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Download "Building Realistic 3D Scenes With Cocos Creator"

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Cocos
Cocos Creator
Cocos2d-x
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shaders
game shaders
game development
game tutorial
tutorial
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typescript
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opengl
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cascading shadows
GGX ambient
Anisotropic lighting
model preparation
importing
camera
environment
lights
lightmap baking
reflection
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  • ruRussian
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00:00:01
hello and welcome
00:00:03
cocos creator 3.6 is now released with
00:00:05
many new features and improvements
00:00:07
especially when it comes to rendering
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with new updates in lighting materials
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and the particle system now is
00:00:13
definitely a great time to get on board
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if you are new to coco's creator
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and today we are going to take a look at
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the complete process of 3d scene
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creation in coco's creator
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our viewers with an artistic background
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are probably no stranger to importing 3d
00:00:28
models into a game engine
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prior to import we need to prepare the
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model first so that it will work
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properly in the engine
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it is typical to place the anchor point
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of the model at the world origin
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we can also strategically put anchor
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points at the joints where models attach
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or use grouping and parenting so that we
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can create fk animations with ease
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uv unwrapping is also an important job
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in the modeling phase
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in cocos creator models are required to
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have two sets of uvs
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the first uv set is used for textures
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and materials and is no different than
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the uvs typically used for rendering 3d
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models
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we can decide the scale of uv islands or
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whether there is any overlapping with a
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level of flexibility
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the second set is used to bake light
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maps in coco's creator
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for this set no uv overlapping is
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allowed and uv islands are required to
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be positioned within udim1001
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with the two sets of uvs in place we are
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ready to export the models
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export the model in fbx format and make
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sure the axis pointing upward is set to
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y
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there are many ways to create 3d models
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and coco's creator supports all the
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common workflows
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we can use high poly mesh low poly mesh
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with a baked normal map or mesh with
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modified vertex normal to populate our
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scene each with their own strengths and
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caveats
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now that we have our model exported in
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the fbx format we can import the model
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in coco's creator
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importing assets can be easily done by
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dragging and dropping the asset from its
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directory into the assets panel
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once imported we can select the fbx file
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in the assets panel and we will gain
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access to all the properties of the
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asset in the inspector panel to the
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right
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we don't have to worry about most of
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these properties throughout the process
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of building our scene
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they can be left at their default values
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to add the model to the current scene we
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can drag and drop the model from the
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assets panel into the scene panel
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afterwards we can find the model we just
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added in the hierarchy panel and where
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it is in the hierarchy along with all
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the other nodes each model we added in
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the scene is an instance of the fbx we
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imported
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we are free to assign new materials to
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the model and modify its properties
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without having to worry about making
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unwanted changes to the model asset
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if we want more instances simply
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duplicate the instance we just added to
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the scene or drag and drop more
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instances to the scene from the assets
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panel
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we can use the move rotate and scale
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tools to place the model where we want
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it to be
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each node in the scene has their own
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position rotation and scale properties
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which are accessible in the inspector
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panel when the model is selected
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as we position the model with the move
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rotate and scale tools we are in fact
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modifying its position rotation and
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scale properties in the inspector panel
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therefore we can enter specific values
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to the properties and it will get the
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same result
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models are not the only thing we can add
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to the scene
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we can also add other nodes to the scene
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such as cameras which is important in
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telling the engine how the players view
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and experience the scene
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we already have a camera that is
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automatically created for us
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alternatively we can manually create a
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camera by clicking the plus sign button
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on the upper left of the hierarchy panel
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and select camera
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we can move rotate and scale the camera
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just like with models
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while doing so a preview window will
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appear on the lower right of the scene
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panel that gives us the current view as
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seen by the camera which will also be
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the view the player sees when playing
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the scene
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when exporting the model we already
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incorporated the material in the fbx
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file
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but as we can see the material does not
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come through when it is imported in
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coco's creator
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this is because all materials are
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instantiated from their respective
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shaders which tend to vary across
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different applications
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3d content creators have their own
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unique shaders while coco's creator has
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its own
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the two cannot translate into one
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another without some kind of
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intervention
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the result is materials being unable to
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be exported and imported in a simple and
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direct manner
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so where can we access the materials of
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the model
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select the model in the scene look for
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the materials property in the inspector
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panel click the arrow button and we will
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get a list of all the materials being
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used by the model
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to give the model a material first we
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need to create a material asset
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click the plus sign button in the assets
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panel and select material
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a new material asset will be created and
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added to the assets of the project
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materials contain all the rendering
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properties such as color and
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reflectivity that conveys the physical
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attributes of an object
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shaders in coco's creator use the metal
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roughness workflow in pbr rendering
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to work with it we can create texture
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maps such as normal albedo roughness and
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metallic
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import the texture maps in the assets
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panel and drag and drop them in their
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respective properties in the material
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once the material is done click the tick
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button on the upper right of the
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inspector panel to save the material
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asset
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to assign the material to the model
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select the model
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drag and drop the material asset from
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the assets panel to the materials
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property replacing what is already there
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you are probably wondering why is the
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material assigned to the model added to
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the scene rather than the fbx file in
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the assets panel
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as mentioned before models in the scene
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are instances of the fbx file imported
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we can assign different materials to the
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same model in the same scene
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for example our scene requires a marble
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bust and a bronze bust but we have only
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one model for the bust
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all we need is a marble material and a
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bronze material then assign the two
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materials to different instances of the
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bust
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the two won't interfere with one another
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and we can even create yet another
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version of the bust by creating a third
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material
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we are done with models for now
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let us save the progress so far
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go to the top menu bar and select file
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save scene or save as to save the
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current scene
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save scene is also an asset that can be
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found in the assets panel
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double-click on it to open the scene
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we now have models in the scene but the
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surrounding is completely empty
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it'd look better if we could add a
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background to the scene to provide some
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sense of ambiance
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to do so we need a hdri map
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in cocos creator only hdri maps in hdr
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format are supported
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if the map you intend to use is of the
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exr format it can be easily converted by
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opening it in an image processor such as
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photoshop and saving a copy in the hdr
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format
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importing hdri maps is no different than
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importing any asset
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drag the hdr file from its directory and
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drop it in the assets panel
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to use it select the root note of the
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hierarchy of the scene which has the
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same name as the scene itself
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under the skybox tab in the inspector
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panel drag and drop the hdri asset into
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the envmap property
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also make sure enabled is ticked on
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in addition we need to select the camera
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in the scene
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open the drop down menu of the clear
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flags property and select skybox
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doing so will make the hdri map appear
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at runtime as opposed to being only
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visible in the editor
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our scene now looks much more believable
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compared to before
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we can adjust the exposure level of the
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hdri map with the skyline property
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we also have access to sky lighting
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color and ground lighting color which
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represent the sky ambient color and
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ground reflectance color
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these colors have already been
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automatically generated for us but they
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can be modified as well if we are not
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happy with the way the models and the
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background blend
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other than ambient lighting we also need
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to create and place light sources in the
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scene
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our scene has a directional light
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created by default
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we can adjust its position rotation
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scale and other properties the same way
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as with other nodes
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in coco's creator we have access to
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three types of light directional light
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sphere light and spotlight
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directional lights illuminates the scene
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ubiquitously in a given direction which
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mimics the sunlight in exterior
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environments
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as its name suggests the rotation
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property determines the direction in
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which the light is emitted
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moreover we can adjust its intensity
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color and color temperature properties
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which alter the light's illuminance and
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color to fit our artistic vision the
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position property has no impact when
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using a directional light
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because directional lights illuminate
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the entire scene indiscriminately and
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produces the same lighting effect as
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long as the rotation and intensity
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property remain
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unchanged sphere light has a
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sphere-shaped light source and
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illuminates in all directions around the
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emitter
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the rotation property has no impact on
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the lighting effect as it illuminates
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ubiquitously in all directions
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sphere light's illuminants cannot reach
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the entire scene
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they can only affect a limited area
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which is why positioning them is most
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important when using sphere lights
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sphere light also has the intensity
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color and color temperature properties
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other than that we can also adjust the
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radius of the light source and the range
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in which the illuminance can potentially
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reach
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spotlight also has a sphere-shaped light
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source but illuminates in a cone-shaped
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area rather than in all directions
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it tends to leave a circular lit spot on
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the objects being shown on
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in reality spotlights are frequently
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used in theaters and lighting studios to
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create specific lighting effects
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for spotlights the position property
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determines where the light originates
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from which is similar to sphere lights
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the rotation property determines the
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direction in which the light orients
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similar to directional lights
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spotlight also has the intensity color
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and color temperature properties
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the radius of the light source and the
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angle at which the cone area is spread
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can also be adjusted
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to enable dynamic shadows we need to
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give models lights and the environment
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specific settings so that they can work
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together
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first the models
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select the mesh node of the model which
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is typically a child node parented to
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the model node
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set shadow casting mode to on which is
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found under the dynamic shadow settings
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tab
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next the lights
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select all lights in the scene tick
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shadow enabled under the dynamic shadow
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settings tab
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finally the environment
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select the root node which has the same
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name as the scene tick enabled under the
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shadows tab
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coco's creator offers two types of
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shadows planar and shadow map
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planar is a simple solution to rendering
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shadows
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it can only be casted in a fixed
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direction
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if the object on which the shadow is
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casted on has an uneven surface or it is
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rotated at a certain angle the shadow
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will penetrate the object as if it is a
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mesh on itself
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we can adjust the color of the planar
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shadow with the shadow color property
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and the direction in which the shadow is
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casted with the normal property
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shadow map can produce shadows with much
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more details and can be casted on any
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surface
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to achieve the optimal result again we
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need specific settings
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firstly select the root note of the
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scene adjust the value for shadow map
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size under the shadows tab
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this property gives us the resolution
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for rendering shadow maps and should be
00:12:02
the first property to adjust if we see
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no shadows even with shadows turned on
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or the shadows are too low in quality
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that they look like multiple rectangles
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stacked together
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secondly select the light set shadow pcf
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to soft 2x or soft 4x under the dynamic
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shadow settings tab
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by default shadow maps are generated
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with sharp jagged edges this property
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enables algorithms to smooth out the
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edges resulting in more realistic
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looking shadows
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thirdly select the light again adjust
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the value of shadow distance under the
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dynamic shadow settings tab
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this property adjusts the distance from
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which the shadow is casted resulting in
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shadows in varying levels of details
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with shadow pcf on shadows only require
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a moderate level of fidelity and does
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not require too much details
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adjust the property until we get a
00:12:52
result we're happy with then return to
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shadow map size and lower its value this
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is to avoid wasting processing power on
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unnecessarily high resolution for shadow
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maps
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finally select the root note of the
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scene and adjust shadow saturation
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this functions as the opacity of the
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shadows casted
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we have added lighting and shadows in
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the scene
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take note that lighting and shadows are
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now dynamically generated which is not
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the most efficient approach regarding
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processing power especially when the
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scene has over a dozen light sources
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to overcome this lighting and shadows
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can be rendered as a texture map so that
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the processing power involved can be
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released without compromising too much
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of the image fidelity
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to do so we need to give specific
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settings to models lights materials and
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the environment to work in conjunction
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first the models
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select the mesh of the model
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take bakeable cast shadow and receive
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shadow under the lightmap settings tab
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bakeable adds the model to the lightmap
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render queue
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without it the model will continue to be
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rendered with dynamic lights and shadows
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cast shadow allows the model to cast
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shadows
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similarly receive shadow allows other
00:14:03
models to cast their shadows on the
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current model
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light map size determines the size of
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the light map generated which is the
00:14:10
texture map to replace dynamic light and
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shadows
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we will come back to this property later
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in the video
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second the lights
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select the light node in the scene tick
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bakable and cast shadow under the static
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settings tab
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next the environment
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select the root note of the scene
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tick enabled under the shadows tab
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this is the same property that produces
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dynamic shadows in the scene
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if you do not wish to have any shadows
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incorporated in the light maps
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switch this property off
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finally the materials
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select the material asset from the
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assets panel
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take use second uv
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we are now ready to generate light maps
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go to the top menu bar and select
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project lightmap which opens the
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lightmap baker panel
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most of these properties do not require
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our attention with a few exceptions msaa
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this property gives crisper render
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quality but will also significantly
00:15:10
increase render time in most scenarios
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it can be set to a higher value to fix
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quality issues such as blemishes and
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smudges
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resolution
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as the name suggests this property
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determines the resolution of the map
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bait
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ao color
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after the first bake you may find that
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ambient occlusion looks too weak in the
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baked scene
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this is likely due to the default ao
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color being too bright to punctuate ao
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for simplicity's sake set ao color to
00:15:38
black for the first bake switch to other
00:15:40
colors in subsequent bakes if necessary
00:15:44
to start baking click lightmap generate
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select the directory where the bake
00:15:48
output will be located then assets
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folder in your project directory by
00:15:52
default
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we can take a preview of the light maps
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generated under the bake tab once baking
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is complete
00:16:00
as we can see light maps are generated
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according to the model's second set of
00:16:03
uv which we prepared for the model
00:16:05
during the modeling phase in texture
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chunks in varying sizes then put
00:16:09
together in one map
00:16:11
so the question is what determines the
00:16:13
size for these texture chunks and how
00:16:15
are they combined in one map
00:16:17
open a light map we just baked
00:16:20
we can see that its resolution is 1024
00:16:22
by 1024 which is exactly the value we
00:16:25
have in the resolution property in the
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lightmap baker
00:16:29
lightmap baker will generate light maps
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for all models according to their
00:16:32
lightmap resolution property then put
00:16:34
them in one map in the size as dictated
00:16:36
by the resolution property in the baker
00:16:39
if the model's light map size happens to
00:16:41
be identical to the baker's resolution
00:16:43
then the model's light map will have its
00:16:45
own separate map
00:16:47
should the model's light map size be
00:16:48
smaller than the baker's resolution the
00:16:50
model's light map will only take a
00:16:52
portion of a single map the rest of the
00:16:54
map will be reserved for other models
00:16:56
like maps to fill in
00:16:58
when all available space on one map is
00:17:00
taken light map baker will continue to
00:17:02
put light maps in a new map
00:17:04
to sum up as a general rule of thumb we
00:17:06
should always keep the model's light map
00:17:08
size lower than the baker's resolution
00:17:10
value
00:17:11
ideally light map size should be a pot
00:17:14
value namely 64 128 256 512 etc
00:17:20
this way we can not only get correctly
00:17:22
baked light maps but also fully utilize
00:17:24
the resolution of each map
00:17:27
with the light maps baked lights and
00:17:29
shadows are now rendered with light maps
00:17:31
and overlaid on top of materials
00:17:33
we can modify material properties
00:17:35
without having to worry about breaking
00:17:37
the light maps already baked as
00:17:38
materials do not affect how light maps
00:17:40
are rendered
00:17:42
however if we modify light properties
00:17:44
such as orientation intensity and color
00:17:46
with light maps on we will have to
00:17:48
re-bake them
00:17:49
if we no longer need baked light maps
00:17:51
for our scene we can return to the baker
00:17:53
go to the bake tab and click light map
00:17:55
clear
00:17:56
this will delete all baked light maps
00:17:59
lights and shadows will be processed
00:18:00
dynamically just like before
00:18:03
sometimes we bake the light maps but
00:18:04
realize that we are not entirely happy
00:18:06
with the lighting
00:18:08
this requires us to adjust light
00:18:10
properties which means we'll have to
00:18:11
re-bake light maps for the entire scene
00:18:14
until we are happy with the lighting we
00:18:16
have to repeatedly adjust light
00:18:17
properties and continue to rebake light
00:18:19
maps
00:18:20
this can be quite a chore
00:18:22
we mentioned earlier in this video that
00:18:24
cameras determine how the players see
00:18:26
our scene this is also true when it
00:18:29
comes to lighting
00:18:30
when adding lights to the scene our
00:18:32
primary goal should be to create the
00:18:34
light and shade relations so that our
00:18:35
models and materials are properly
00:18:37
presented
00:18:38
at this point the overall brightness is
00:18:41
less important
00:18:42
once we have a reasonably lighted scene
00:18:44
we can use the aperture shutter and iso
00:18:46
property of the camera to modify the
00:18:48
exposure level which alters the overall
00:18:50
brightness of the scene while preserving
00:18:52
all the shading nuances created with
00:18:54
lighting
00:18:55
this gives us a lot more flexibility and
00:18:57
avoids baking light maps over and over
00:18:59
again which can save us a lot of time
00:19:03
before we end this video there is one
00:19:05
more setting we need to do
00:19:07
right now in the scene we have models
00:19:09
lighting and materials in place but
00:19:11
there is still something missing
00:19:13
this is particularly apparent with
00:19:14
metallic materials as metals don't look
00:19:17
very convincing
00:19:18
metals typically have strong
00:19:20
reflectivity which is currently lacking
00:19:23
to add reflection select the root note
00:19:25
of the scene
00:19:26
in the drop down menu of the env
00:19:28
lighting type property under the skybox
00:19:30
tab select diffuse map with reflection
00:19:34
this property brings ambient lighting to
00:19:36
all the materials in the scene which
00:19:37
helps blending the models and the
00:19:39
environment in a more natural way
00:19:41
in addition click the bake button next
00:19:44
to reflection convulsion
00:19:46
this generates a convulsion map and adds
00:19:48
reflections to all the materials
00:19:50
reflection intensity can be adjusted
00:19:52
with the roughness property inherent to
00:19:54
coco's creator's default shader
00:19:57
take note however that ambient lighting
00:19:59
and reflections are reliant on the hdri
00:20:01
map we added to the scene
00:20:03
should the env map property be left
00:20:05
empty or the hdri map itself lack any
00:20:08
distinguishable visual details it is
00:20:10
less likely to get in satisfactory
00:20:12
result
00:20:15
thank you for joining us and hope you
00:20:16
enjoyed this introduction to 3d scene
00:20:18
creation in coco's creator
00:20:20
please stay tuned to our updates and we
00:20:22
will continue to bring new and
00:20:24
interesting content in future
00:20:26
see you soon

Description:

This tutorial shares how to export your 3D models into Cocos Creator, prepare the models with their perspective shaders, add cameras to the scene, add environmental lights and skymaps to the scene, lightmap baking, and adding reflections to your scene. This tutorial is for those using Cocos Creator 3.6 or later. You can download it for free from https://www.cocos.com/en If you have any questions about what is shown in this tutorial, please share a question in the comments.

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