Hi today I'd like to walk through a simple look dev scene in Clarisse and
show you how to quickly duplicate your lighting setups. I started off by
downloading the masteringCGI.com shader ball that you've probably seen
around and I set up two very simple scenes, scene one and scene two with
different lighting scenarios. Scene one that we're looking at right now in a 3d
view has three area lights while scene two has a HDR dome. Now because the 3d
view is set to low mode we're only looking at scene one right now. If we
switch to progressive rendering and take a look through the camera this is what
the same currently looks like simple shader ball with a aluminium shader
assigned to it. Now right here you might notice I have two image views and two
image galleries and I'm using the Clarisse selection slot system to link
these to each other. I will post a link
with this video that points you to a more in-depth tutorial regarding the
selection slot system in Clarisse. But basically the way this works is that you
can assign a slot to any widget within Clarisse and you can lock this selection
In the same way the second image view is locked and assigned to slot 2 and that
will therefore render the image that I have picked in the second image gallery
that is also locked and assigned to slot 2 - now let's take a look at how to
duplicate scene 2 and create a third lighting scenario. I'm going to copy this
go back to the project level paste it and scene 3 I'm going to just change the
map that we use in for the HDR back here and let's choose this one for instance
go I'm gonna create a new image gallery I'm gonna lock it, assign slot 3 and up
here a new image you view, lock it assigned slot 3. Now that we've created the third
image I'll show you what this looks like in the final scene. This is what my final
scene looks like as you can see up here I have a few more renders using
different lighting setups all of which were made using the same method
described earlier. If we come back here to the browser on the left hand side you
can see I have a common context inside the common context are the different
elements that are shared across my different scenes we have a camera a path
tracer we also have a master shading layer if I
look at the shading layer editor you can see I set up a few simple filters to
sign the different materials and right here at the bottom is the aluminum
material that we assigned to the shader pole. Actually we've assigned
it to any object that has shader in its name this means that we could import
another shader ball and provided that it has this in its name it would receive
the material and updates all our little images. This also means that if we
changed the material here and choose something else say the material candle
for instance and go back here this will actually update and the material will
naturally be updated in all the other images. Now the other thing I set up is
here in the Geo I'm actually using three different combiners asset floor and
sampler, these little things right here and these combiners are instanced in
each scene and the reason I set it up this way is that this allows me to
choose right here the objects I consider to be my floor or my asset and propagate
them in all the scenes very easily so in this particular case let's go back to
the asset and select the shader ball I'm going to delete this let's go right here
to my 3d view and I'm gonna add a new asset now the way I did it is I've
actually referenced another Clarisse project called classic car and in the
scene I'm going to choose the classic car obj. One size like this there you go
automatically I have my car in my environment and this will in turn be
updated in all my images
So you get the idea one last thing I added a few keys on the
asset combiner and there you go very quickly you can just render out your
turntable and as I said just replace the asset here then you have a pretty
flexible system. Thanks for watching!