Great.
So that's looking nice.
Now all that's left to do is lie up offering turn safe frames.
Go to the top.
You are free to go to wireframe and in our selection select lights.
I'm just gonna grab this ISIS light and shift drag and put it into the bathroom and I'm gonna make this
a copy and I'm gonna call it a bathroom
I guess.
One okay and then I'm going to position these I guess is and the reason I'm making them different to
the bedroom is we've got no natural light coming in to our bathroom so we might need to change the intensity
and I don't want the changes in intensity of these lights to effect these lights.
So let's grab this camera.
So we need to go back to all
and I'm going to hold shift and just pull that back to make a duplicate and let's make it a copy.
I'm going to call his bathroom.
Okay.
And I'm going to right click select the camera target and bring that so it's facing his back.
Well I mean I want to bring this camera back as well.
So it can be in line that we select the target as well and put that across.
Let's go to our camera view off room just see on the cable the shift F CSA frames
and I'm gonna watch them change the lens of this camera.
So I'm going to selective
unless changes to 28 now meet series a lot more of the bathroom
and less position this song gonna hold the middle mouse button and just put up
or tie it down a little bit.
You know it changes to shaded so can see concealer with them better ZOOM IN
TURN OFF TO angle snaps as I'm doing your work because it's not really helping too much.
I also want to turn off the depth of field on here.
Did you see the these kind of slow motion lag on when we were moving the camera and that was because
the viewport is trying to update with that fulfilled.
So let's just move this into position keeping an eye on our roll of
I think something like that will look good.
So let's run an interactive render on that
and it's pretty dark
so I'm going to select the camera and let's make eye exposure.
Zero again some just right clicking on that dialogue and that's much better.
We can see what's going on in our bathroom
and in a similar vein to painting with light in the bedroom.
I'm gonna move some of these targets around to highlight some stuff so I'm going to push it towards
these walls is going to kind of highlight this this side with a towel so in the top view I'm just going
to push this I guess as well.
Select the light target who's going to push it over into the corner a bit more.
Guides buffering
and that's looking pretty good.
Something I've noticed is that we need to billion these plug sockets because the tiles are coming from
boolean should I say.
And something else I want to look at is added some glow to these lights.
It looks like they're turned on and this is looking a little bit too intense so let's go about that.
Let's fix the tiles first.
Song a ton of shaded at say frames.
Select these tiles
and I'm also going to select the war because I think we're going to need to kind to them and I'm going
to isolate that selection
and close that for a moment and we can create a box
and with all a great turned on I was going to click and drag and create a box here.
Put that down.
Make sure it's taken up right and plug sockets would be and that's going to go into the wall.
So I'm actually going to get control V and make a copy of this.
So now we've got two boxes on top of each other and you'll see why we need that because we need to number
one ruling these tiles saying I'm going to collapse all of this
and I'm just going to move this out of the way for the moment.
Have our tiles selected and we are going to create a compound object and it's going to be ruling then
add an operator.
She's here match you on that on subtract.
So we've actually subtracted away from them tiles.
And actually we don't need the second box because we don't need to go into the wall because that seems
to be place enough
so back in our bathroom view.
Safe frames on and on the hide.
Oh and I want to add a glow effect to all yes lights.
And we can do that in the frame buffer by turning on gloom and glare which is down here and we can switch
that on and we can see what that does adds a nice glow to our lights.
Be careful not to overdo it.
This is far too much on here.
That's because his light is too bright but to enable these lights to work we're gonna have to put some
bulbs in there.
So let's go to create light and a v ray light and turn of safe frames gates at the top.
You I'm just going to create a spare light
and I'm just gonna make a sphere and the radius is just gonna be one centimeter.
It's literally just to just to beat em.
Be on and I'm going to put that into the middle of our spotlight.
And then in the front view make sure that that is inside our light.
You can see where we have cut out the spot.
So we're gonna need to make sure it's in there but not coming out of the bottom.
So that should work fine
and I'm just going to move this
to all of our spotlights and are going to be instances
and I'm also going to move these into the bedroom as well because it would be nice if we can turn the
lights on in the bedroom.
So it might take a minute.
So I bear with me
just out in shift and instant seeing these across could probably hold control and just select that light
and then hold control and select this one to speed things up.
CO So 40 spotlights now have bulbs in them
so if I run an interactive render actually it's life is better run a full render when trying to work
out the blame glare.
I do think that this size has something to do with the size of the render.
So I'm just going to render for as.
All right so this is still rendering but we can do the blame and glare on it.
You kind of need to turn it off and on is something I've realized and you see this kind of really nice
effect here in these lights.
This Light's too powerful.
But we'll deal with that in a moment.
So really we just wanted to focus on the spotlight and we can bring this size down 5 You see that's
just lighten it up.
Perhaps the bloom Downs point to
and the intensity point five and something else I want to do is turn on these lens scratches and the
dust and you'll see what that does.
It kind of firstly changes our aperture preview which you can see here.
So turning these on will add some variation to this and then we can just rotate this by 90 and I think
that looks pretty cool
so I'm going to stop this render and I'm just going to change the intensity of this light so I'm going
to make sure we have all selected to select our mirror press and open up our material editor and using
the eyedropper tool.
I'm just going to select the mirror so it's a multi cell object and this is our light material being
plugged in.
So if I go into our light material we'll say this is in 50 which is way too high.
Bring that down to eight and I'm just going to render this election again
and that's looking much better.
So I'm really happy with how this image is turning out.
So now we can look at actually rendering our final images.