07:21Now ray trace the scene, so we get a sense of what's going on by clicking on
07:24scene and changing the Quality setting to Ray Traced Draft.
07:27I'm not going to let the whole thing run of course, but we are going to see
07:30right away that we no longer have the light coming in, in the top right
07:34corner of the image.
07:36But we don't have the light on the bed stand either.
07:38So we lost the light that I wanted.
07:41I want that little bit of window light coming in on that side table.
07:44I don't want these little weird bands of light on the legs.
07:47So we're going to have to adjust the position of the light.
07:50So I'll press the Escape key to interrupt the render process.
07:53So we'll adjust the angle of that moonlight, that infinite light that's coming
07:56in through the window to get it exactly right in the next exercise.
Collapse this transcript
Adjusting an infinite light source
00:00In the previous exercise you may recall how as we expanded the 3D scene, by
00:05increasing the height and the size of the ceiling, we also, or atleast it
00:09appeared we also moved, repositioned, those infinite light sources, and I was
00:14telling you that that's not actually something you can do in Photoshop, you
00:18can't move infinite light sources, you can just point them in different
00:21directions, because after all they're infinitely far away.
00:24So what gives, well, Photoshop is actually relocating the light sources in order
00:30to maintain the existing lighting inside the scene, but it also messes up the
00:34numerical parameters, which can be a little bit confusing when you go back to
00:39try to make some modifications.
00:40For example, inside of this scene, I'd like the moonlight to expand beyond the
00:45bedspread here, in this pillow region, onto the nightstand.
00:49And so, that means I just have to slightly decrease the angle of the light as it
00:54comes through this window;
00:56the light needs to be a little bit shallower.
00:58So let me show you how that works.
01:00I've saved my progress as 3D postcard ceiling.psd, it's found inside the
01:0416_ adv_light folder.
01:06And I am going to go ahead and bring up my 3D panel, and I'll twirl close both
01:10of my Meshes, bedroom and shield 1, and then I'll click on moonlight which is
01:14the last light in the list before we start seeing the camera angles.
01:17And I'll also go ahead and grab my Light tool.
01:20And bear in mind, you need your 3D Light Rotate tool, 3D Light Pan and Slide
01:25have no effect when you're working with an infinite light, because you can't
01:28change it's position.
01:30However, seemingly, Photoshop can, because look at these orientation values;
01:34they are now completely different than they were before.
01:37I had you enter an X value of -165, Y value of 35 and a Z value of -58, and all
01:43the values have now expanded quite significantly.
01:46Well, we still need to change the angle of that light.
01:48So what I am going to do, is I am going to leave Ray Tracing on, which is
01:51something I advise you to do when you're experimenting with light angles inside
01:55of Photoshop, because otherwise you really don't know what you're doing.
01:59So here's what I am going to do, I am going to leave Ray Tracing turned on,
02:03which is very useful when you're experimenting with infinite lights.
02:06Because you're not placing the lights in physical positions, it's not going to
02:10help you to get different camera angles really, it's not going to help you all
02:13that much to Option+Click or Alt+Click at a specific location in order to
02:17refocus a light as you do with Spotlights, rather, your best tool is to just
02:22make some modification and then see what happens as Photoshop renders the scene.
02:27And I know that's not the greatest tip on earth, but that's the best tip I got for you.
02:31So here is what we're going to do.
02:32We're going to go wide, so we can take in the entire scene at a time, by
02:36switching to the Camera tool then I'll go up to the Options bar and change the
02:40View setting from Home position to my second favorite here, very wide angle,
02:44which allows me to take in the entire scene.
02:46And I am going to go ahead and let it render even though I haven't made any
02:49real modifications to the lighting, just so that we can see what's going on from a distance.
02:54I'll go ahead and press the Escape key here, because this gives us an idea
02:57of what's going on.
02:58Notice we have a light coming in though this far window on the right-hand side
03:02of the scene, onto the floor, so we've got a big huge highlight over here on
03:06the right-hand side.
03:07We are not going to see that when we are zoomed in, but it's interesting to know it's there.
03:11And then you can see that little bit of light on the pillows, not so much over
03:14here on the end table.
03:15All right, let's go ahead and address that.
03:17Grab that Light tool again and, once again, it's the 3D Light Rotate tool that you want.
03:22And I can see that moonlight is selected here inside the image window, so I am
03:27just going to go ahead and drag it.
03:28And notice that I am dragging kind of in the opposite direction that the light is going;
03:32I am dragging up into the right just ever so slightly.
03:35And right about there, I am just eyeballing things based on my experience with this image;
03:40right about there is what I want.
03:42And sure enough that gets some light pouring off onto the end table.
03:46All right, so that's good news.
03:47I'll press the Escape key in order to stop the render.
03:50And I am going to zoom back in by selecting that Camera tool and then going up
03:55to the Options bar and changing View back to Home position.
03:58And that of course is going to cause Photoshop to re-render the scene, we're
04:01working in a Draft mode at this point in time, so it really doesn't take all
04:04that long, you just go ahead and let it do a couple of passes.
04:07And in fact, there is no reason let it do a pass down here at the bottom of the image;
04:11all we care about is this region right here.
04:13It's looking pretty darn good.
04:15But I'll tell you what, just so that you and I are getting exactly the same
04:18results, I am going to have you enter some numerical values.
04:20Click on moonlight once again inside the 3D panel, select your Light tool --
04:25whatever it maybe, and here's the values I want you to enter in.
04:28And surprisingly, even though we're going to make just a very slight
04:30modification these are very different numerical values.
04:34And they are just ones that I came up with through trial and error.
04:36I don't pretend to understand what's going on, specifically with these numerical values.
04:41By the way, when you're dragging with that 3D axis inside the Axis widget, even
04:46if you just make modifications to the green gadget or the red gadget, you end up
04:50affecting all values up here in the Options bar.
04:53So I am going to click once again to stop the render.
04:56And let's change that Z value to -120.5, and then press the Enter key, or the
05:01Return key on the Mac, in order to update that Ray Tracing.
05:04And even at this point, after just a few passes, you can see that I do have a
05:09fair amount of light pouring over onto this end table.
05:12I also have this interesting line that's being cast by part of the frame here
05:18across diagonally, across the end table as well, which I quite like.
05:21So, this is the effect that I am looking for.
05:23Go ahead and press the Escape key since I have that figured out.
05:26You also might notice the position of the red, green and blue gadgets here
05:30inside the 3D widget, just to give you a sense of what's going on.
05:34All right, that takes care of the light coming in the window.
05:36In the next exercise we're going to introduce a couple of new models into
05:39the scene.
Collapse this transcript
Adding two new models to a scene
00:00In this exercise, we're going to introduce a stuffed animal that's been saved
00:04out as an independent OBJ file, and we're going to position it directly on top
00:08of the bedspread or as nearly precisely on top of it as possible.
00:13I've saved my progress as Moonlight thru window.psd.
00:16If you're working along with me, make sure the Hotel room layer is selected here
00:20inside the Layers panel, and then I want you to go up to the 3D menu and choose
00:25New layer from 3D File.
00:27Navigate your way to the 16_adv_light folder.
00:30It contains a subfolder called Roper giraffe, and I've been placing these
00:34models inside subfolders because that way the model and all of its materials
00:38are collected together so that we don't end up losing some sort of information during the import.
00:44Go ahead and double-click on Roper giraffe to open that folder.
00:47Then click on Stuffed toy.obj and click on the Open button, and you'll end up
00:52introducing this big bellbottom giraffe. All right!
00:56We need to position this giraffe inside the larger scene.
00:59So with the Stuffed toy layer selected, go ahead and press Ctrl+E or Command+E
01:04on the Mac in order to merge it with the Hotel room immediately below.
01:09Now, as usual, we're going to lose the giraffe, but of course, I neglected to go
01:13ahead and cancel the ray-tracing.
01:14So let's click inside the scene in order to cancel the Ray Trace, you notice now
01:19there is no sign of a giraffe in sight.
01:21I will change the quality of the scene from Ray Traced Draft to
01:24Interactive Painting.
01:25And in order to zoom-out, I will go to my Camera tool, go up to the View pop-up
01:30menu here in the Options bar and switch to very wide angle.
01:33Now that's not necessarily going to show you the giraffe, although you can see
01:37just a little bit of the bottom of one of its feet.
01:40So I am going to drag around inside the scene like so until I can see that
01:45giraffe show up someplace.
01:46He seems to be over here on sort of the right-hand side of the scene, and I
01:51might go ahead and scroll over a little bit by dragging to the right from the
01:55right-pointing arrowhead and sure enough, there it is. All right!
01:58We need to go and move this gargantuan giraffe into the scene.
02:02A couple of things we can try here.
02:04I am going to twirl+close bedroom inside of my Scene list, and click on this guy
02:08objMesh, and why don't we rename this mesh as giraffe 1 because we're going to
02:13end up adding two giraffes to the scene in just a moment.
02:16And we could go ahead and try clicking on that Home button and see what happens
02:20in order to return the giraffe to its proper position, but that didn't actually
02:24work because unfortunately, I had the Camera tool selected.
02:29So I will press Ctrl+Z or Command+Z on the Mac in order to switch back out to
02:33this Y view and with the giraffe 1 mesh selected, I'm going to switch down here
02:37to the Mesh tool, very important, and then I'll go up to the Options bar and
02:42click on the Home button and see what happens, and actually, that's good. Look at him;
02:45he's right there at the bottom of the bed. Awesome!
02:49So now we can switch back to the Camera tool, I am so excited about that and I
02:53will go up to the View pop-up menu and switch back to Home position and we
02:57should be able to see a little guy right there at the bottom of the bed. Excellent!
03:01All right!
03:02I am going to bring back the 3D panel if only to switch to my Mesh tool here and
03:06hide that 3D panel once again.
03:08And using my 3D widget here, I am going to move it over a little bit, maybe to
03:12about here so we can see what's going on.
03:14I will drag the green arrowhead over to left.
03:17He appears to be a little low;
03:18he has kind of now nestled inside of the mattress.
03:22I'll drag up on the blue arrowhead in order to move him out of the mattress
03:26and I'm going to go ahead and rotate him around, so we can see him as well by
03:30dragging that green rotate gadget right there, and that looks actually pretty good.
03:34Now, here are the values that I ended up coming up with.
03:37I will switch over to my Rotate Mesh tool so that I can enter a few
03:41orientation values.
03:43My X value is 0, awesome, I am going to change my Y value to 4, and then I'll
03:47change my Z value to -170.
03:50So he is not far off.
03:52And the values may shift a little to decimal, so it's not a problem, not a concern at all.
03:57Now go ahead and grab the Pan tool, and let's enter a next value this time round
04:01of -15, -15 that is to say and I'm going to change the Y value to 70.
04:08I actually have these guys pretty close to what I want them in the first place.
04:12Now, the Z value is a little bit of a curiosity at this point.
04:16I could drag the giraffe up and he is obviously too high I would gather anyway
04:20from this angle that you can't really tell.
04:22But if I start dragging him down, he is going to sink into the mattress and
04:26that's not what I want.
04:27So I'll go ahead and keep him a little high for now until I figure out
04:30exactly what I'm doing.
04:31His scale values I think are off.
04:34Let's go ahead and switch to the scale of the Mesh tool there.
04:37And sure enough, he is a little big, at least he is just set to 100% instead
04:41of being gargantuan, because we can see X, Y approximately and Z values of 1 right there.
04:47So I'm going to drag down on that Yellow Cube in order to reduce the size of the
04:51toy and that ends up making them a little too small.
04:54Here's what I'll do.
04:55I'll change the X value to 0.88, I will change the Y value to 0.88 as well, and
05:02then I decided to make him quite tall, because right now, he's got these huge
05:08legs as you can see here, and I should, by the way, credit Paul Roper once again
05:12as creating this guy, same fellow who created the bed model.
05:16But I wanted the giraffe to be a little taller because he is after all a giraffe.
05:20So I dragged from this little Blue Cube right there on the 3D widget, I dragged
05:25upward in order to increase its height, and I finally decided to come up with a
05:30pretty big value here.
05:31I am going to change the Z value to 1.16.
05:34You may recall that's equivalent to 116%, and he ends up getting quite tall
05:39indeed which I like. All right!
05:41We've got one giraffe in a scene.
05:43I want two giraffes in all because they're ultimately going to become giraffes
05:47in love, and it's going to be the same giraffe.
05:51So one giraffe is in love with itself or there is any number of stories you can tell about it.
05:57But I would love nothing more, I have to tell you, just nothing more on earth
06:02than to be able to duplicate this giraffe but that's not the way it works.
06:05What you have to do is go up to the 3D menu, choose New layer from 3D File,
06:10go ahead and grab Stuffed toy.obj, click on the Open button to reintroduce it to the scene.
06:15There he is.
06:15All right, let's go ahead and merge him with the layer below by pressing Ctrl+E
06:20or Command+E on the Mac.
06:21I'm working pretty quickly here because after all, we've done it before.
06:25He will be nowhere in sight, because he is off being a gargantuan huge
06:30giraffe, this big Macy's Day balloon animal over there on the right-hand side of the scene.
06:34I'm going to bring him into the scene by the numbers, by bringing up my 3D
06:39panel, and let's go ahead and twirl+close bedroom once again.
06:42Twirl+close these other guys too;
06:43shield 1 and giraffe 1.
06:45Double-click on this new objMesh item and let's call this guy giraffe 2
06:50because, of course, he is.
06:52And now make sure that you have one of the Mesh tools selected and let's
06:55change these numbers.
06:56I am looking at the Scale value.
06:58So let's just go ahead and change them right away.
06:59Actually, wait a sec. What am I doing?
07:02I can click on Home button in order to bring that guy to the bottom of the bed again.
07:07He should be right there;
07:07yes, he is, awesome!
07:09And now let's just go ahead I suppose and raise him up and move him over like so
07:15and spin him around a little bit, so that he is kind of facing the other
07:18giraffe, and move him inward.
07:20I don't pretend to know what genders these giraffes are, by the way, and now
07:25let's change the scale values.
07:26So I'm going to change the X value to 0.88, and the Y value to 0.88 as well and
07:32then the Z value is going to be 1.16.
07:34He is exactly the same size as his friend here, and then let's make a few
07:39changes to the Orientation values.
07:41For X, I will change it to 2.5;
07:44for Y, the Orientation can stay 0;
07:46and for Z, let's change it to -56.
07:50And then Position values here, let's go ahead and take the X value to 12 and
07:55these are values needless to say that I came up with through trial and error.
07:58I'll change the Y value to 59 and I don't really know what the Z value wants to
08:03be, because if I take him too far down, it will sink it to the bed;
08:06raise him too far up, he is levitating. Tell you what?
08:09I am going to show you exactly how to figure out how these guys land on the bed
08:13in the next exercise.
Collapse this transcript
Looking through many objects in a scene
00:00In this exercise we're going to move the giraffes so that they are exactly
00:04sitting on the bed or as nearly exactly as possible.
00:07And what that requires is being able to see through the bed as the giraffe's
00:11feet come down into it, but we've got a lot of layers of stuff to work with
00:15here, where you have to be able to see through to the floor, and the bed frame
00:19and the mattress and then finally, that spread before we can get a sense of what we're doing.
00:24I've saved my progress as Levitating giraffes.psd.
00:27It's found inside the 16_adv_ light folder, and I'm going to grab my
00:30Camera Rotate tool.
00:32And I'm going to drag down like so, so that we're seeing underneath the entire
00:38scene which is unlit, which is why it looks black.
00:41As I said, we have the floor, we've got the frame, we've got the mattress, we've
00:45got the bedspread in between us and our giraffes.
00:49If I bring up the 3D panel, you may recall that the bedroom is one big huge
00:54mesh, so turning it off isn't going to do as too much good.
00:56Then we're going to see two giraffes hanging out in space here with this 3D
01:01postcard ceiling, but that doesn't give us a lot of context.
01:05So I'll turn the 3D Mesh back on.
01:07We're going to have to change the Opacity value of the materials instead by
01:12twirling open bedroom and I'll locate floor inside of the list right there;
01:17it's midway down, and I'll change its Opacity from 100% to 0%.
01:22And now we can see through the floor.
01:23And looking there, there is a giraffe; that's helpful.
01:26So I'm going to drag to the right from the red arrowhead so I can better
01:29position things here.
01:31And I might go ahead and drag down on the green arrowhead like so, and I could I
01:36guess bend the scene a little bit.
01:38I guess that's kind of what I want;
01:40it's hard to tell when you're sort of wandering around a scene.
01:44But this looks pretty darn good.
01:46I'll go ahead and drag the blue arrowhead outward like so or outward from the
01:52blue arrowhead at any rate, so that I'm zooming into the scene a little bit.
01:56And then I'll drag to the left on the right-pointing arrowhead, and somewhere in
02:01this region should be the giraffes.
02:03But again, I can't see them because there is stuff in the way.
02:06So let's go ahead and locate the bedframe which is toward the top of the list
02:10here, and I'll change its Opacity to 0%.
02:13And now we're seeing through to this gray thing.
02:15Well, I'm here to tell you it's the mattress and the pillows.
02:19This is a one that's easiest to forget is here.
02:22I'll go ahead and change its Opacity to 0% as well, and now we just have this
02:25bedspread hanging out in space which is perfect.
02:28I still can't see the giraffes, so just for a moment, I'm going to reduce the
02:33Opacity of the bedspread to let's say 50%, so I can see through to the giraffes,
02:37and make sure I have the camera angle set up pretty well.
02:40And this looks good;
02:41I am going to modify the camera angle a little bit and I want you to notice something.
02:46Even though we're able to see all of our 3D meshes as we work inside of this
02:51scene, when you're working with a material that's translucent, it ends up not
02:56letting you see the translucency as long as you're dragging.
02:58As soon as you release, you can see things just as you always would.
03:03So that's just something to bear in mind;
03:05kind of a little bit of a fluke here inside Photoshop. All right!
03:07I'm going to drag let's say actually;
03:11well, that's okay I guess.
03:13I want to move in on the scene, so I guess I'll zoom in by dragging out from
03:17the blue arrowhead.
03:18And now I'll drag up like so on the green arrowhead to raise my view of the
03:23scene, and this should serve me well.
03:26Because I want to get a sense of what's going on, I don't want to not be able
03:29to see the giraffes as I modify, which is what's going to happen if I leave the
03:34Opacity set to 50%.
03:35Let me show you what I'm talking about here.
03:37I'll go ahead and scroll down and I'll click on giraffe 1, switch to my Mesh
03:42tool, and I'll go ahead and drag giraffe 1 down;
03:45well, I can't see giraffe 1 until its feet start poking through.
03:50So the Opacity of the bedspread is not doing me any good whatsoever.
03:54So I might as well go back up to bedspread;
03:57scroll up the list here, and reinstate an Opacity value of 100%, like so.
04:02So that I can see the giraffe's feet, in my case, poking through the spread.
04:07So I'll go back to giraffe and make sure that my Mesh tool is selected once again.
04:12And then I'll go ahead and drag up on this blue arrowhead until the feet just,
04:19basically, more or less go away.
04:22They don't need to 100% go away because after all, the toy has a little bit of
04:27weight, so it would sink into the bedspread ever so slightly.
04:31But we want those feet to appear as uniformly as possible, and so you could
04:35modify the Orientation of the giraffe just a little bit like so, if you
04:40wanted to emphasize, one group of feet coming in more than the other, that kind of thing.
04:45But I was pretty happy with the original Orientation, so I'll leave that alone.
04:48And instead, what I'm going to do is confirm the Position values by clicking on
04:52the Pan the Mesh tool, and it looks like my Z value is set to 21.95 in my case.
04:57I ultimately, for giraffe 1, came up with a Z value of 22.
05:01Again, just if you want to get the same results. All right!
05:04Let's switch to giraffe 2 this time around, and I'll go ahead and drag it down
05:08by dragging down from the blue arrowhead, and then I'll drag back up again
05:12until I'm seeing kind of this number where the feet are just slightly poking in to the bedspread.
05:18Then I'll check out my numerical value up here in the Options Bar, and this time
05:21around I came up with a value of 22. 7 in order to have the feet just come
05:27slightly into the bedspread. All right!
05:29Let's go ahead and save out this camera view because it's quite useful.
05:32In case, I ever decide I want to throw a few more stuffed toys on the bed or
05:36some human beings or something like that, I'll click on the Floppy Disk Icon
05:40up here in the Options Bar, and I'll change this View to let's say underneath spread;
05:46would probably work well, and I'll click OK. All right!
05:49So I can come back to that one anytime I like.
05:51Let's go ahead and switch back to Home position however this time around.
05:56And we're missing a fair number of parts inside of the scene.
05:59We just have this is strangely levitating bedspread with these somewhat heavy
06:04giraffes sitting on top of it, so that's fairly miraculous.
06:07Let's go ahead and scroll back up the list and change mattress & pillows here
06:11back to an Opacity of 100% so that we can see the mattress.
06:16And then click on bedframe close to the top of the list, and change its
06:19Opacity value to 100%.
06:21And then finally, let's go ahead and click on floor and raise its Opacity value
06:25to 100% as well so that we have our reinstated scene. All right!
06:30Now let's go ahead and render the scene so that we can see these giraffes
06:33casting shadows onto the bedspread, and I'll do that by clicking on Scene, I'll
06:38pressing the M key to switch to the Rectangular Marquee tool, so we're not
06:41seeing all the lights and selections in that stuff.
06:44And I'm going to change the Quality setting from Interactive to Ray Traced
06:47Draft, and this will give us a rough sense of going on.
06:49Remember, by the way, that the Ray Traced Draft setting produces blacker
06:53shadows or produces a somewhat darker scene on occasion, and the scene isn't
06:58necessarily color accurate.
06:59But we can see, thanks to the fact that we really don't have that many lights in this scene;
07:04we've got the light coming in through the window and we've got the light
07:08bulb inside of the lamp.
07:09We, as a result, have some very dark shadows that are being cast by the giraffes.
07:15The interesting thing, and the reason I put these giraffes in the scene in the
07:18first place, Photoshop allows you to control the behavior of shadows not only
07:23using a light source as we've seen so you can either set a light source to cast
07:27a shadow or not, and you can set the softness of those shadows, but you also
07:31have the option of controlling shadows on a mesh by mesh basis.
07:36And I'll show you have that works in the next exercise.
Collapse this transcript
Changing shadows on a mesh-by-mesh basis
00:00In this exercise I'm going to show you how to control the behavior of shadows on
00:04a mesh-by-mesh basis.
00:06I've saved my progress as Shady stuffed toys.psd found inside the
00:1016_adv_light folder.
00:12The first thing I'm going to do is, increase the drama of the lighting a little bit.
00:16You may recall that the main source of lighting inside the scene is the point
00:19light inside of the lamp.
00:21In fact, the only other light source that's turned on is the moonlight coming in
00:24through the windows.
00:26So I'm going to go ahead and double-click on the thumbnail for the hotel room
00:29layer to bring up the 3D panel.
00:31I'll click on Scene to make it active, change the Quality setting to
00:34Interactive (Painting) so that we can make a couple of changes here without
00:37affecting the ray tracing.
00:39Then I'll twirl-close bedroom and the other meshes as well, just to give myself
00:43a little more room to work.
00:44Click on the Lightbulb light to make it active.
00:47Let's take the Intensity value down to 1.5 and I'm going to decrease the
00:52softness of the shadows to 10%, so we have some harsher shadows.
00:56Now you may notice that this Create Shadows check box, if you turn it off this
01:00specific light source will not cast any shadows.
01:04Let me show you what that looks like?
01:05I'll go ahead and click on scene once again and switch the Quality setting back
01:09to Ray Traced Draft.
01:11Notice this time around the ray tracing goes quite a bit faster than it normally
01:14does because it doesn't have to draw out the shadows at the bottom of the scene.
01:18So we don't have any shadows under the end table or the bed, we also have no
01:22shadow being cast by these giraffes.
01:25We do have the big shadow being cast by the moonlight but that's it.
01:29That looks totally wrong obviously, but I just want you to see it's an option.
01:34So I'll go and click here in the 3D panel in order to cancel the rendering.
01:38I'll switch to lightbulb and I'll turn Create Shadows back on.
01:41So that you can see the top of the scene renders pretty much at the same speed
01:45it did before because that's where the reflections are.
01:47But the bottom of the scene is going more slowly and you can see that we have
01:51these very dark shadows indeed.
01:53All right, I'm going to click in order to interrupt the ray tracing and zoom in
01:56on the giraffes, because I want you to see how you can also control shadows for
02:00individually selected meshes?
02:02So I'm going to click on giraffe 1 and notice these two options right here,
02:06Catch Shadows and Cast Shadows.
02:08So I could turn off Cast Shadows for this specific giraffe, giraffe 1 being the
02:13left-hand giraffe, and as a result we'll see that even though the right-hand
02:19giraffe continues to cast a shadow the left-hand giraffe does not, which is a
02:25fairly interesting thing.
02:26All right, I'll go ahead and press the Escape key in order to cancel that render.
02:29So let's click on giraffe 2 this time.
02:31Look at the reflection of the giraffes over here on the wall, notice that both
02:36of the reflections are quite dim.
02:39Well if I turn-off Catch Shadows which means the shadows that are being
02:42cast onto an object.
02:44If I go ahead and turn-off those Catch Shadows then that makes for a much more
02:49luminescent giraffe, almost a glowing giraffe.
02:52Notice how very, very bright it is in the reflection.
02:55It's also quite bright here on the bed as well.
02:58I'm going to go ahead and click in order to interrupt that ray tracing,
03:01switch back to giraffe 1.
03:02I'm going to turn its Cast Shadows back on.
03:05So we can see that even though giraffe 1 over here on the left-hand side is
03:09indeed casting shadows, it has no ability to cast those shadows onto giraffe 2
03:15because giraffe 2 refuses to catch any of the shadows.
03:18All right, another thing you can do, is control the visibility of a mesh
03:22independently of its shadows.
03:24For example, I'll click to interrupt the rendering, make sure giraffe 1 is still
03:28selected and I'll turn on the Invisible check box.
03:32Now this one is quite weird indeed.
03:34You can see that we've hidden the giraffe which is something I could do just by
03:37clicking on the eyeball in front of the mesh, but I have not hidden its shadows,
03:42the shadows, it's either casting or catching.
03:46So we can see this sort of shadow-only version of the left-hand giraffe which
03:50is just plain strange.
03:52All right, I'm going to click in order to interrupt the ray tracing, and now I'm
03:55going to turn-off its Catch Shadows so that those Catch Shadows will disappear,
04:01that sort of shadow framework of the giraffe that we saw a moment ago.
04:04Notice that giraffe goes ahead and disappears inside the reflection, but we
04:08still have it shadow.
04:10So this thing that we can't really see inside of the scene is still very much
04:14present and casting a shadow.
04:16Now you may look at all that and think, what in the world would you ever
04:21use those features for?
04:23Well, in a couple of exercises I'm going show you a great use for one of those features.
04:27But first I need to show you how to integrate that moonlit sky into the 3D
04:32scene, so it reflects here inside the other windows?
04:35And that's exactly what we'll do in the next exercise.
Collapse this transcript
Adding a 3D postcard sky
00:00In this is exercise we are going to take care of that fairly obvious problem
00:03where we can see the moonlit sky in this forward window here.
00:07But we can't see it reflected inside the mirrored wall, because after all it is
00:10not really part of the 3D scene.
00:12So we are going to make it part of the 3D scene as a 3D postcard layer.
00:16Problem then is that postcards can block the moonlight coming in the window, so
00:21what we do about that?
00:23Well, I have saved my progress as Darker lightbulb.psd, it is found inside the
00:2716_adv_light folder.
00:29I also have opened this image here, it is called Two moons.jpg.
00:32And it's quite wide, if I go to Image menu and chose the Image Size command;
00:37you can see that measures 2674 pixel wide, whereas our 3D composition only
00:43measures 1400 pixel wide.
00:45So, we are better off converting this item into a postcard layer here inside of
00:51this image, and then copying it over into the image in progress.
00:55So, I am going to do that like so, double-click on the Background layer here
00:59inside the Layers panel.
01:00And let's go ahead and call this guy, two moons and click OK.
01:04And next I will go the 3D menu and choose New 3D Postcard From layer.
01:09And we now have a 3D postcard.
01:11All right let's duplicate it into the other image by right-clicking on an empty
01:15portion of that layer and choosing Duplicate layer and then here inside the
01:19duplicate layer, dialog box change the document name to whatever document you're working in.
01:23In my case Darker lightbulb.psd, click OK.
01:26All right, let's switch back to that image.
01:29There is the layer, now if you find yourself dragging this layer with the move
01:33tool and something gets cut off.
01:35Don't worry about it, that just is a screen refresh problem, it's going to
01:39resolve itself over time here.
01:41Namely, when we Ray Trace a scene, if not earlier. All right.
01:44let's go ahead and merge this guy with a 3D layer below it by pressing Ctrl+E or
01:48Command+E on the Mac.
01:50And I am going to go ahead after that happens and switch to the wider angle
01:55view, so I have a better sense of what's going on.
01:57Now I have made a mistake, a very common one, I forgot to turn off the Ray Tracer.
02:01So I will click in order to interrupt it.
02:03I have just got that one Hotel Room layer now selected.
02:07I will bring up the 3D panel make sure that scene is Active, change the Quality
02:11setting from Ray Traced Draft to Interactive (Painting).
02:14All right that solves that problem.
02:15We can't see the New layer that we added that thing in the background right there;
02:19that is the 2D layer that's showing through the window.
02:22So that doesn't count at all.
02:24Go ahead and select the Camera Rotate tool here inside the tool box, and then go
02:28up to the view pop up menu in the options bar, and switch to very wide angle, so
02:33that we can see the entire scene.
02:34There is still no sign of the postcard of course, so let's go and bring up
02:38the 3D panel once again, twirl close all the meshes, so that you can get to two moons.
02:44And go ahead and select one of the mesh tools here, doesn't really matter which one.
02:48Let's go ahead and change, since I'm seeing the position values, so I am going
02:51to change them all to 0, just to sort of figure out where I am here.
02:56And then I will switch to the Orientation values, and all change them to 0 as well.
03:01And now we have a sky that's aligned to the floor.
03:04We need to go ahead and rotate things, so using the widget I'll drag the
03:07green rotate gadget, in order to ensure that the sky is long with respect to the floor.
03:13And I need to sort of rotate it up, like so.
03:16So I will drag the blue rotate gadget, I will drag up on the green arrow head in
03:21order to move the sky upward, so I can see the sky and notice that it's still
03:24flipped, it's flipped what you might call horizontally.
03:27So let's go ahead and drag the red rotate gadget all the way around.
03:32Now where the Orientation Values are concerned, everybody's got to be a
03:35multiple of 90 degree.
03:37So let's go and round things off, X should be -90 degree, instead of -86 in my case.
03:42Y should be reduced to 0, and then Z should be changed to -90 degree as well.
03:49All right, so we have the orientation more or less down.
03:52I am going to drag the sky down so that it's somewhat aligned with the room, and
03:57I am going to move it backwards as well, so it's behind the wall.
04:01And let's make a few modifications to the Position values.
04:05I am going to click on the Pan the mesh tool.
04:06And I am going to change the X value to 173 to position this object properly in
04:12back of the windows.
04:13I don't know about the other two values, because I have got to align the moon to
04:17the moon, so it shows through the windows.
04:19So here's how I accomplish that.
04:21I went back to the Camera tool.
04:23I went out to the View Pop-up menu and switched back to Home position.
04:27Then I went ahead and turned off the bedroom mesh, here inside the 3D panel, so
04:31I can see two moons in the background.
04:33And I will go ahead and hide the 3D panel for a second.
04:36I will press the M key in order to switch to the Marquee tool and I will press
04:41the 5 key to reduce the opacity of this layer, this entire layer to 50%, so I
04:46can see through it, to that 2D layer below.
04:49And now we are going to do some alignment here, by bringing back up the 3D
04:53panel, making sure the two moon mesh is selected, grabbing one of the mesh
04:57tools, and I am going to hide 3D panel, so I can better see what I am doing.
05:02And I am going to drag on this red arrowhead to move the sky over to the left
05:08a little bit like so;
05:10and apparently I am going too far.
05:11I need to move it down, because I was starting to see that scene.
05:14Anyway, I will go ahead and move his guy down.
05:16There is the moon I am looking for.
05:18All right, let's go ahead and drag it back over, like so.
05:21And then drag it up a little bit, so I am doing all this work using the red
05:26and green arrowheads.
05:27And I ended up coming up with these values.
05:29So as I say, I have an X value of 173, and I end up coming up with a Y value of
05:3429 and a Z value as 54.
05:37And that looks like good alignment to me.
05:39I am going to go ahead and switch back to the rectangular Marquee tool by
05:43pressing the M key, press the 0 key to do increase the opacity of this layer to 100%.
05:48Double-click on its thumbnail to bring up the 3D panel, turn on the bedroom
05:53mesh, so we can once again see it inside the scene.
05:56And I am going to scroll down the list and turn off the moonlit sky 2D layer,
06:00because it's no longer factoring into the equation.
06:04And now, drum roll please, let's make sure that we have things more or
06:07less lined up here.
06:08I am going to click on Scene, and I am going to change the Quality setting to
06:11Ray Trace Draft, and I am going to click, in order to interrupt that, hide the
06:163D panel then go up to the 3D menu and choose Resume Progressive Render, so that
06:21we can see the render across the entire screen, and make sure that I have done
06:25what I should have done.
06:27And it's looking actually pretty darn good, that back window, that rear window
06:31that's being reflected looks awesome, this forward window looks quite good,
06:35the moon is in the right place, the middle window is showing off the scene,
06:39and there is no longer any moonlight coming across either the pillows or this end table.
06:45So what do we do about that?
06:46Well, I am going to show you exactly how we solve those problems in the
06:50next exercise.
Collapse this transcript
Passing light through an opaque object
00:00So we have two problems.
00:01We have this very obvious scene that's getting reflected in the first window and
00:05the mirrored wall, and then we also have this 3D postcard sky that's blocking
00:09the infinite moonlight.
00:10We'll solve the first problem just by editing the diffuse texture.
00:13So that's fairly straightforward.
00:15The second problem we will address using those check boxes that I demonstrated
00:19on the draft mesh items, a couple of exercises ago.
00:23For starters here I'll bring up the 3D panel, go ahead, and Twirl+Open the two
00:27moons mesh and you'll see the two moons_0 material.
00:32Click on the little Page icon next to Diffuse and choose Open Texture in order
00:37to open that Diffuse Texture and then using the Rectangle Marquee tool, I'm
00:41going to select roughly this region here.
00:43Don't select the scene, leave it deselected, and then press Ctrl+Alt+J or
00:47Command+Option+J on the Mac, and let's go ahead and call this guy seam cover and
00:52then click OK, and I will Ctrl+Shift+Drag or Command+Shift+Drag that item over
00:58to the right and hide the 3D panel so I can see what I'm doing.
01:01I want to make sure that all of the moons are exposed like so and this area
01:06right here should get covered up.
01:08That should be the old seam.
01:09So this should work out brilliantly in just a moment.
01:12Overtime, as we begin to light the scene, I know right now it's very dark and broody.
01:18But as we add a couple of more lights to the scene, the sky is going to end
01:22up getting too bright.
01:23So as long as we we're here I want to anticipate that problem by pressing the
01:27Alt key or the Option key on the Mac, clicking this Black/White icon and
01:30choosing Solid Color.
01:32I'm going to go ahead and call this sky blueness, and click OK.
01:37We're going to dial-in the following color;
01:38225 for the Hue value, a Saturation value of 25%, and a Brightness value of 50%, click OK.
01:46Then change the Blend mode for this layer to Multiply.
01:50I'll press the Escape key in order to make sure that Blend mode is no longer
01:53active here on the PC.
01:54I'll press the 5 key to reduce the Opacity of this layer to 50%.
01:59We end up with this darkish but still colorful effect here.
02:02Go ahead and close the image, and click the Yes button here on the PC or the
02:05Save button on the Mac.
02:07Photoshop will immediately forget to render the scene, just sort of one of its oddities.
02:11That's okay, we don't want it to render yet.
02:13Bring up the 3D panel once again, and click on the Mesh to make it active. Here is the deal!
02:18We want this mesh which is the two moons in the background.
02:21We want it to be visible.
02:23So don't turn on the Invisible check box, but we don't want it to Cast Shadows,
02:29because if it casts the shadow, it's going to block the light.
02:32So the first thing you do is you turn off Cast Shadows, and you'll see by virtue
02:36of the fact that the 3D postcard sky in the background no longer cast shadows
02:41that the light is capable of passing right through it to the pillows, and to the
02:46end table and so forth. All right!
02:48The other thing we want to do, go ahead and click to interrupt the Ray Tracing.
02:52Just to make sure we're not creating shadows on the backside of the sky, go
02:55ahead and turn off Catch Shadows as well.
02:58So all three of those check boxes Catch Shadows, Cast Shadows, and Invisible
03:03should be turned off and as a result we get what amounts to a transparent sky
03:09where the lighting is concerned, but an opaque sky where its visibility inside
03:15of the window frames is concerned.
03:16And it still reflects beautifully, and, by the way, if you look right there, you
03:20can see that we managed to cover up that scene.
Collapse this transcript
Diffuse texture vs. self-illumination
00:00In this exercise I'm going to demonstrate two different ways to color
00:03translucent materials inside a Photoshop, specifically we'll be coloring
00:07this pane of glass in the forward window and you'll see how that color ends
00:12up affecting lighting.
00:13Now the two methods that are available to you are the standard method of
00:18assigning a diffuse color to the material, but you can also assign color by way
00:22of something known as self illumination.
00:25I've saved my progress as No-shadow visibility.psd and the first thing I'm going
00:30to do is bring up the 3D panel and I'm going to twirl open my bedroom mesh, and
00:36I'm going to scroll down until I find pane 1, and I'm going to raise the Opacity
00:42of this window to 50%.
00:43So notice it's grayish, doesn't have any color saturation associated with it whatsoever.
00:50As soon as I press the Enter key or the Return key on the Mac, why then
00:52Photoshop wants to re-render the scene, but in order to really see what's going
00:56on we need to switch out that Render setting, so I'm going to click on Scene
01:00and I'm going to change the Quality setting this time to Ray Traced Final, and
01:04you'll see that the scene is actually a lot brighter than we've been led to believe so far.
01:08Now we're going to speed up this process, but it is going to take a while to
01:12fully render out the scenes, well, I am not for a second suggesting if you work
01:17along with me that you fully Ray Trace the scene between each and every step,
01:22don't do that, don't even think of doing that.
01:24At most, you'll want to go ahead and let it do two or three passes and then
01:28interrupt, that means you'll have a very noisy scene, but you'll still get a
01:32sense of what's going on, and that's what I'm going to do too.
01:35So I'll give each one of this Ray Traces two or three passes, and then we'll move along.
01:39All right, that's good enough for this guy, as I say it's an extremely noisy
01:44rendering, but otherwise it's giving us an accurate sense for the colors inside the scene.
01:48All right, just so we can compare things very easily I'm going to duplicate this
01:53image by going up to the Image menu and choosing the Duplicate command, and I'm
01:57going to call this one Diffuse Color, and then click OK, and a moment later
02:03we'll see a duplicate of the image on screen, I'll go ahead and zoom in and the
02:06click, and I'll scroll down my list once again to pane 1.
02:10And let's go ahead and assign a diffuse color, and the color that I'm going to
02:15assign is 225 for the Hue value, so were more or less mimicking the color of the sky.
02:20I'll increase the Saturation value to 50%, which is pretty high, and then we'll
02:25have a Brightness value of 100%, and I'll click OK and Photoshop will begin
02:30immediately re-rendering the scene.
02:32Now once again we're going to make quick work of this, we're going to speed up this process;
02:37it's probably going to take a minute or so to do two or three passes on your machine.
02:41All right, so I'll go ahead and press the Escape key after the third pass, and
02:46I'll hide the 3D panel for a moment, so we can see what's going on.
02:48Notice the windows are more colorful.
02:50So this is the images that appeared before, the three pass image with the gray
02:56colored windows, and this is the three pass image with the bluish windows.
03:01Well, obviously the windows are a lot bluer, but not only that, also notice the
03:07highlights over here in the bedspread and along the table as well.
03:11They go from being neutral to quite a bit more blue.
03:15So as I say, you've got to keep out a keen eye, I'll go ahead and do it again,
03:19these are the neutral highlights over here to the left of the giraffe, over
03:24here in the end tables as well, notice things are white and then if I switch to
03:28the more recent version of the image with the diffuse color windows, we have
03:33bullish highlights on this end table and we have bluish highlights over here on the spread.
03:37All right, well, let's check out the difference if we were to work with self
03:41illumination instead.
03:43I'm going to switch back to that No-shadow visibility.psd image, go up to the
03:47Image menu and choose the Duplicate command, and I'll call this guy Self
03:52Illumination like so, and click OK and then once this image comes up, I'll zoom
03:57in on it, bring up that 3D panel once again, click on pane 1.
04:02We'll leave the Diffuse set to a neutral gray.
04:05I'll click on Illumination and I'm going to dial in that exact same color.
04:08So Hue value of 225 degrees, Saturation value 50% and a Brightness value of 100% and
04:15I'm going to click in the Scene in order to interrupt the Ray Tracing for a
04:19moment, then I'll go up to the 3D menu and choose Resume Progressive Render, so
04:23that we can see the render without the 3D panel in the way.
04:26Again, I'll go ahead and let the scene run for three passes, we're going to
04:29speed it up inside the video and notice as the Ray Tracer does it thing, how
04:34much brighter and more vibrant the scene is, when we apply Ray Trace Final,
04:39instead of Ray Trace Draft.
04:40All right, now I'll go ahead and press Escape, so let's just do a comparison,
04:45this is a self illuminated window along with its reflected cousin over there on
04:49the left-hand side, and this is the diffuse color version of the window.
04:53So the Diffuse color version is not nearly so garish for one thing, but this
04:58time check out the highlights over here in the spread and over here in the end table as well.
05:03So you can see that we've got these fairly bluish highlights in the end table,
05:07bluish highlights on the spread too, and then when I switch to the most recent
05:12version of the image, we have neutral highlights across the table and neutral
05:16highlights inside the spreads.
05:17So, self illumination does not influence the backlighting effect, whereas,
05:22diffuse color does, just so as you know, I just want you to notice that fairly
05:27obscure, but I think extremely important distinction.
05:31Now we're going to work from the diffuse color version of the image, because I
05:35want those colorized highlights and I want that color to appear here inside the glass.
05:40In the next exercise we're going to add a little bit of light to the foot of
05:43this bed, so that we have a more naturalistic scene.
Collapse this transcript
Designing a custom reflection map
00:00In this exercise we're going to light up the animals from the right-hand side,
00:03so they have a little better sense of volumetric detail.
00:07And we're also going to assign a Reflectivity Map to this background wall, so
00:12that it's not uniformly reflective.
00:15I've saved my progress as Diffuse color glass.psd, and we've already got the
00:20light source set up.
00:22So we don't have to create a new light this time around;
00:24we're just going to take advantage of one of the can lights, by bringing up the
00:273D panel and let's make sure Scene is selected and switch the Quality back to
00:32Interactive (Painting).
00:33Then notice that we've got a handful of can lights down here near the bottom of the list.
00:39And the one that we're looking for, the one that we're going to use for this
00:42purpose is ceiling can FR.
00:44That's the one that's showing down on the front right corner of the bed.
00:48What we want to do though is train it on the animals.
00:51So go ahead and select that light source, ceiling can FR once again, then grab
00:56your Light tool, doesn't matter which one, anyone of these tools down here in
00:59the fourth tool slot on the right side of the 3D panel, press the Alt key or the
01:04Option key on the Mac, and go ahead and click on the face of the left-hand
01:08giraffe in order to train the light right on it.
01:12And I'm also going to extend the Attenuation.
01:14I'm going to take that Inner Attenuation value up to 100. All right!
01:19That's the first step.
01:20The second step is to scroll back up the list and find the giraffes.
01:24Now notice that they have a bunch of materials assigned to them.
01:28The one that's called lambert2SG1, that's the one that's the skin for each
01:32one of these creatures.
01:33And you can confirm that by selecting that third material and changing the
01:37Opacity value to 0%.
01:39And you'll notice that the larger portion of the giraffe turns transparent.
01:43So we still have the horns and the eyes and the feet;
01:45those are the other three materials, but we're not concerned about those. All right!
01:49So I'll press Ctrl+Z, Command+Z on the Mac to undo that change to the Opacity value.
01:54I will as well go ahead and rename this material, Skin, so we know what it is.
01:59And I want you to change the Gloss value to 20%, just so that we have a little
02:04gloss going on, on the right- hand side of the creatures.
02:07You can see here that's too much, so increase the Shine value to 50%.
02:12So increase the Shine value to 50% in order to constrain that reflectivity. All right!
02:18Let's do the same thing to giraffe 2.
02:20So drop down to its third material, go ahead and rename it Skin as well, change
02:25the Gloss value to 20% for this animal, and change the Shine value again to 50%.
02:31And let's go ahead and see what we've managed to do here, by scrolling all
02:34the way up to Scene, clicking on it, and then let's change the Quality
02:38setting to Ray Traced Draft.
02:39And that'll give us an introductory sense of what we've managed to do to these
02:43two stuffed animals.
02:45We are as usual, going to speed up this Ray Tracing process;
02:48I'm not going to let it go very far, but I do want you to have a sense of what
02:51the scene looks like with only a fair amount of noise after all.
02:56Now the thing that's bugging me, I like the way that the giraffes look, bear in
02:59mind that they're not really this dark;
03:01this is a brighter scene than we're led to believe by Photoshop with its Draft setting.
03:06But we do have a kind of strange reflection over here on the left-hand side of the scene.
03:11We've got a reflection of the lamp and then right behind it, we have
03:15this massive yellow.
03:17And that's because of the angle of the giraffe is being reflected back at us.
03:21Now it doesn't make for a very good-looking scene;
03:24we could change the camera angle in order to move the lamp and the giraffes away
03:28from each other inside of the mirrored wall.
03:31But what I prefer to do is just get rid of the reflectivity over here on
03:36the left-hand side of the wall instead, and that's something we can do with a Reflection Map.
03:41All right!
03:42That's a good enough rendering for now, so I'll press the Escape key to
03:45interrupt the Ray Tracing process.
03:48Now here inside your 3D panel, go ahead and scroll down to the material called
03:51both walls, that's assigned to the bedroom mesh, so if necessary, twirl that
03:56bedroom mesh open so you can see its materials.
03:58Currently, we've got the Reflection set to 75% across the walls in general, and
04:04I'll tell you what, I'm going to press the M key to get rid of all those light
04:07sources and other 3D items on screen.
04:10If you apply a Reflection Map however, you're going to be able to control the
04:14various degrees of reflectivity inside of these wall surfaces.
04:19So click the down-pointing arrowhead and go ahead and choose New Texture, and I
04:23want you to set this texture to the size values you see right here.
04:27So a Width of 700 pixels and a Height of 450 pixels, those values are half the
04:32current image size of this composition.
04:35And I'm going to rename this image, wall reflection map, and then I'll click OK.
04:39Now that initially is not going to do anything, except encourage Photoshop to
04:43re-render the scene.
04:44We don't need that, so click to interrupt that process.
04:47The next step is to go down to this Reflection value once again, click on its
04:51little Page Icon, and choose Open Texture, and we end up seeing this big white image.
04:57All right!
04:57Here's what we're going to do.
04:58Go ahead and hide the 3D panel, go up to the 3D menu, and choose Create UV
05:02Overlays, and choose Wireframe.
05:04And this is the wireframe representation of how the wall fits onto
05:10this Reflection Map.
05:11You wouldn't know it to look at it, but here's how it works, and you just have
05:15to investigate it to figure this out, but I'm just going to tell you to cut
05:18to the chase here.
05:19This area over here represents the outside edge of both of the walls, so this
05:25would be the far left side of the left wall and the far right side of the right
05:28wall, this is the middle section of either one of the walls, and over here on
05:32the left-hand side is the intersection of those walls. All right!
05:36So I'm going to go ahead and rename this layer Wireframe, and then I'm going
05:40to set it aside by turning it off, because that gives me enough of an idea of what's going on.
05:45I'll click on the Background layer to make it active, press Ctrl+D or Command+D
05:49on the Mac in order to deselect the image.
05:52Go ahead and grab the Gradient tool, which you can get by pressing the G key,
05:56and make sure your Foreground and Background Colors are set to Black and White
05:59as they are in my case, and up here in the Options Bar, make sure that the very
06:03first gradient is selected, Foreground to Background.
06:06And then I want you to drag from the far right side of the image to the far left
06:11side of the image while pressing the Shift key, so you're creating a perfectly
06:15horizontal gradient, and you'll get this effect here.
06:18Now this would create no reflectivity on the outside edge of both of those
06:22walls, and uttering complete reflectivity over here on the far inside edge.
06:27That's not exactly what I want.
06:29So I'm going to add a Levels Adjustment layer by pressing the Alt key or the
06:33Option key on the Mac, clicking that Black-White Icon and choosing Levels, or if
06:37you loaded DekeKeys, you can just press Ctrl+Shift+L, Command+Shift+L on the
06:41Mac, and I'll just call this layer Adjustment, and then click OK.
06:45Then inside of the Adjustments panel, I want you to raise the Output
06:50Levels value to 64.
06:52That way what's happening is we're creating some degree of reflectivity over
06:57here on the outer edge of the wall.
06:59That way we're lightening the final side of the gradient, so we're creating some
07:02degree of reflectivity on the outside edges of the wall.
07:06And then I want to increase the reflectivity overall by increasing the Gamma value.
07:11So I'll take that Gamma value up to 1.3.
07:12So you don't need to change the White Point or the Black Point;
07:16just change the Gamma and the first Output Levels value, like so. That's it!
07:21Go ahead and hide the Adjustments panel and close the image, click the Yes
07:25button here on the PC or the Save button on the Mac in order to apply your
07:29change, and now we're going to have to force a new rendering of the scene by
07:33bringing up the 3D panel, clicking on Scene, setting it back to Interactive
07:37Quality, and then changing that Quality setting once again to Ray Traced Draft
07:42in order to Ray Trace a scene. And you know what?
07:44I'm going to click in order to interrupt the Ray Tracing, hide the 3D panel,
07:48so I can see the entire scene, go up to the 3D menu, and then choose Resume
07:53Progressive Render.
07:54And again, we'll speed up the process.
07:57I know I say that every single time, but I just want you to understand that
08:00things are going so much faster in our video than they're going to go for you,
08:04when you're Ray Tracing your own scenes inside Photoshop.
08:08And notice as the Ray Trace progresses that we have a much reduced degree of
08:12reflectivity over here on the left side of the image, behind the lamp.
08:16So those yellow blobs of giraffe are not nearly so noticeable as they were
08:20before, but we have a high degree of reflectivity of these giraffes over here
08:25at the intersection of the two walls, which is going to serve us well in our final scene.
08:29All right!
08:30So I'm going to go ahead and press the Escape key.
08:33This is our version of the scene so far, with better lit giraffes as well as
08:37better reflectivity in the background.
08:39In the next exercise, we're going to create yet another 3D postcard shield
08:44that's going to get rid of this aberrant diagonal line of light.
Collapse this transcript
Shielding the distant edge of a scene
00:00In this exercise we're going to create yet another 3D postcard that's going to
00:04serve as the second light shield for the missing wall on the far right-hand side of the scene.
00:09And it's going to cover up this little slice of lightness that doesn't really
00:13belong here and I'll show you why it's occurring in a moment, but first
00:17notice so that I've gone ahead and save my progress as Selectively reflective walls.psd.
00:22And what I'm going to do is switch to my Camera tool, and then I'll go up to
00:26the View pop-up menu here in the Options bar and switch out to the very wide angle view.
00:31And Photoshop will immediately set about once again ray tracing the scene
00:34and that's good enough.
00:35I don't care if it's noisier or not, I just went ahead and interrupted it.
00:38Notice this triangular slice of light that's being created by that Infinite
00:44Light that is shining through windows, but it's also shining in this direction
00:50across this outside edge that currently has no cover.
00:53So this right here is the wall that requires another shield.
00:56Now the only wall that we can't shield is this forward wall here, because if we
01:01did so, then we wouldn't be able to see into the scene in the first place.
01:05All right, so I'll bring up my 3D panel, click on Scene at the top of the list
01:09and change the Quality setting from Ray Traced Draft to Interactive (Painting).
01:14Next, what we'll do is press Ctrl+Shift+N, or Command+Shift+N on the Mac to
01:17create a new layer and I'll call it shield 2, and then I'll click OK.
01:22Again, it's an empty layer, but we're still going to convert it to a postcard by
01:26selecting 3D Postcard inside this Create New 3D Object list, and then clicking
01:31on the Create button.
01:32Now of course we've got a problem which is that we can't see this postcard and I
01:37want to change this to diffuse color as well.
01:39So click on its material which is called shield 2_0, and notice we have a
01:44Diffuse texture and an Opacity map.
01:46Click on that little Page icon next to Diffuse and choose Remove Texture to get rid of it.
01:51Then click on the Page icon next to Opacity and choose Remove Texture to get rid of it as well.
01:57Click on the color swatch next to Diffuse and let's change the Brightness value to 50%.
02:02So it's a fairly dark wall in the background.
02:05Click OK in order to accept that modification.
02:07Now let's go ahead and merge shield 2 with the layer below it by pressing
02:12Ctrl+E, or Command+E on the Mac and that will as usual lend the postcard in any
02:17old place who knows where it's gone.
02:19We need to bring it into the world of visibility here by finding it in the first
02:23place inside this long list in the 3D panel.
02:26So I'm just going to go ahead and twirl close every single one of my meshes.
02:30Click on shield 2, which is the last mesh in the list, select your Mesh tool in
02:35order to make it active.
02:36I'm actually going to select the Mesh Rotate tool, so that I can dial in
02:41Orientation values of 0 across the board here.
02:44And then after I do that I'll switch to the Pan tool and I'll 0 out it's values
02:49as well, and that's going to go ahead and align that 3D postcard to the bottom
02:55of the scene, to the floor, and you can see it kind of popping up there.
02:58All right, let's go ahead and rotate the postcard into the proper position by
03:02dragging the Blue rotate gadget there.
03:05And I'm going to switch back to my Orientation values and I'm going to round
03:09that X off to -90 degrees so the wall is straight up and down.
03:14And now we need to move the wall outward like so, so that it barely cuts in,
03:19we're just seeing a little bit of floor down at the bottom left and a little bit
03:23of ceiling left at the top as well.
03:25I'm going to hide that 3D panel, so I can better see what I'm doing.
03:28And I might go ahead and reduce the size of this wall, it's awfully big.
03:32Let's check out the Scaling values.
03:34They're in the neighborhood of 106, 107 that's just fine.
03:38And now I'm going to dial in some new Position values.
03:41I want the X value to be -40;
03:43these are just some values I came up with.
03:45the Y value should be -119.
03:47So I already had a pretty close there and a Z value of 0 is just fine.
03:51All right, now let's go ahead and zoom back into the scene by selecting the
03:55Camera tool here inside the toolbox, go up to the Options bar click on the View
03:59pop-up menu and choose Home position, so that we are back where we want to be.
04:04And then bring up the 3D panel, click on Scene, and go ahead and change the
04:09Quality setting from Interactive to Ray Traced Draft.
04:12And of course, we're going to speed up this process, but as you want your scene
04:15rendered, you'll see that that diagonal line of light has completely disappeared
04:19or at least, almost completely disappeared.
04:22What's going on right in this region here?
04:24Well, that is not light that's being captured by the floor, what that is, is the
04:29inside edge of the footboard that's associated with the frame of the bed.
04:35So that's a natural piece of light that's being comp by the scene, which
04:38strikes me to say OK.
04:39All right, that's good enough for now I'm going to click to interrupt the ray
04:44trace and switch to the M tool to get rid of the 3D overlay there.
04:50In the next exercise we're going to add another infinite light that's coming
04:52down through a hole in the ceiling.
Collapse this transcript
Casting light through an opacity map
00:00All right, if you take a look at the Final Ray Traced version of the image, you
00:03will see that we have this text casting light on to the surface of the floor and
00:08it creeps up in here onto the bed frame as well.
00:10And then I've also added this second window effect on the right-hand side of the giraffes.
00:16And I created all of these effects by casting yet another infinite light through
00:20holes in the ceiling and I am going to show you how that works in this exercise.
00:24Go ahead and switchover if you're following along with me to my progress file
00:28which is Far wall shield.psd found inside the 16_adv_light folder.
00:32And of course, if you're working along with me successfully, just stay inside your file.
00:38And I also want you to see this file right here.
00:41It's called Cut out type & window.psd and it's going to be responsible for the
00:46holes in the ceiling.
00:48So, we will apply this file as an opacity map.
00:50Wherever you see black, that will be a hole in the ceiling, wherever you see
00:54white, will be an opaque portion of the ceiling.
00:57But you may notice that the text is backward and the reason is, and this was
01:03just something I had to figure out by working inside the file, but I can show
01:07you how you would expect this image to really look.
01:09If I go up to the Image menu and choose Image Rotation and then first choose
01:13Flip Canvas Horizontal.
01:15And then next, I'll go up to the Image menu, choose Image Rotation and choose 90 degrees CCW.
01:21So, this is the hole that we were trying to create and the light comes through
01:24that hole and hits the floor.
01:26Okay, that makes sense, so why does it have to be rotated and flipped?
01:30Well, I'll try to give you an idea of how this works.
01:32I will switch back to the image in progress, bring up the 3D panel, make sure
01:37Scene is selected and then change the Quality setting to Interactive (Painting).
01:41Then I'll go ahead and select the Camera tool and go up to the Options bar,
01:46click on the View pop-up menu and switch to very wide angle yet again.
01:50And notice the ceiling right here, the angle of the ceiling.
01:53Well, I suppose from one vantage point, it appears to be vertical, but it's
01:57actually nearer to horizontal where the scene is concerned and we originally
02:00created it as a horizontal 3D postcard.
02:04So, we have to go ahead and respect that orientation.
02:06Furthermore, we will be cutting the hole from the inside up and you'll see what
02:10that looks like in just a moment.
02:12And so that is why, I will just go and flip things back.
02:15That is why this image after you get done sort of figuring out what it needs to
02:18look like, you have to go up to the Image menu, choose Image Rotation and go
02:22ahead and rotate it 90 degrees clockwise, and then you would have to go up to
02:26the Image menu, choose Image Rotation and choose Flip Canvas Horizontal.
02:30But that's the kind of stuff you only figure out through trial and error and
02:34working inside the file and seeing what works.
02:37I am going to switch back to the file in progress.
02:39Of course, let's go ahead and twirl close all of these meshes.
02:43Save 1 actually, shield 1, represents that ceiling shield so I will twirl it up
02:48and go ahead and click on its material.
02:50Drop down to the Opacity option, click on the folder icon, choose Load Texture
02:55and then navigate to the 16_adv_light folder.
02:58You'll find a file called Cut out type & window.psd, go ahead and open it on up
03:03and you will see you then at some point here, once Photoshop renders it out, you
03:07will see that text rendered as a whole.
03:09And I am going to go ahead and zoom on in so that you can see that the text
03:12actually reads exactly the way that it should.
03:16So, give me a moment here in order to zoom in and then rotate things into the
03:20proper perspective and now you see that there is our text reading exactly the
03:26way that you would expect it to read.
03:28You may see the Y getting cut off.
03:30That's just because there's nothing below the Y up to a certain point for us to
03:35see along the floor of that scene.
03:37Anyway, everything is where it needs to be, that's my point.
03:40Now, we need to add a light that's casting down through this hole.
03:44And so that means going down to the page icon here at the bottom of the 3D panel
03:48and choosing New Infinite Light, because I want this to be another one of those
03:52distant light sources.
03:53Now, don't ask me what it is.
03:54That's kind of the problem, I mean, what object is casting this light onto the scene.
04:00Well, I am going to go ahead and double-click on Infinite Light 3.
04:04And I am going to call it planet X, because some other planet is coming;
04:09it's orbiting the Earth and casting light in through the roof here.
04:13It doesn't really matter what it is, it's just a conceit.
04:16Here is what does actually matter, I am going to go ahead and save out my Camera
04:19view, because after all, I have created it so I might as well save it.
04:23And I will call it top of ceiling and click OK, just so I can come back to it if need be.
04:27And then I will switch back to very wide angle, so that I can take in the scene at large.
04:32And I'm going to take that new light source right there planet X, and let's go
04:36ahead and give it some color.
04:37I will click on the colors swatch and I am going to dial in a familiar Hue
04:41value of 225 degrees.
04:43I am going to change the Saturation value to 15%;
04:46a Brightness value of 100% is just fine, so click OK.
04:49And I want this to be a pretty bright light, so I am going to take that
04:52Intensity value up to 1.5 and I want just a little bit of softness.
04:58If you go too soft with the shadows, then you'll end up blurring away the type,
05:02you won't be able to see it.
05:03So, I will change the Softness value to a mere 1%.
05:05Now, we do want to create shadows otherwise we are not going to see the text on the floor.
05:11Now, the light isn't at really where we want it to be.
05:13If I were to change the Orientation values right now, that would be a mistake
05:17because that would change the orientation of the camera.
05:20So, we need to go ahead and switch to the Light tool, any light tool is going
05:23to do, even though we can only change the orientation of this light on its location.
05:28And here are the values that I want you to go ahead and enter.
05:31I changed the X value ultimately to 257, then I will change that Y value to
05:36-18.5 and I will change the Z value right there to -349 and that should
05:44pretty much do the trick.
05:45The light is pretty far a field there, I have to zoom out in order to see it,
05:50but it is where I need it to be.
05:52All right, let's go ahead and zoom in to our scene once again.
05:55The old-fashion way, by zooming by pressing Ctrl+Plus or Command+Plus on the Mac, and
06:00then I am going to grab my Camera tool, and I will go up to the Options bar, go
06:03to the View pop-up menu and choose Home position.
06:07And now, let's go ahead and Ray Trace things and see what we have got here.
06:10I'll click on Scene and change the Quality setting to Ray Traced Draft.
06:15Now, initially we are not going to see very much going on, because after all we
06:18are ray tracing the top of the scene, we haven't done anything to that.
06:22And I suppose if I were being a little smart here, I could have selected a
06:25portion of the image and just ray traced that selected area from the 3D menu.
06:30But golly, we are already beginning to see that portion of the scene that's
06:34affected down here at the bottom of the image window.
06:37And that gives us enough to go on, so I will press the Escape Key in order to
06:40cancel that ray trace, and I will hide the 3D panel.
06:42And you will see how that text stretches all the way across the image.
06:46Now, I decided for aesthetic reasons that I wanted the words TO LOVE to break at
06:51a different angle and then as I say I wanted to add a kind of window reflection
06:56over here in the bottom left corner of the bed.
06:59So, I did that by modifying the opacity map.
07:03I will bring up the 3D panel;
07:04I will go ahead and make sure that I can get to the shield 1_0 material.
07:09Click on that little page icon next to the word Opacity and choose Open Texture
07:14to open that texture in a separate window.
07:16I've already created these elements in advance for you, but there is something
07:20you are going to have to do.
07:21Hide that 3D panel.
07:22I want you to switch to your Type tool by pressing the T Key and then select the
07:27letters TO LOVE, like so, and press the Backspace key here on the PC or the
07:32Delete key on the Mac in order to get rid of them.
07:34Then press the Enter key on the numerical keypad in order to accept your changes.
07:39Now, it's just a matter of turning on the other layers. Turn on TO LOVE.
07:42Notice the TO LOVE layer has an Opacity of 35%, that means it's not going to
07:46create nearly as much of a hole as the other letters.
07:50So, the Opacity of the text is actually going to drop down just a little bit,
07:54but it's going to look great, as you will see.
07:56And then I added this window element.
07:58This window element was really a chore.
08:01In order to figure out exactly where it had to be, it was a lot of back and forth thing.
08:05It probably took me 15 or 20 minutes of work to get it figured out.
08:08I have gone ahead and saved you the time and effort.
08:11Go ahead and close this image and then click the Yes button in order to save
08:15your changes, that will be the Save button on the Mac.
08:17Then bring up the 3D panel, click on Scene, go ahead and switch Quality back to
08:23Interactive (Painting) and then switch Quality back to the Ray Traced Draft.
08:27I am going to click inside the scene in order to interrupt the process early on here.
08:31Close that 3D panel, then go up to the 3D menu and choose Resume Progressive
08:35Render, so that we can see what we've got.
08:38And as usual, we are going to speed up this process so that you can see this ray
08:43tracing happen, lickety-split.
08:44Once we start getting to the bottom of the scene, you can see for one thing that
08:48we've got this window reflection that's hitting the left side of the bed, that
08:53wouldn't be possible with these windows over here on the right-hand side of the
08:56image, because there's no way the light could come through and then wrap around
09:00the left-hand side of the bed.
09:02It is possible however;
09:03if there is windows over here on the other side of the room.
09:07Who knows, may be there are.
09:08And we also have this text wrapping around.
09:11So we've got the D in STUFFED lifting up onto the bed frame, and then we have
09:15the words TO LOVE over here in the bottom right-hand section of the image.
09:19All right, that's good.
09:20I will go ahead and press the Escape Key to interrupt that render.
09:23In the next exercise, I will show you how to employer Photoshop's fourth and
09:27final type of light, the Image Light.
Collapse this transcript
Employing an image-based light
00:00In this exercise I'm going to show you how to work with Photoshop's fourth kind
00:03of light which is the image light.
00:05I've saved my progress as Text rendered as light.psd found inside the
00:1016_adv_light folder and you may wonder along the way.
00:13All right, so we do have this text rendered in light, but it's really a function
00:18of the fact that the light is casting a shadow.
00:21It's the darkness around the letters that's responsible for the contrast between
00:26the dark floor and the light floor.
00:28So how is it that shadows are adding light?
00:30Well, it's really the light that's adding the light.
00:33It's just that the shadows are keeping more life or being added to the scene.
00:38So the fact that we have this much light in the scene right now is the
00:41combinative effort of the four lights that we have going.
00:45The point light inside of the lamp, we've got the moonlight streaming in
00:48through the windows.
00:49We've got that one spotlight that's being cast here onto the giraffes and then
00:54finally, we have that planet X light that's coming in through the ceiling
00:59creating the light of the letters as well as this window light right there, but
01:03we still need more light.
01:05I want another light that's going to fill in these ultra black shadows, because
01:09I think they look terrible.
01:10And that light is going to be an image light.
01:12Now here is how an image light works.
01:15Remember when we're talking about spherical panoramas which we've seen a
01:18couple of times now.
01:19We saw way back in the Fundamentals portion of the series and back when we were
01:23working with the camera, we employed a spherical panorama there as well.
01:27Now the point of spherical panorama is to provide the rest of the objects inside
01:31your scene with something to reflect.
01:33Well an image light is very much the same thing.
01:36It's a big huge spherical panorama that casts light.
01:41So everywhere that's bright inside of a scene that's going to be a bright light
01:45and everywhere that's dark inside of a scene is going to be a dark light on a
01:48pixel by pixel basis.
01:50All right, so let's see how that works.
01:52I'm going to go ahead and bring up the 3D panel and with Scene selected I'm
01:56going to switch to Quality setting back to Interactive (Painting).
01:59It be nice if we could take that dummy light, remember it and we can go ahead
02:03and convert it to an image light, because it's more or less in the right
02:06location, but if you try to change the Light Type from Point to something else
02:11you can change it to a Spot light you can change it to an Infinite light, but
02:15you can't change it to an Image Based light.
02:17You'll always have to create new Image Based lights inside of Photoshop.
02:20All right, having said that I'm going to drop down to the little Page icon and
02:24choose New Image Based Light.
02:27And that's going to create this enormous amount of brightness inside the scene.
02:31Ignore that, because it's not accurate.
02:33Go ahead and scroll down the list until you come to Image Based light 1 and I'm
02:37going to change the name of this light to global moon.
02:41Because we're basically using that moon image to fill in all of the shadows
02:45inside of our 3D bedroom scene.
02:47Now let me show you what this image looks like.
02:49I'll switch over to Lone moon.jpg it's nothing you haven't seen before is
02:53that Fotolia image.
02:55However, this time, it's cropped to a square.
02:58Now normally when you're working with spherical panoramas or image based lights
03:02you want to make sure that you have a seamlessly repeating composition.
03:07And if I were to up to the Filter menu and choose Other and then choose Offset
03:11and I'll change both of these values to 256 pixels, because this image measures
03:16512 pixels wide and 512 pixels tall.
03:19And no special reason for that it just does.
03:22You'll see that the seams are glaring.
03:24I've made no attempt to hide the seams at all.
03:26Well, if you're trying to wrap the entire scene and it doesn't have any walls
03:31like our scene does then it's got to be seamless.
03:33However, in our case we've got walls to hide the seam, so we don't really
03:37care just Cancel out.
03:38I just want you to see what that image looks like.
03:39All right, I'm going to switch back to my composition in progress, bring up
03:43the 3D panel scroll down the list and make sure Global Moon is selected that's
03:47our image based light.
03:49Currently, we have no Image associated with that it's just blinding light.
03:53So go ahead and click on the Folder icon choose Load Texture, and then I want
03:57you to find that Lone moon.jpg file that's inside the 16_adv_light folder and go
04:02ahead and Open it on up and that will apply that image as a light source.
04:07So in other words, I'll switch back to that Lone moon image wherever we have
04:11bright pixels those are going to be bright spots of light.
04:15So imagine this big spherical panorama with these little teeny points of light all over it.
04:19So the bright pixels are bright lights, the dark pixels are dark lights or no
04:24light whatsoever in the case of black.
04:25All right, I'm going to switch back to the scene at hand.
04:28Now the other thing I want to do is I want to show you what this light looks
04:31like and you can see it if you go ahead and make sure Global Moon is
04:35selected and then click on one of the Light tools and you'll see what that light looks like.
04:42And notice it looks like it's this little sphere that's sitting over here in the
04:46upper left corner of the room.
04:47Well it is a big giant sphere, but it's huge it's much bigger than this room
04:53is and it's kind of permeates all of the walls and all of the other surfaces as well.
04:57It just covers everything so don't worry about his placement.
05:01You can't change it's placement you can change it's orientation if you want, but
05:04in our case we don't want to.
05:06It's nice that the seam, you can see right there, the seam is over here on the
05:09right-hand side which means it's going to be coming in from the right-hand
05:14portion of the image and we've got wall there and we're not worried about it and
05:17so everything is OK.
05:19The big problem is the Intensity.
05:20I'm going to take that Intensity value up to 1, not concerned about the
05:25Softness of the shadows at all, we're just using this light in order to fill in other shadows.
05:30And so now at this point, I'm going to switch back to the Scene and I'm going to
05:35change a Quality setting this time to Ray Traced Final, because otherwise we're
05:39not going to get a sense of what's going on.
05:41If you try Ray Traced Draft you're going to get a garish
05:44non-representative effect.
05:46So let's go with Ray Traced Final here even though it takes time to apply I'm
05:49going to click in order to interrupt it.
05:51Hide the 3D panel go ahead and press the M key to switch my Rectangular Marquee
05:55tool, so I don't see all that 3D stuff on screen.
05:57Then go up to the 3D menu and choose Resume Progressive Render so that we can
06:01see that rendering happening on screen.
06:04And you're going to notice as the scene renders that it darkens down
06:08dramatically from that over lit scene that we're seeing inside of the
06:12interactive mode, but here is my favorite part watch it happen.
06:15We've got this amazing sort of blue light that's coming in through our non-wall
06:22side so the unshielded side of the image and it's being reflected in front of
06:27essentially really lies in front of these giraffes here then it appears in back
06:32of the giraffes is this amazing sort of halo of light, right here at the
06:36intersection of the two walls.
06:38Anyway we're going to go ahead and speed up a couple of three passes of the
06:42render so you can get a sense of what the scene really looks like.
06:44All right, so that's enough for now.
06:47There is our admittedly noisy, but beautifully ray traced version of the scene.
06:52We still have an outstanding issue here though we've got this gag You're Never
06:56Too Stuffed To Love and obviously these are stuffed animals, but what in the
06:59world are they stuffed with?
07:01That's a question, I'll answer in the next exercise.
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Making wall art with a 3D postcard
00:00In this exercise we're going to add yet another 3D Postcard, and we're going to
00:04go ahead and mount it above the headboard over here on the left wall, and
00:07ultimately set it inside of a frame.
00:10I've saved my progress as Global moonlight.psd.
00:13If you scroll up the list here inside the Layers panel, you'll find a
00:16group called more items.
00:18Twirl it open and you'll see we have a collection of three layers.
00:21I want you to ungroup those layers by clicking on the more items group, and then
00:26going to the layer menu, and choosing Ungroup layers or pressing Ctrl+Shift+G,
00:30Command+Shift+G on the Mac.
00:32Then grab the hamburger layer right there and turn it on.
00:35Now this is another photograph from the Fotolia Image Library, albeit a pretty
00:40disgusting one to say, but it's a half-eaten hamburger which is the reason these
00:45stuffed animals are so very stuffed.
00:48The good news is that it's going to look great in the context of this scene.
00:51So go ahead and move it directly above Hotel room like so, not below Hotel room;
00:57right above, and you don't want any other layers in-between.
01:00Then let's convert this item to a 3D postcard by going up to the 3D menu and
01:05choosing New Postcard From layer.
01:08Now it's ready to merge with the scene below.
01:10But if we merge right now, we're going to end up ray tracing the scene again, so
01:13click on the Hotel room layer in order to make it active.
01:17Bring up the 3D panel, make sure Scene is selected, and change the Quality
01:21setting to Interactive (Painting).
01:24Having done that go ahead and scroll up the list inside the Layers panel again,
01:27click on that hamburger layer, make sure it's directly above Hotel room;
01:31nothing in-between, and press Ctrl+E or Command+E on the Mac in order to merge
01:36it into the Hotel room scene.
01:38Now once you've done it, the image is of course going to disappear.
01:42I mean that goes without saying.
01:44So we're going to have to find the mesh here inside the scene.
01:47So I'm going to twirl everybody close until I can find hamburger right there,
01:51click on that mesh to make it active.
01:54I'm going to switch to any one of my Mesh tools.
01:57Let's go ahead and start with the Mesh Rotate tool, and we'll restore
02:00Orientation values of 0 across the board.
02:04Then go ahead and switch to the Pan tool and change the X, Y, and Z values to 0 as well.
02:10Of course, you have to do it one at a time, which is fairly tedious.
02:14That's good enough to get us started.
02:15Now presumably, these little sort of horizontal stripes down here underneath the
02:20bed, that is the hamburger waiting to emerge.
02:24So with my Mesh tool still selected, I'm going to go ahead and move my 3D widget
02:28down by dragging on its little gray title bar.
02:32Then I'll drag up on the blue arrow to move that hamburger upwards, like so.
02:37I will go ahead and rotate it as well by dragging the blue rotate gadget.
02:42Let's go ahead and drag to the left now on that blue arrowhead.
02:46That might take a couple of drags in order to move the hamburger more or less in the scene.
02:51I'm going to drag it down as well by dragging downward on the green arrowhead,
02:55and it appears to be backward. It's flipped.
02:59So let's go ahead and drag the red rotate gadget until we flip it into
03:03the proper position. My goodness!
03:05This is as a yummy view of this photograph.
03:07I'll go ahead and tweak it over to the right as well.
03:11So if nothing else, it needs to be dramatically smaller.
03:14So I'm going to drag down on the cube icon and I might have to drag a couple
03:19or a three times to get it down to a desirable size here, which is to say not very big at all.
03:25Let's dial in some numerical values, shall we?
03:27I'm going to go ahead and switch to the Rotate Mesh tool and round all the
03:32values to the nearest multiple of 90 degrees so that be -90 for the X value, and
03:380 for the Y value, and then finally, -180 for that Z value.
03:43I'll tell you what, I came up with the following Scale values.
03:46We might as well just put those in place instead of sort of trying to figure out
03:50what Scale values are going to work.
03:52I'll click on that Scale the Mesh tool right there.
03:55I'm going to dial in an X value of 22.5. Don't worry;
03:59that's going to look wrong for a moment.
04:00A Y value of 18.75, and then the Z value really doesn't matter.
04:07It could just be 1 for all of that.
04:08Because this is a 3D Postcard, it has no depth.
04:12Now we need to figure out how to center the hamburger above the bed board, and
04:15we really can't do that from this angle.
04:17So we need to change the camera angle.
04:19I'm going to hide the 3D mesh, switch to my Camera Rotate tool, and I'm going to
04:23drag inside of the image to the right, like so.
04:28Then I'm going to rotate the image using the widget here.
04:31So I want it to be more or less upright like this, and obviously, we need to
04:36move the image to the side the other way that is to say.
04:39So I'll go ahead and drag to the right from that red pointing arrowhead.
04:44We need to rotate the scene to some degrees.
04:47So I'm going to drag that rotate gadget right there down into the left,
04:50actually it ends up working.
04:52Now let's go ahead and straighten the scene some more.
04:54I'm just using the widget in order to accomplish all of this of course. Let's drag back.
04:59I just want to see the scene head-on.
05:03I might actually want to move up a little bit so that I can see more height
05:07associated with that wall.
05:09Now let's grab that hamburger once again by bringing up the 3D panel making sure
05:13that hamburger is selected switching to a Mesh tool.
05:18I'm going to go ahead using the widget once again, although let's move it into a
05:21more neutral location.
05:22I'm going to drag up on that green pointing arrowhead in order to move the
05:27hamburger upward, and I'm going to drag on the red arrowhead a couple of times
05:31in order to move this image over to the left.
05:35You know what, let's drag it down so that we can see exactly how it sort of
05:40lines up with these bars along the bed.
05:42So it looks like we need to be able to count one, two, three bars inward on the
05:47right-hand side and one, two, three bars inward on the left-hand side as well,
05:51and match the hamburger up accordingly.
05:54So it looks like it wants to be right there, and it wants to be higher as well
05:59above the headboard. That's good.
06:01Then I can't really get, yes, I can to that blue arrowhead.
06:05I can just sort of get to it, and I want to drag it backward until it falls into the wall.
06:10Then I want to bring it outward just a little bit.
06:12So, the values I came up with, let's go ahead and check out the Position values
06:16by switching to the Pan tool.
06:19The values I ended up using, for what it's worth, are 18.5 for the X value,
06:25which scoots it over to the right just a little bit, maybe that's too far but
06:28that'll work out well.
06:30Then I'm going to change the Y value to 118, so I almost got that exactly right,
06:35and then the Z value should be let's say 51, which means that I'm moving the
06:40hamburger downward just a little bit. Well, gosh!
06:43Don't you know?
06:43The Y value was moving it forward and backward.
06:47It's the Z value that's moving it down.
06:49That's our hamburger located I guess exactly where I want it to be.
06:53I'm thinking it wants to be cheated just a little bit to the right.
06:58So I'm going to cheat it and we'll see what happens.
07:01That took the X value down to 17.28.
07:03I'm going to cheat it just a little more by taking it down all the way to 17,
07:07because once we sort of switch back to our original position, the hamburger is
07:12going to look like it's too far over to the right.
07:13So I think this will work out nicely.
07:15Now because we did so much work finding this perfect camera angle, let's go
07:20ahead and save it off by clicking on the 3D Camera tool.
07:23I'll click on the little floppy disk icon, and I'll call this guy headboard
07:27view, because after all it is, and then click OK.
07:31There's just one more thing to do here folks.
07:33That's to set this photographic image inside of a frame.
07:36We're going to do exactly that in the next and final exercise.
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Creating a Repoussé picture frame
00:00In this exercise we're going use Repousse in order to create a frame, and then
00:04we're going to mount that frame around our photographic postcard.
00:08And notice this layer right here called Frame inside the Layers panel.
00:11Go ahead and turn it on, and select it as well.
00:14And all of this is a vector based shape layer with one rectangle cutting a
00:18hole inside of another.
00:20And of course, that's just what we need to create a frame using Repousse
00:23inside of Photoshop.
00:24Now if you wanted to come back at any time to the shape layer, then you want to
00:28create a copy of the shape layer by pressing Ctrl+J or Command+J before you
00:32start in with Repousse, in our case though, we've got enough versions of this
00:36file where you can always grab it if you want.
00:38So we'll work on the original by going up to the 3D menu, choosing Repousse, and
00:43choosing layer Mask.
00:45Once the Repousse dialog box comes up on screen, here are the modifications
00:49I want you to make.
00:49First of all, change Type from Inactive to Hole, so that the interior of the
00:54frame is cutting a hole out of the exterior.
00:57And we don't want nearly this much Depth of Extrusion, so go ahead and
01:00change this value to 0.1.
01:03Then we want to add a Bevel, so change the Height value to 2 and the Width value
01:06to 3, and a standard Linear Contour is just fine.
01:11Now go up to the Materials in the upper right-hand corner of the dialog box,
01:14click the down-pointing arrowhead next to All, and choose Metal Brass, which
01:18should appear inside of your list if you've been following along with me. And that's it!
01:23You've now assigned that brass material to all surfaces of this extruded frame.
01:27Go ahead and click OK in order to accept that modification.
01:30And of course, by no means should you rotate the frame in 3D space, before
01:35clicking OK out of Repousse. All right!
01:37The frame layer is set directly on top of Hotel room as it should be.
01:42So to merge the two together, press Ctrl+E or Command+E on the Mac.
01:46Once you've done that, the frame may go missing;
01:49I wouldn't be surprised if it did given that everything goes missing when
01:52you add it to a scene;
01:53sure enough, it did, which means you'll need to bring up the 3D panel.
01:56I'm doing so by double-clicking on the thumbnail for that Hotel room layer.
02:01Then find that new mesh which should be at the bottom of the list.
02:04We have quite a few meshes associated with the Scene now, and there it is;
02:08it's the one called frame.
02:09I'm going to go ahead and collapse it as well.
02:11Select it to make it active and then go ahead and switch over to the 3D Mesh Rotate tool.
02:17And go up to the Options Bar, and this time around, you can click on Return
02:22to initial position.
02:23That will not make a mess of things, because after all we're working with a real
02:273D object created in Repousse.
02:30So that went ahead and zeroed out the Orientation values;
02:32it zeroed out the Position values as well.
02:34We still need to find this object at some place inside of the scene.
02:39And the easiest way to find that object is to go to the Camera tool, so go ahead
02:43and select it and then change your View from this headboard view that you
02:47created most recently, to very wide angle.
02:50That may help us or that may not help us so much at all, and let's go ahead
02:54and sort of drag around here inside the scene and see if we can find where
02:58that thing has gone. There it is;
02:59it's underneath the floor.
03:01So with frame selected, go ahead and grab whatever Mesh tool is available, and
03:06we'll go ahead and use the 3D Widget here.
03:08And because I need to drag so far up, I'm going to move it down, and then drag
03:12upward on the blue arrowhead.
03:13That apparently has put the frame in back of the scene, so we're going to have
03:18to change our angle just a little bit by grabbing the Camera Rotate tool and
03:22dragging over to the right like so, so that I can gain access to all elements of
03:28the 3D Widget when I switch back to the Mesh tool.
03:32So the thing is I wanted to make sure I could get to that red arrowhead, and
03:35I'll drag back on it like so, and it's going to take a couple of drags in order
03:39to get this guy into the room.
03:42Now the frame is a little big;
03:43I don't think we need that big of a frame for this picture, but might as well
03:47move it down a little bit as well so it's more or less centered.
03:50Let's drag down on the yellow cube in order to reduce the size of the frame, and
03:55I might have to drag down a handful of times to make sure that cube is yellow
03:59before you begin dragging.
04:00And then I'm going to drag to the left from this green arrowhead to move
04:05the frame backward.
04:06That's probably good enough for now where this view is concerned.
04:09If you want to save off the view, you can by going back to the Camera tool,
04:13clicking on the Floppy Disk Icon, and calling this another wide angle if you
04:18want and then clicking OK.
04:20My sense is that you should save just about every camera angle you come up with.
04:25Now I'm going to switch back to that headboard view, so I can better see where
04:29that frame fits inside of the scene.
04:30And it's looking pretty good.
04:32But I'm going to make my next changes numerically by clicking on frame inside
04:36the list, because it's become deselected for some reason.
04:39I'll click on the Mesh tool.
04:40Now I'm going to start things off by scaling this frame, so I'm going to switch
04:44to this Scale the Mesh tool.
04:47And here are the values that I came up with;
04:490.17 across the board, and so I'm going to make that change manually to the X,
04:54Y, and Z values, as you see me doing here.
04:58And that ends up positioning the frame way too high, so let's switch back to
05:02the Pan tool, and I'll enter an X value of -69, which scoots that frame over quite nicely.
05:08I may make some adjustments to that value in just a moment, but that looks good for now.
05:13And then I'll change the Y value to 117, and that moves the frame against
05:17the wall of course.
05:18And then finally, I'll change the Z value to 81.27, is what I came up with.
05:25And that looks pretty darn good with one exception.
05:28And I should mention, by the way, the Y value I was telling you, moves the frame
05:31forward and backward.
05:33This Y value leaves a little bit of room between the frame and the wall, so the
05:37frame is not completely parallel and jammed against the wall, which is the way
05:41it works in real life.
05:42In other words, you have room between frame and wall;
05:44they're not glued together.
05:46At any rate, I need to shift the frame over to the left just a little bit.
05:49So I'm going to move my 3D Widget over, and I'm going to drag to the left ever
05:54so slightly on that red arrowhead until it looks like I've trapped a hamburger
05:59photograph inside the frame, and let's see what value I came up with. -69.91;
06:02why don't we try rounding that off to -70 and see if that does work?
06:07And it looks good to me.
06:09Now to see what we have wrot, let's go ahead and switch to the Camera tool once
06:14again, go up to the View pop-up menu, and choose Home position, so that we can
06:19get back to the home version of the scene, like so.
06:22And then of course, I'm going to go up to Scene, and I'm going to change the
06:26Quality setting from Interactive (Painting) to Ray Traced Final.
06:30And I'm going to go ahead and let this rip.
06:31Now just because I care so very deeply about you, we are going to perform a full
06:38Ray Traced Final version of the scene;
06:40there is no reason for you to sit here and watch that five to ten, to twenty
06:46hour process in real time in a video, so we're just going to go ahead and
06:50fast-forward the heck to that point in time.
06:52We're going to fade forward in fact.
06:55So I'll just go ahead and click off here in order to interrupt that process,
06:59hide the 3D panel, and then reinstate the progressive render by choosing
07:04Resume Progressive Render from the 3D menu like so, and then we'll just let
07:08Photoshop do its thing.
07:09At first, you'll see things render very swiftly on screen, just so that you
07:13can get a sense of what's going on, and then we'll go ahead and fade to that final version.
07:18Now notice that there's one more layer at top here;
07:20you can turn it on if you like.
07:22It's a little bit of a heart glow, you might notice, because the giraffes form a
07:27kind of heart between them.
07:29And there is a vector mask going on here.
07:32If you click on the vector mask thumbnail and then bring up the Masks panel, you
07:35can see that I've applied 4 pixels worth of Feathering.
07:39And that's a parametric edit, meaning, you could modify the Feathering anytime you like.
07:43I've also got here this layer mask.
07:46I'm going to Shift+Click on the layer mask in order to turn it on.
07:49You can really tell at this point, but the layer mask is painted into the bodies
07:54and the feet of the giraffes in order to mask that portion of the image away.
07:59Because I've also got this effect right here, I'm going to turn it on and let's
08:02get rid of the Mask panel first.
08:04I'll turn on the effect;
08:05it's an Outer Glow, and it's not being served well by this layer mask so far.
08:10So first thing, I'm going to click on the vector mask thumbnail in order to hide
08:14that heart shape path, and then I'll go over to the Layers panel flyout menu,
08:18click on it, and choose Blending Options;
08:21if you loaded DekeKeys, you can press Ctrl+Shift+O, Command+Shift+O on the Mac,
08:25and you have to turn on this check box in order to make things work out
08:27properly, layer Mask Hides Effects.
08:30And that will go ahead and use that layer mask to hide the Outer Glow, and we
08:34end up with this effect here. Isn't it charming?
08:36All right!
08:37I'm going to press the F key a couple of times in order to switch to the Full
08:40Screen mode and zoom in on those guys, the stuff giraffes, who are so very
08:44stuffed, because they ate this hamburger picture, it's just the weirdest concept ever.
08:51Thanks to the amazing 3D power of Photoshop CS5 Extended.
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17. Mastering the Camera
Forget the Zoom and Hand tools
00:00When working with a 2D photograph, you zoom-in, you zoom-out, you pan around,
00:05but at the end of the day your viewer, the person is going to look at your photo
00:09will see the entire thing subject to the way you decide to crop it.
00:13In 3D, that all goes out the window.
00:16Sure, you can zoom, you can pan, you can even crop, but your view and the
00:20viewer's view is determined by the camera.
00:24If you want to go in, you walk forward, if you want to back out, you walk backward.
00:29You even have control over such real world camera lens qualities as
00:33depth-of-field and field-of-view.
00:35In fact, your 3D camera is the virtual equivalent of an actual camera, only you
00:40have an infinite number of cameras, and they don't cost you a dime.
00:44So you can sit there, and light, and shoot your scene as many ways as you like.
00:49In this chapter, we will explore 3D cameras.
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Aligning the ground plane to a photograph
00:00All right, gang here is a project that you have to look forward to over the
00:03course of this chapter.
00:04In addition to learning how to master the camera here inside Photoshop CS5
00:08Extended we are going to take this SUV model, once again created by our very own
00:12Paul Roper here at lynda.com, and we're going to wrap it in this metallic highly
00:17reflective paint job.
00:19We're going to create a series of reflections using an image light, much like
00:23the one that we learned about in the previous chapter.
00:25We're going to add a few 3D elements of our own using Repousse;
00:29believe it or not these horns are Repousse objects.
00:32As are a series of tubes that you can't see inside the campus but they're
00:36responsible for these reflections across the forward portion of the car, and we
00:41even have a series of 3D rocks that are peppered about the scene just to
00:46heighten the credibility of the composition.
00:48We're going to start things off inside of this image, it's called Beach
00:51composite.psd, it's found inside the 17_camera folder.
00:55It comes to us from Rahela of the Fotolia Image Library, about which you can
00:59learn more at fortolia.com/deke.
01:00Now we're going to start things off by importing the SUV model, and then we will
01:06exactly align the ground plane with the scene.
01:10So go up to the 3D menu and choose New layer from 3D File, and inside the
01:1517_camera folder you'll find a subfolder called Roper models, go ahead and
01:19double-click on that folder, and then click on the file called Base SUV.obj and open it up.
01:25And that will introduce us fairly unimpressive blue car model, looks something
01:30like a toy at this point, but it's got everything we need, and it's going to
01:33look just awesome once we're done with it here inside of Photoshop.
01:36All right, the next thing I want you to do with this layer selected is grab the
01:403D Camera tool here inside the toolbox, and then we need to be able to see the
01:44Ground Plane, so if you can't like me, go up to the View menu, choose Show and
01:49then choose 3D Ground Plane, and as long as we're here we might as well go ahead
01:54and turn on the Ground Plane Shadow Catcher as well, because after all we're
01:58going to need to cast a shadow on this photographic background.
02:01So go up to the 3D menu, choose Ground Plane Shadow Catcher, if you see that
02:05alert message about how you need to ray trace the scene to see the shadows just click OK.
02:09All right, here is the deal, right now we have got this Ground Plane that
02:15doesn't necessarily align well with the scene.
02:17I don't know if it does or not, but I would know if this red X axis were
02:23actually horizontal and aligned ultimately with the horizon line of the scene.
02:28So we've got this wonderful guideline, this horizon line that's actually built
02:32into the photograph and we might as well make the most of it.
02:36So for starters here I'm armed, notice this, with the Orbit the 3D Camera tool,
02:41and I'm just going to drag inside of the scene in order to twirl it around.
02:46Now you don't have a lot of control with this tool, you can press the Shift key
02:50as you drag, but that's going to rotate the scene either horizontally, if you
02:54drag horizontally or vertically if you drag vertically.
02:57So the Shift key serves as a constraint, however the Ground Plane was already
03:01crooked in the first place so it remains crooked.
03:04So you may prefer to take advantage of the 3D Widget, which is what I'm going to do here.
03:08I'm going to go ahead and drag on the green Rotate icon in order to
03:14straighten up the Ground Plane to a certain extent, and then I'm going to
03:17drag on the red Rotate thingy there in order to set the green line so it's
03:21coming more or less straight on us.
03:23And then I might go ahead and drag that green rotate item a little more just to
03:28write the scene like so, and this is looking pretty good but I really can't tell
03:32whether the Ground Plane is flat against the scene or not, given that the grid
03:36that represents that Ground Plane is not really all that terribly deep.
03:40You can make it deeper if you want to.
03:42By going up to the Edit menu here on the PC this would be the Photoshop menu on
03:46the Mac and then choose the Preferences command and then go ahead and choose
03:503D, and next set your Plane Size from Large to something even larger either
03:56Extra Large or even Huge.
03:58For purposes of this scene Extra Large works quite nicely.
04:02So go ahead and choose that command and then click OK, and you'll immediately
04:06notice nothing happened or at least you may notice that in which case what you
04:10have to do to force or redraw is zoom in like so and then just go ahead and zoom
04:15back out, and I zoomed in by pressing Ctrl+Plus, Command+Plus on Mac, zoomed out by
04:19pressing Ctrl+Minus, Command+Minus on the Mac.
04:21All right, let's now go ahead and drag down on this blue Rotate icon until you
04:29get the back of the plane there more or less aligned with a horizon line, and
04:34if you can't get it to work, if you don't have enough control then drag farther
04:37away, move your cursor farther away from that 3D Widget and then drag downward
04:43like so and you should eventually get something that looks more or less like this.
04:48Tell you what, I'm going to go ahead and give you some numbers here.
04:50So that's we're working with the Camera Orbit tool.
04:53I can see the Orientation values up here in the Options bar and I know that I
04:57want the Y value to be the nearest multiple of 90 degrees.
05:02So I'm going to set it to 0, and that'll go ahead and more or less level the
05:05scene horizontally, strange as that may sound.
05:08In order to really get things right we need the Z value to also be set to the
05:13nearest equivalent of 90 degrees which in this case would be -180 and that
05:18actually works out pretty nicely.
05:19The X value is really ultimately up to you.
05:22What it's going to do?
05:23By the way, notice if I drop down to my 3D Widget again and I drag down on
05:27this blue rotate gadget then the value I end up changing is the X value of all things.
05:33So it's going to control the tilt of the scene.
05:36I know that doesn't sound like what it ought to do but that is what it does to.
05:40So anyway let's go ahead and change that value do -105, so we've got -105 for
05:46the X value, 0 for the Y value, a Z value of a 180 as you can see here.
05:51Now for me anyway I don't know about you, that ends up aligning the Ground Plane
05:55with the scene pretty darn well however the Ground Plane is too low, and so we
06:00need to reposition the Ground Plane, we need to bring it up we need to send it
06:04backward and we're going to do exactly that in the next exercise.
Collapse this transcript
Creating the perfect straight-on view
00:00Now that we've oriented the ground plane to match the photograph, we need to
00:03position it as well.
00:05I've saved my progress as Oriented plane.psd.
00:08It's found inside the 17_Camera folder, and I still have selected my Camera tool.
00:13I can see the ground plane, I've got my 3D layer selected.
00:16Let's now go ahead and switch to the Pan tool.
00:19And I find this tool to be more useful when dragging around inside the Image
00:23Window than the Orbit tool.
00:25It's just a little easier to control.
00:27For example, if I want to move my view of the scene exactly downward which
00:30is going to lift the scene upward, always bear in mind with the Camera tool
00:34that you're changing your view of the scene, not necessarily the position of the object.
00:38Then while dragging down with this tool, I would press the Shift key in order to
00:43invoke a perfectly vertical drag.
00:46I can also press the Shift key while dragging back and forth in order to invoke
00:50a perfectly horizontal drag and that is something that I actually need to do
00:54where this scene is concerned.
00:56For example, I would like to set that Green line, that green Y axis line, so
01:01that it runs through the exact center of my image.
01:05So I need a guideline at the center point.
01:07I'll go up to the View menu and choose New Guide, and I know that this image
01:12mesh is 1400 pixels wide.
01:13So I would select the Vertical Guide option and I would enter half of 1400 which is 700.
01:19However, I just found this out.
01:21I have to admit to you.
01:22I didn't know, after more than 20 years of using this product, I didn't know
01:26you could just enter 50% for the position value and Photoshop would do the math for you.
01:31I just found that out from a member of my site.
01:33So we all live and learn everyday.
01:35I'm going to go ahead and click OK in order to set that Vertical Guide right
01:39through the center of the image.
01:41Now while dragging inside the scene I'll press the Shift key and I'll drag to
01:45the left because I'm moving my view of the scene to the left, and therefore
01:49moving the entire plane to the right until the Green Y axis line lines up with
01:54that Vertical Guide. All right!
01:55Then I might make some other modifications.
01:58I might move the scene back and forth, for example.
02:01Let's say, I want to move away from the scene.
02:03Then instead of pressing the Shift key, armed with this tool I would go ahead
02:07and press the Alt key or the Option key on the Mac and drag downward.
02:11Now, notice I'm kind of wobbling back and forth.
02:13If you want to constrain this drag, then add the Shift key.
02:17So Shift+Alt+Drag down in order to move away from the scene, Shift+Alt+Drag up
02:22to move into the scene.
02:23Obviously, that would be a Shift+Option+Drag either down or up on the Mac. All right!
02:27So I've written down a few specific position values that I'm going to enter
02:31in the Options Bar.
02:32The X value is already exactly right as is.
02:35It turns out -0.24.
02:37That's because we aligned that Y axis with that vertical guideline.
02:40I'm going to change the Y value to -61, and then I'm going to change the Z value
02:45as well by taking it to 10.
02:47And notice that, that goes ahead and lifts the entire scene, so that the rear
02:52of this extra large ground plane is just shy of the horizon line of the sea
02:57inside the photograph. All right!
02:59That takes care of our camera angle, but of course we should go ahead and save
03:02it by going up to the Options Bar, click on the Floppy Disk icon and let's go
03:06ahead and call this guy Straight-on view, because after all that's what it is, a
03:11straight on view of the overall scene and then click OK, and that way we can
03:15come back to this view anytime we like.
03:17Now, obviously the SUV is nowhere near where it ought to be.
03:21We're going to remedy that situation using the Object tool in the next exercise.
Collapse this transcript
Positioning a 3D scene as an object
00:00All right, we've managed to establish the perfect straight-on view, hence
00:04the name of this file, which is called Straight-on view.psd, found inside
00:07the 17_camera folder.
00:09Now we are going to use the Object tool in order to reposition the SUV model,
00:13and bear in mind that the object tool affects the entire scene.
00:17So regardless of how many wireframes are working side of a scene, they all move
00:21along with the Object tool.
00:23All right, so we no longer need to guideline, by the way, you can press Control+;
00:27or Command+;
00:28on a Mac in order to hide it.
00:30Then go ahead and grab the Object Rotate tool here inside the toolbox.
00:34I'm going to just basically drag this guy around a little bit.
00:38This, I find terribly unhelpful, just dragging inside the scene with the Object
00:43tool and you can't press the Shift key if you want to in order to create a kind
00:47of horizontal drag, but it's not going to respect the ground plane.
00:50This guy was already set directly on the ground plane and now the rear
00:55wheels are way off the ground plane and one of the fore wheels is below the ground plane.
01:00What a mess?
01:01So that is not the way I'd like to work with this tool.
01:03I'm going to press Ctrl+Z, Command+Z on a Mac in order to undo that modification.
01:08Instead, I'm going to try to take advantage of that 3D widget, now it's a little hard.
01:12Because we have a straight-on view, the green controls on the axes are
01:17facing dead away from us.
01:19But if you position your cursor over the tiny portions of that rotate gadget
01:24that are showing up there you should see the full yellow circle.
01:27Then go ahead and drag to the right in order to rotate the vehicle to the left as so.
01:33Here are the values that we're looking for.
01:350 is what we want for X, 0 is also what we want for Y, for Z, I want you to
01:40change the value to 51.2 and I know that's a highly specific value but that's
01:46going to give us the effect that we're looking for.
01:49Next let's go ahead and move the car forward.
01:51I'm going to do that using the Drag tool;
01:54you can also use the Slide tool if you want to, instead.
01:56But I'm going to show you some tricks associated with the Drag tool.
01:59If you grab that Drag tool and you go ahead and press the Alt key and drag down
02:05then you will scoot the car forward, this would be the Option key on a Mac.
02:09If you want to make sure you're scooting the car only forward and not back and
02:12forth, then you would have the Shift key.
02:14So this is the result of Shift+Alt+dragging or Shift+Option+dragging downward.
02:19This is the result of Shift+Alt+dragging or Shift+Option+dragging backward.
02:22All right I'm going to go ahead and Shift+Alt+drag downward just a little bit here.
02:27Now, I believe I've gone ahead and scooted the car off of the ground plane.
02:31Of course we really do want this car exactly on the ground plane;
02:35otherwise we'll see that it's levitating in space, once we cast the shadow.
02:39So go up to the 3D menu and choose Snap Object To Ground Plane in order to move
02:44it down to the proper location.
02:46All right, I'm also going to increase the size of this model and I want to
02:49see what kind of changes I am making to the size values, so I'm going to
02:52click on the Scale:
02:53The 3D Object tool there in order to make it active.
02:56Then I can see my scale values and then position your cursor over the cube, so
03:01it turns yellow, and drag upward like so and release, and we're really looking
03:07for those to values to turn to 1.25, all the way around.
03:10So I need to drag just a little bit higher, like so.
03:13There's 1.24, I almost got it, just a little bit higher, 1.25 across the board.
03:19Of course I could've entered those values, but that would have been tedious by
03:22comparison to repeatedly dragging on a cube, don't you know?
03:26All right you can go ahead and reposition this guy if you want to by dragging on
03:30the various colored arrows that are associated with the 3D widget.
03:34You can see that the tires have descended below the ground plane.
03:38So we need to go and snap the vehicle once again, but first let's do this.
03:41Let's enter a few specific position values.
03:44Click on the Drag tool once again, so that we can see the position values.
03:48Here are the values I want you to enter.
03:50For the X value it should be 1.34, again, some pretty darn specific values.
03:55For the Y value change it to -14.8, and then we can let Photoshop figure out
04:01the Z value for us.
04:04You don't have to enter it, because you can just go over here to the 3D menu and
04:06choose Snap Object To Ground Plane.
04:09You can see that the ideal Z value, at least in my case is 0.067.
04:12All right, that takes care of the position of the automobile.
04:16So we've got the scene set exactly where we wanted.
04:19In the next exercise, I'll show you how to position an infinite light, the
04:22sunlight in fact, with the help of an orthogonal camera.
Collapse this transcript
Using an orthographic camera
00:00In his exercise, I am going to introduce you to the Orthographic camera and
00:04we'll see how it can be useful for positioning an Infinite Light.
00:07I have saved my progress as Properly positioned car.psd, it's found inside the
00:1117_camera folder and for starters here, let's get a sense of what an
00:15Orthographic camera is.
00:16I will go ahead and switch to the Camera tool here inside the toolbox and that
00:21will display the ground plane and so forth as you can see here.
00:24Notice this final icon up here in the Options bar, it says Zoom to 3D camera.
00:29If you click on it, you've got two little cubes you can select from, there's the
00:33perspective camera which provides you with a standard perspective view, the kind
00:37of view you take for granted, that is, things in the distance decline, and
00:41ultimately disappear at the horizon.
00:43Whereas, if you select the orthographic camera, then you get no decline
00:47associated with distance, and as a result we get this kind of cartoon effect.
00:52Now orthographic cameras can be quite useful in certain disciplines.
00:55My guess is if you're a standard 3D artist, you are not going to take
00:59advantage of it all that often, but I do want to show you how things work in
01:03the orthographic world.
01:04You can go ahead and take advantage of the widget just as you normally
01:08would, that is you can rotate your view around by dragging on one of these rotate gadgets.
01:13You can also move your view upward and downward or side to side by dragging
01:18either on the green or red arrowhead, but notice, if you drag on the blue
01:22arrowhead, nothing happens.
01:25You can't get any closer to the scene and that's because the size of the scene
01:29is dependent upon its scale.
01:31Notice the Scale value right here.
01:33If I were to increase the Scale value to 1 over 40, then the scene is going to grow smaller.
01:39If I increase that value, because it's a fraction, then the scene will appear to grow larger.
01:44You can also go ahead and drag with your cursor inside of the image window.
01:50Drag down in order to decrease the scale, that is increase the value, and make
01:54the object appear to look smaller.
01:56You can drag up to increase the scale that is decrease the value up here in the
02:01Options bar and make the object appear larger.
02:04So, how in the world does this help us with infinite light?
02:08Well, where an infinite light is concerned there is no such thing as
02:12perspective, because all of the rays of light are treated as absolutely
02:16parallel, so they are going to see all distances associated with the scene as
02:21absolutely the same.
02:23So that can prove helpful for you as well.
02:25I'm going to go ahead and rotate the car upward like so, and I am also going to
02:31rotate it away from me, so that I am seeing the hood of the car, because I was
02:34the light to be shining essentially straight down on this automobile.
02:38If you look at the photograph in the background, you will see that it's
02:41essentially high noon, and so we need to create a high noon light as well.
02:46All right, I'm going to rotate the car further like so or at least my view of
02:50the car and I would drag down in order to reduce the scale, so that I'm seeing a
02:55smaller version of this car.
02:57Well, tell you what I came up with, I ended up changing the scale value here to
03:01something like 1 over 40, so that I could see the entire car at a time, and then
03:05I will switch over to my Orbit tool to gain access to my Orientation values.
03:09And, by the way, you can still use Orientation and Position values just as you
03:13would with a standard perspective camera.
03:15And the values that I am going to dial in and they are very close, by the way,
03:19they don't get the light angle exactly right, but this was how I ended up
03:23arriving at my initial light angle.
03:25So I changed the X value to -155 and obviously I didn't do this numerically,
03:29these are just the values I ended up coming up with.
03:32I got a Y value of 3, and then I end up with a Z value of -298, just pretty
03:39close to what I had right there.
03:40Then I'll switch over to the Pan tool and I'll change the X value to let's say
03:4524 and the Y value to -6, and finally, let's raise our view a little bit by
03:50increasing the Z value to 53, and now I'm looking directly down on my car.
03:56All right, let's bring up the 3D panel.
03:58Go ahead and grab Infinite Light 2, which is not doing us any good whatsoever
04:03and delete it by clicking in the trashcan.
04:05It's the light that's coming up from below, and then double-click on Infinite
04:08Light 1, and let's go ahead and call this guy sunlight, and I am going to make a
04:13couple of other changes as well.
04:14I am going to increase the intensity to 1.5 and I am going to change the
04:18Softness value to 20%.
04:21But we need to position the sunlight properly, so I am going to click on the
04:24Light tool just to make sure it's active there and I'd also like to see my
04:28light, so I'll go ahead and turn on 3D Light, and I might as well turn on 3D
04:33Selection here, so that I can see the lights going in absolutely the wrong
04:38angle, it should be going straight at that car.
04:40And to make it so, drop down to the little camera and light icon that says move
04:45to current view and click on it and you will more or less point the light in
04:49the right direction.
04:50All right, now it doesn't look exactly right, and you could drag it around just
04:53a little bit if you wanted to, like so.
04:55That's what I ended up doing, was dragging it so that I couldn't see the beam of
05:00light going downward anymore, which to my way of thinking meant that it was
05:04shinning directly downward.
05:05All right, let's go ahead and see what we've come up with here.
05:08I will switch to my 3D Camera Rotate tool and I'm going to go ahead and save
05:12this view by clicking on the Floppy Disk icon and let's call it orthog birds
05:17eye, and then I will go ahead and click OK, and now I can go ahead and
05:21reestablish my original view by choosing Straight-on view.
05:24By the way, you may see this view called O, you can ignore it, I think it
05:28came in with the model.
05:29Go ahead and choose your Straight-on view if you have it, and that will switch
05:33you back to a perspective view, by the way, so the cameras actually save
05:37whether they are perspective or orthographic on-the-fly, and then I'm going to
05:41go ahead and click on sunlight and then select my Light tool and I'll check out
05:46the values up here in the Options bar, and compare them to the ones that I came
05:49up with an advance.
05:50That X value is pretty close actually.
05:52I am going to change it to -14 however, so a fairly slight adjustment there.
05:57I'm going to increase the Y value more significantly to 6.5, and then I'll take
06:02the Z value down to -31.5, like so.
06:07All right, to see what we've come up with, let's go ahead and click on scene
06:11and then change the Quality setting to Ray Traced Draft, and this car scene so
06:14far is not very complicated, so it should ray trace pretty quickly, at least
06:18you should get a first pass in a matter of a few seconds here, and this looks
06:22pretty darn good to me.
06:23So I am going to click in order to stop the render like so, hide the 3D panel.
06:28That's what we have so far.
06:30In the next exercise, we're going to take stock of our materials.
Collapse this transcript
Sinking a scene into the ground plane
00:00All right, in this exercise we are going to take stock of the materials that
00:03are associated with this model, so that we have a sense of what's what where
00:06this SUV is concerned.
00:08I have saved my changes as Sunlight set .psd found inside the 17_camera folder
00:14and make sure your Base SUV layer is selected, go ahead and double-click on its
00:17thumbnail in order to bring up the 3D Scene panel, and notice that the thing is
00:21called objMesh once again.
00:23I want to call it Diablo, because that's going to be the name of this fantastic
00:27car we're designing and press the Enter key or the Return key on the Mac in
00:31order to accept that change.
00:32Now this is one of just the horrifying things about rendering inside of
00:36Photoshop I have no idea why changing the name of something invokes a new ray
00:41trace, stop it Photoshop, and I say stop it, of course, by clicking inside the
00:46image window until it pays attention to me.
00:48All right you can see now that the mesh is renamed Diablo.
00:52To avoid that problem in the future I might as well, click on scene, and then
00:55set the Quality back to Interactive (Painting).
00:58All right, let's twirl open that mesh.
01:00Notice you will see a long list of materials none of which make it terrible
01:04amount of sense, we are seeing the wheels, where we have got our lamberts and
01:07our blinns and all that jazz.
01:08So let's get a sense of what's going on with each of these, by clicking on one
01:13of materials and go ahead and select the Mesh tool, so that we are seeing the
01:16selection on screen and if you're not seeing the selection why then click on
01:19this little I icon down here at the bottom of the panel, and make sure 3D
01:23Selection is turned on.
01:24All right, this is obviously the body of the car.
01:28So I'm going to go ahead and name it body, like so.
01:31The next one, if I click on it, those are obviously the windows that I just
01:35happen to know, these are all of the windows, by the way, so let's go ahead and
01:38name them accordingly.
01:39Click on the next item.
01:40Don't really have any idea what that is, because it's inside the car.
01:45So what we are going to have to do is go to body and change its Opacity to 0%
01:49this old yarn and then go to windows, let's change them to 0% as well so that we
01:55can see into the vehicle and if I click on blinn, what is that, 3SG, and I
02:00change its Opacity value to zero, why I end up losing the dashboard?
02:04So let's go ahead and rename this guy dashboard like so, and then go ahead and
02:08increase its Opacity value back up to 100%.
02:10And the reason we can't see the selection, by the way, is, because it's in back
02:15of some other materials and Photoshop doesn't do a particularly good job of
02:19showing a selected material that's in back of another one.
02:22All right, click on the next guy down, can't see a selection, actually I can, look at that;
02:26there are these selection edges around the glass housing