[Music] Hello again in this video I want to do like some flashes of light from the camera that
occurs in the camera so out of focus as could be the weapon and let's see it for it
let's go let's go outside the camera but the fog as it acts we deactivate them for a second
capital letters we are going to create a new sphere for example we scale it
we take it out of here
we make it so small
we continue to scale it
so small we scale it in z we are going to stretch it a little
and these flashes always get in the way now you will understand now we will see what it is
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and what I want to do is semi-transparent
we are going to do it as always by materials we create a new material that is going to be called flash
and it will not work for us now we will see because I want it to be a little transparent I want it to
be semi-transparent semi-opaque we go to its properties we knew that we had to put it
alpha blen we knew that we have to activate the refraction
the transmission that was there we are already seeing more transparent
and what I want to give it color what I want is to give it an orange color that are usually
these but what happens that it is so transparent that we lose the color
apart it has roughness it has reflection we remove it and this is not what I am looking for
it does not give the effect of a flash of light we would have to give it emission
but what happens that the emission has priority over the transparency therefore it looks
like some light it looks like a light more than a flash of light we are going to leave it here and we are going to make a
capital comparative
We are going to delete the material and we are going to create a new one.
We are going to put it in the properties of the object that would be these here, which is the same thing that we are seeing in the right panel.
And we are going to delete it because we have seen that it does not work, I am not finding what I am looking for.
We are going to look for it, it can be done directly, an emissive. I put it and notice that the only property I have now is an emissive.
I can find the same effect as before. And how do I add transparency?
We are going to look for another node called transparency. We put it here and we try it.
Now it becomes black. We do not care if it becomes black, what we care about is the transparency.
If it is at 1 it is opaque and if it is at 0 or almost 0 it becomes transparent.
What happens? We do not see it here or in the preview sphere on the right. Why?
Because we are saying, look at the blend mode, that it is an opaque object. It has to be an alpha blend object.
We activate it and the refraction too. And now we have given it so much opacity that we have lost it.
In this case we have made it totally transparent.
What we have to do to not lose it completely is to join it with the emissive. And how do I join it?
With a mix that we have already seen in many previous videos, but in this case it is not an RGB but a shader.
And we join this node with this node and this node with this node.
Notice that it is no longer doing it, it is adding the emissive plus the transparency.
We can leave the transparency at 0.3 for example.
And how we played with the factor, if we went down to 0, it only took the emissive.
And if we tended to 1, look at the sphere here too.
Notice how it also plays with transparency, 0.9 or 0.95.
There, notice what difference this is, it is semi-transparent.
This is the way we have to maintain a color with transparency to make these
flashes, G in Y.
And look, as I say, it is semi-transparent.
This is what it is looking for.
With what can I play? I can play,
we return to 3D view, because I wanted to do this, I can play, we see what the camera is seeing,
we are going to do the lock, so we move the camera,
something like that.
And look,
this was the emissive 1, where do we have it? This.
As it is further away, look, because we have the depth of field, remember that
we have the blur, this is what it is looking for, you see?
If I move it backwards, look,
what blurs it? This is very cool, this is very cool, G in X,
which seems to have flashes of light, this would be one, out of focus, it is
looking for it, out of focus on purpose, and this we can bring it closer to the camera.
that is more
GNI
if I bring it closer
notice that it is softer, notice that this is totally strong because it does not have
transparency and this is soft and is more subtle GNI the more we move it away from
point that we said we have it here the more we move it away from this point
more it blurs
and makes us these light effects like that there is a bonfire or that there is
something there is fire and that they are beautiful in this type of renders now it would be
play with the scale
[Music]
you see these little things few this is not to abuse you do not have to abuse of all
these things you do not have to abuse shift d I can bring it here
or this for example we can make it more alive we can play with both
nothing happens
we are going to put 10 to the back
and we scale it a little more or we bring it closer to the camera
you see that we have it here
or we move it away this is to go playing but these are the effects that I was
looking for and I think they are cool without abusing as I say
come on we save and in the next video we look at the composition and we look to
see the set in general how we can improve it I wanted to see these things
I wanted to see the fog I wanted to see the light flashes the
fog and the depth of field now it would be to put everything together so that
it is beautiful and the branches are the leaves that we also have to put together
everything in a composition that is very cool we save and continue in the
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