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BONES · @bonesblox
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first we are going to make this abandoned looking Hospital hallway go from scary to terrifying of course that's an exaggeration but it'll definitely have a major difference I promise as I mentioned earlier Kum actually going to have to select each light one by one I will make sure
Said at 1:56
Most replayed moment #2
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November I don't usually do stuff like this and I won't ask often thank you all I'm going to speed this up until we actually get to the lighting stage also I forgot to however I'll fix it in the pack but if you are using two different
Said at 1:02
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look darker would be adding a dark atmosphere literally the atmosphere properties you want to set the color and Decay to fully black or at least a much darker gray and set glare and Haze to either five or 10 it doesn't entirely
Said at 3:22
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Words
1,857
Runtime
12:52
Speaking pace
144wpm
Reading time
8min
144 words per minute, below the 160 25th percentile of 349 measured videos. That distribution comes from the 349-video hook study.
Opening (first 30 seconds)
hello I am bones in this video we will be going over Advanced lighting properties how you can find the perfect lighting for your scene and how atmosphere gives your builds depth just like my environmental art video I will be using open- Source assets all the assets I use will be in my Discord server in a clean rbxm file to use the link is in the description reiterating that I
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| Longest sentence | 1,857 words |
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What this transcript is
Every word below is the caption track YouTube publishes for this video, pulled from the video itself and reproduced unchanged. It is not Prepublish's writing, not a summary, and not a re-transcription: it is the video's own published captions. English captions, generated automatically by YouTube, in the video’s original language. Source: the video on YouTube. A channel that would rather this page did not exist can ask for its removal through the contact page, and it is removed.
hello I am bones in this video we will be going over Advanced lighting properties how you can find the perfect lighting for your scene and how atmosphere gives your builds depth just like my environmental art video I will be using open- Source assets all the assets I use will be in my Discord server in a clean rbxm file to use the link is in the description reiterating that I did not make these assets this is for educational purposes so everything is open for beginners to use I don't don't normally show this part in the videos so I'll at least speed it up so this video isnt an hour long but this is my process on actually building the scene please always remember to place down the respective gameplay rig for sizing a six is shorter than a 15 remember that hold on I want to see if we can break my view record of 60k or at least the daily margin in which I hit 8K views in a single day it would be awesome or at the very least get to 4K subscribers before the 13th of November I don't usually do stuff like this and I won't ask often thank you all I'm going to speed this up until we actually get to the lighting stage also I forgot to however I'll fix it in the pack but if you are using two different point lights with different properties please name them separately like light one and light two in my instance I used two point lighting and one was longer range and lower brightness and the other was the opposite and this totally messed me up later as I had to pick out each one individually name your light sources please the process in doing now is actually called modular assets it's where you create smaller segments and create larger structures out of them this can go for pipes plants anything that can be joined together like Lego sets now that everything is put together we can get to working on the lighting first we are going to make this abandoned looking Hospital hallway go from scary to terrifying of course that's an exaggeration but it'll definitely have a major difference I promise as I mentioned earlier Kum actually going to have to select each light one by one I will make sure everything is labeled in the pack you can download so you don't have this problem make this a habit to do so you can get through things quicker we are going to be working on a darker setting first we want it to be brighter but not too bright try and make it so it fits the walls and then turn down the brightness by almost half or more typically a good approach for some horror or dark Maps would be to go a dark teal or greenish blue as it gives off the cold fluorescent light bulb feel however warmer colors can work depending on how bright they are I typically cut this part out but I want to show the true process and show you that it's not just a click and fix it takes time to dick some things and it's meticulous to go around and change things over things will get tedious but I'm sure you can do it after all you had the courage and enthusiasm to start watching this and learn something new good job just remember that Parts with a transparency over 0.75 will have shadows turned off automatically and will allow light to pass through I just don't want the glass to be invisible so in disabling cast Shadows enough tinkering with things let's actually do some lighting stuff the first step to actually making this look darker would be adding a dark atmosphere literally the atmosphere properties you want to set the color and Decay to fully black or at least a much darker gray and set glare and Haze to either five or 10 it doesn't entirely matter there's slight difference in the actual lighting properties you want to make everything as dark as possible and also turn environmental diffuse and specular to zero in Darker environments this is optimal for realistic [Music] lighting there as you can see once I've turned down specula the roughness map is much less prominent and everything is a bit more flush looks like someone pooped all over the floor gross e e that was my impression of a creaky door did you like [Music] it please laugh now that we have this it still feels like it's missing something no I didn't magically change the colors I just cut the part out don't be so optimistic anyway it 100% looks nicer with a warm color as I said earlier warm colors can look good in a scary environment however you have to adjust them pretty heavily to make sure they are well fitted here we've turned everything down look at it now something people always forget is exposure compensation it's all the way at the bottom of lighting it's very sensitive so only change it by decimals I've set mine to minus 0.4 to make the scene darker never forget to Anchor now let's have a look at this in [Music] game this flashlight is awful it still does the job wait a moment for respawn particles to disappear obviously If This Were functional that blockade would stop you from going over here game design is important my friends I think we've done a cool job however we are not done just yet feel free to adjust brightness of each light remove some or even add your own flickering keep in mind I've got no clue how to add flickering [Music] sorry let's go over some different lighting Styles like daytime interior if your scene is entirely inside and doesn't go outside at all but as Windows set your brightness to something that seems incredibly absurd like 44 in my case and change the clock time to a reasonable time frame as simple as it sounds we simply want to make things brighter atmosphere Etc essentially what we have right now except brighter obviously it's just for this showcase but I'm going to move my son to fit the window you can do this with Geographic latitude and clock time it might take some tinkering 10 points to whoever can figure out why the sun won't come in if you said cast Shadows good job you win a Star Gold Star even now we really got a tinker with our lighting if you are strategically placing the sun down like I am to fit the room you really want to use the Shadows to your advantage and typically want it to be at a 45° angle facing downwards into your room example being what I'm about to do watch let's firstly clean up the hallway it's no longer dirty and as you can see this is cool however it's still missing something we have to replicate Global eliminations given Roblox doesn't actually support it we have to do it ourselves you might ask how but worry not I'm here to replicate Global illuminations it's pretty simple just make a white light that isnt is brighter but still bright as the outside light we have a perfect light already set up to use our indoor lights are perfectly placed as you can see from this diagram it explains how we can replicate Global illuminations we simply want a secondary light source which acts as the outdoor light spilling into the room in rrac renders this actually is done with Ray casts and is made to Simply bounce lights off all the walls making it look more realistic to real life let's take a little look around I think this lighting is really nice but we still have more to do after [Music] this stuff like this is fixed by just making the walls thicker sometimes it won't fix if it doesn't just turn environmental specula in lighting properties to [Music] zero let's work on something else now let's make it more Sunset faint for this we are going to want to make most things a shade of orange or pinkish purple we still have the lighting here however it doesn't match our Skybox let's fix that quickly we simply want to bring the sun down to a more Sunset angled time of day Tinker with this yourself to find the most optimal time [Music] there we want to make the actual light coming in look more orange too we can actually change the color of the light being emitted by the [Music] sun we can do that with color shift Top This Chang is the light of the sun being emitted see past that we just want to turn most things we had either black or white to a more orange warm shade [Music] let's undo back to what we had before and see how it [Music] looks we've learned how to adjust ourselves and scenes to three different types of lighting aren't you proud of yourself of course this can be translated into many many other genres stes and themes and as always it really takes trial and error don't give up first [Music] try something I really wanted to clear up was that every other volumetric lighting video tells you to use these mesh light beans please for the love of all blocks do not use these they are a waste of resources and don't even look good keep in mind while recording I have these set up wrong I fix them in a moment and show why they don't look too good if we look in wireframe view it's just a bunch and I mean a bunch of replicated planes of course on its own this isnt that bad but if you had it on every single window and light source coming in it would be horrible for any game's [Music] performance as you can see in here it has a lot of stuff that is really just not required for good lighting here I realize how I had it wrong and turn it the right way on its own it's pretty cool looks all right however if you were to put one in every window it would start to mess up heaps it's kind of hard to see but the wireframe for this is quite literally just a bunch of planes which are kind of used to diffuse the view and just make it look cloudier because they are super low transparency but there's lots of them as you can see this is clearly an issue one of the few issues these lighting sources have anyway that will be all for this video I appreciate your time keep in mind I have started doing streams join the Discord server in the description to get notifications for them I do live building and development streams come hang out sometime thank you I hope you learned something goodbye
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