Introduction to Blender For Beginners - #2 - The Properties Panel | Danan Thilakanathan | Skillshare

Introduction to Blender For Beginners - #2 - The Properties Panel

Danan Thilakanathan

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9 Lessons (35m)
    • 1. Overview of the Properties Panel

      0:46
    • 2. The Render Settings Tab

      6:13
    • 3. The Render Layers Tab

      4:29
    • 4. The Scene Settings Tab

      3:42
    • 5. The World Settings Tab

      2:40
    • 6. The Object Data Settings Tab

      5:46
    • 7. Modifiers and Constraints

      4:32
    • 8. Materials and Textures

      2:35
    • 9. Particles and Physics Settings

      4:30
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About This Class

In this class, we will learn about the Properties panel in Blender. The Properties Panel is the heart and soul of Blender as it controls nearly every aspect of Blender. By the end of this class, you will get a brief overview of each of the tabs of the Properties panel in Blender.

Transcripts

1. Overview of the Properties Panel: Hi, everyone. In the next few videos, we will take a closer look at the properties window. Just as I mentioned in a previous video, the properties window makes up pretty much the core off blender. In almost every blender project that you undertake. I guarantee you that you're most likely used the properties window at least once. There are 12 tabs in the properties panel. Each of these focus on a specific task in Brenda, such as rendering text, oring scene set up and so on. In the next video, we'll start with the first tab, the render tap. 2. The Render Settings Tab: In this video, we will look at the render tab off the properties panel. The render tab provides settings to meet your rendering requirements. In other words, when you are ready to output your work off art to either a still J pig image or an animation video, you would come here. So let's just take a brief look at what each of these settings does. All right, let's briefly go through these settings. First up the render settings. The render button creates your rendering as a still image. The animation bottom creates a rendering as an animation video, and the audio button creates an audio file based on whatever audio you have in your blend file. The next up dimensions. Here you control the size of your actual rendering. So here we have X 1920 pixels by white 10 80 pixels. That's 1920 length by 10 80 height. And this year 50% means that it'll render at half that, so that if you have 1910 80 you rendered halfs about 1000 by 500 I think, and this is generally good for preview renders. So if you have a very so if one, render a quick animation or a quick, still image rendering on just one test. Our where it looks like you don't have to go at full 100% you can score at 10% and see what it sort of looks like. So you have an idea of what your animation will look like, and later on, once you have within, you can render a full 100%. The frame range controls what frame you're animation starts and what from your animation ends. The frame step controls how many frames you want to skip. So at one, it will just go one frame by one friend but one friend to you. No, skip every other frame three, you know, script every three fames for and so on. This is grateful stop motion animation, the aspect ratio that this former stretches and squashes your animation. But generally I don't really touch this. Uh, the frame rate pretty much controls how Maney Frames will be playing back for a second eso in this instance, if I have 240 frames and the frame rate is 2 24 frames per second, 240 divided by 24 his 10th said this so the entire animation here will last only 10 seconds . 24 frames per second is generally the industry standard for film 30 frames per second or 20.9. Some friends with second is generated standard for your home video camera. Andi, I've heard of video cameras that can do 50 to 60 face for seconds. Well, nowadays, next up is a meta data. Metadata is general used to help the three artist to see the information about their render if that makes sense. So if I just quickly do a quick rendering So let's just go here and press render eyes rendering a full 100% says this won't take a long time. So I'm swimming 20% on that for now and hit Rendah. Okay, so we have our rendering. And if I now enable meta data, I just have to take this stamp output and then hit f 12. I see meta information so I can see things like the time it was rendered the date it was rendered the render time, the current frame. It's been rendered this scene that I'm currently working on the camera that I'm currently working, which is quite squash at the moment, the file name and things like that. Next is the output settings. So here you can choose where to save your renderings. Just slept a folder and you had to save your rendering there. And here you can. True the extension on what you want to save your rendering us. So you're gonna save in the PNG file you can use like PNG, or you can stay J pig or Targa or open E X. Sorry for you familiar with those? I tend to stick with J. Peg or PNG if you're rendering an animation. I generated a stick with Paige 0.264 but you construct M pig or a V I, or whatever you like sampling. This is for the rendering. You can control the quality off your final render. You don't know about geometry. Light pods is generally used to control things like light bounces when you're rendering would advance at this point. But you can. You can speed up the rendered times by playing around with this motion blur. Basically, what this means is when your object moves quickly, you can see that brewery effect, and I'm sure you can see that in movies. Or if you record yourself on a home video camera and you posed it in the middle of yourself running or something, you see that blurry effect well, blender can now simulate that, so you just enable motion blow you through the shallot thyme. And there you go. Next time the film sitting. So this things like exposure. If your camera person you can play around with things like that, Um, it's just photographic. It's just a photographic thing. Next performance Eyes is still with CPU performance. So depending on how many friends you have, you can. You can either use up all your threats, or you can choose how maney threads you want to use. If you use only fixed threads such a safe four threads you want, you won't stress out your computer as much as, say, using all threats. So, in my case, have eight threads in total. If I render now, it will use up all eight threats. This control the tile size so basically 64 pixels by 64 pixels. So when I render, you can see the stool boxes. These boxes are best in 64 pixel by suitable pixels. If I increase it to say to our 56 by 2 56 you can see your rent out in much larger boxes, so these are 2 56 by 2.6. Next up with post processing. These settings were just controlled things like whether you want to the composited to take effect or whether you want the video editor to take effect. The bake is used to will bake whatever's in your three D scenes. You have textures or advanced three stuff going on here where you can bake them. This is generally used by some artists to simulate real time rendering a bit advanced. But you don't have to know about this, at least not for now. And that's pretty much all I have to say about the Render tab. 3. The Render Layers Tab: Hi. In this video we will look at the render layers tab off the properties panel. You can think of render layers as breaking up your scene into parts such as separating the background, the full ground and perhaps the main character. For example, you can then work on them separately and then combined them into one epic image using this tab. So here we can see that allow the layers we have so far. Currently, we only have one day a called the render layer. So, for example, if I create a few objects here, So I did that by putting shift a mish uh, you know, whatever shape I want, you don't have to know this for now. We're well, look at this in a separate tutorial, but just a proof of concept. I can then go ahead and move this just its own layer so you can see all the layers we have here in three report. This is also reflected in the render left habits. Well, so if I press m, this will move to a new layer like instead which lay I want to move to. Let's move this to another layer third layer. Let's move this to another layer, the fourth layer. So as you can see these, no Dorsia signify that there's something in those layers. The orange dot signifies that something has been selected in this layer, in this case, the ICO's feel. So I can also change the layers from here as well. The great thing about render Lays is if I I can add another friend a layer and say, I just want to have the 1st 2 layers. So I say 1st 2 layers. So now if I only want to render the 1st 2 layers, I just like this one shift like this one. So even if I stepped all layers like so, so to dissect all layers to suppress the tilde key on your keyboard, that's the one above the tab key. Um, and if I press if 12 Sorry, it's better Infections. Position the camera real quick so they can see everything. If every F 12 now, well, you'll see that it didn't work. It's still rented everything, and that's because we still have the window layers tab, which has enabled a layers in this case. So I'm gonna turn this off for this case and then render again. So only the 1st 2 layers taken to effect, and you can see that now only the Cubans fear have been rendered. Let's open up a new layer, actually, and say the last two layers on, Let's move. Let's just say we want the third and the fourth led to be affected only. So if I go ahead and rent now, this will be our 1st 2 layers and render again to under our last two layers, so it doesn't really know which one to use, so it's actually created for us. The lays in a separate tab here in the Image Editor. As you can see, those are the two images that I've bean created. You can then go ahead and use the composite ER to combine these two images. Or if you prefer to use photo shop or gimp or whatever, you can save these images into your folders one by one on. Then you can work on those two images together in in some video editor. So that's basically what the render lays is useful. And also there's some extra handy features. For example, you can have excludes and things like that. So from there before surrender. Just the foot is assistant this off and render a layers for now. But I want exclude what it was in the second layer. So I don't exclude this feel. So unless the stakes this exclude and now let's render in aren is everything but the sphere . Regardless, off all layers being selected in this render layer, next is passes. So these are extra passes that he news you have a several render layer for missed or you ve or shadows or ambient occlusion and things like that. You can play around with these effects. These are advanced stuff. So best not to go into this in detail. The most important thing that you need to know about when the layers tab is in here and here. And that's pretty much what I have to say about the Rendered Layers tab. And that's pretty much all I have to say about the regulators. Step in next video. We will look at the scene, tap off the properties panel 4. The Scene Settings Tab: in this video will briefly go to the scene tab off the properties panel. These are setting. That'll help set up your scene or, in other words, your three d world in blender. So the same settings shows you the actual active camera. They'll be used when rendering. So when you hit that Brenda, but in which camera to use. Because, as you know, in vendor, you can have multiple cameras and you just better know which too active camera. The units this basically a largely defined the units off your three d world. So is your world in centimeters, which would be pretty small. Oh, in meters, Which pretty big or miles? Um, we don't have kilometers, we have kilometers. This allows you to create even large, large, really large scale scenes. This this is important because it can affect other stuff. Like if you have depth of field in your camera or this primer sets of the scale for your scene, uh, length, you can choose to use a metric. That's what I'm used to using angles, if you if you like using radiant, use that or degrees. You said I'm more familiar with degrees, so I stick with that, King said. Sudanese know about color management It's sort of an advanced effect used to create on nice looking colors in your final animation so you can change things like exposure the gamma of your animation again, you can do some photo shopping. Gimp. What do you control the volume off the order that's in your scene? Um, and other stuff like what? Its geo 5.1 surround someone wants around the bit rate. And if your audio junkie, then you might understand what all this stuff mean, I don't someone that gravity. This basically says the gravity of your three d world, so its gravity is about 9.81 meters per second. Squared actually doesn't minus 9.81 meters per second squared. So that means it's actually gravity is going on the downward direction on the set. So this is the gravity on the X axis crabby on the Y axis crabby on that axis. And if you know a bit of physics, you'll know that my 181 meters per second squared is the gravity on well planet Earth. So if you have a scene where you want to play around with a bit of physics, like a ball bouncing or colliding or whatever. Then you will obey that gravity, according to puts stand. So that's pretty handy. If you're shooting a space scene, you would obviously put zero. But if you have your own alien world, you can put like 5.32 you know, 10 points or 15.6. I don't know. Whatever, um, rigid body world used for physics, Custom properties did touch. No, don't even need it. Simplify. Basically, what this means is, if you have tons of three objects that are high in polygon, highly detailed, really smooth looking, you'll find that your View port is slow and clunky to work with as it uses up a lot of CPU just to show those just to keep those objects in view. So by pressing simplified, we can turn down the subdivision 20 on their removal. That smoothness in the detail off all those three D objects and you'll find out the viewpoint moves around a lot smoother. So that's basically the simplifies useful on Yeah, that's pretty much all I have to say about the same time. Next time we'll look at the world settings 5. The World Settings Tab: All right, let's now take a look at the world settings of the properties panel. These are sittings that helped define your sky and the overall lighting and atmosphere of your three d world. So if I I put my camera, if I put a point, my camera upwards at the world, um, you'll see that when I press the red button, you have a boring grey sky. Pretty much you can change that, obviously, And I can Maybe I won't go into the detail, but I can choose to have my own sky texture or something like that. So now on a rendah, I have a sky. So you know, these things basically allow you to control, um, the type of sky that you want to create. Well, you can choose to use your own sky by using image, texture and conflicting some random sky image that you probably have in your file volume what this means. It allows you to create a misty sort of effect. Sometimes it looks really, really good in renders when you have a blood that missed sort of effect or funk. Well, that kind of stuff that's basically use volume for I'm in occlusion. Basically, this is useful things like global illumination where you don't need light sources Lighting spread evenly among these objects and things like that, you'd probably use em Inclusion Ray. Visibility Basic. What this means is, if you don't want to render if you don't want this guy to affect the camera, then we know to have come right. You will not see a sky or if I don't want the sky to affect the reflection, Turn off that If I don't want Scott to reflect diffuse, I tell off that. So as you can see that the objects of black because there's no diffused or basically no no , life does not bounce off these objects. So you just see black the settings, these advanced settings basically volume you can control how you want your basically how you want your phone going. And Mr look. So I did a few more custom properties. Forget about it. Nothing. You saw that the preview can sort of see a preview off your sky. So if I change these settings say that you can see the sky change, and that's also reflects when you render the final animations will. So, yeah, that's that is the world settings off the properties panel in Blender next video, we will look at the object tab off the properties panel. 6. The Object Data Settings Tab: Hi. In this video, we will take a look at the object tab and the data tab off the properties panel in Blender . First up the object tub. The object tab controls the settings for your currently selected three D objects. There is another tab called the Dollar Tab, which also controls the settings for your currently selected through the objects. So let's first look at the object up. Um, basically, if you sent your three objects ominous like, say, for example, the ICUs fear I can. The Transform tab allows you to control things like the location, rotation of scale so I can move on X axis. I can move on the Y axis by clicking and left dragging. I can control the set access by left click dragging. Same goes for rotation. Um, you can see being affected in the three D via phone and scales. So the X scale the Y scale is it scale? Um, yeah, that's pretty much transforms for that three objects. You can already do the same in three D View board, and you can also do the same in the properties panel, which is again, why the Properties panel. It's so so powerful. You can do pretty much everything here next we have transformed looks busy. This locks or prevents the user from carrying a specific operations after the location Rotation scale. So there's every five lakh Say all of the scale. This doesn't not work in the properties panel. You can still scale it from here on a scale it any way you want from here. But you cannot scale it from three people. So everything s I'm trying to scale by human present here. I'm scaling. It doesn't work unless you unlock it groups A. So you know you can group thes objects with other three D objects. This is grateful organization. So if you have like trees and houses and roads and people became group, there is such such a creative group for all your tree objects. A group for all your house subjects group for your human objects and things like that display. This basically shows things about your three objects. So if I should click name, you can see the name of it regenerated public access you can see on what access your to the object is if you get why you can see a wire frame of your through the object and things like that you can customize. You can show just the Y itself just a solid texture of your 300 which we have none. Atonement, bounds of it. Three. Object on defy. Get rid of while you're just seeing just a square. It could be good for saying memory could have to show for your party and yet duplications the bit advanced. But, uh, simply speaking, you can sort of create and or mimic crowds and things like that, a bit advanced to discuss in this one tutorial relations extra to do anything about that motion pods. Uh, this for animation when you want to see all the part of your animation in action, um, use that causes problems again. I don't care about that motion blow if you want to enable motion blood just for his object , use like that. If you dissect that there'll be no motion blur for this one object, So by default, it sticked steps. If you increase this the motion loan or better, but also you'll use up more memory and the render times be a lot higher cycle settings against the same thing with the ray visibility should the camera affect this object? Should the diffuse effect this subject that is the material that is that is should, like be allowed to bounce off this object, glossy transmission, volume, shadow and so on, and obviously the name of it re object is here. So let's now move on to the data tab The doctor. I'm not going to go into detail. Actually, the normals verdict screams, shape keys, even maps and various colors. These are all very, very new concepts for the beginner, and I'm not going to go into detail as it requires separate tutorials on its own. But just know that things tablets used to do, like more advanced and fancy things to your three D objects. If you sex perceive objects such as a lamp, you will see a different type off settings for the lab to the dark, time becomes like a lamp settings tab. You can control stuff like the strength of your light, the size of your light in this case, the maximum bounces and the coloring that you want to use for your light priest. Like the camera, the dollar, Ted becomes the camera things, and you can obviously playing around with a lot off camera settings that if you're a videographer or a filmmaker, you might know what stuff taking a true things like the focal length. Um, you can also choose the look and feel of your camera. So, such as the GoPro or black magic pockets. Animal camera four K or the area Lexar The cannon you know, alot types of cameras like the red one, red 14 K or even a Samsung Galaxy s four. Depends on what Look that you want. What you want to give your final render for my movie that I have used the red one, the red epic testable. You also have sensor, and you can also choose things like depth of field, the F stop freed of the field, the aperture settings. So if you're really good with the video camera or DSLR cameras, then you can play around with settings to you. Give your final renders a really nice looking pop, and that pretty much concludes this video. I hope you learned something from this. In the next video, we'll look at modifiers and constraints 7. Modifiers and Constraints: In this video, we will take a brief look at the modifiers and constraints tabs in the Properties window In Vendor, The modifier tab is used to change or modify how your three D object looks like in a non destructive manner that is, the original model will stay exactly the same. But the modifier will carry out mathematical functions to distort and reshape your three d object to make all sorts of cool stuff. So, for example, let's say I select Let's move this because I created from the previous tutorial that's expected this cube, for example, and I add, and that's choosing a rainbow to file a rainwater five basically is like a duplicate of your original object, so I can create a bit of space between, um, the original or not. Not much. Let's say I said that much space between the Republic, you can see it is duplicating the original objects. So if I, um increased account can see does all sorts of cool stuff, so the array modifies basically and what a fire they can duplicate your original three object and its non destructive in the fact that if I if I get rid of it. Now this is turn off the visibility. The original object stays exactly the same. So? So I can add as much modified as I want. So I may add another arraigned. What? A fire. Let me put this at zero and put this as I say. Uh, not desert axis B. Why accesses say I should just move it out a little bit more? I don't have. You don't understand what the sentence does. Just just know that these modifies actually modifies your through the object so you can create very real quickly cool shapes and, you know, looks for your three object in a matter of seconds. And the modifies a heavily usedto within Benda and another popular modify that's used is the subdivision services almost always used by three D artists on basic. What this does is it subbed advisor service in the sense that if I turn some for a second, you can see that there's eight vergis ease or eight corners. Um, subdivision will divide that into for that ad. It will add another versi here. The anniversary here were diverted there and basically double up the total number of verses and smooth it out so this is generally used to smooth stuff, so you can see the more Hi Polly looks a lot. It looks a lot smoother. You can also do the same to a sphere and make it look even smoother. So it's used to smooth out stuff. And a lot of Pixar characters generally have subdivision servicing them. That's how they look so smooth and so beautiful to look at because they're so smooth and high. Polly and and but really underneath all that service, they're not really that high, partly because if you turn them off, the original model still stays intact. Next up is the constraints temp. The Constraints tab adds restrictions on what can be done to your three D object. So, for example, you could set a constraint that the cube should not go below the ground or the Q must always follow another object like the threes feel. This is grateful things like restricting the feet from penetrating below the ground or making a hat object. Stick to your character's head. So let's do a quick example of that. Let's use our cube as a pretend hat and we'll stick it to our sphere. A shoddy job. Let nevertheless. Now let's add a constraint called Child off and I'm gonna make a stick to this field press these two buttons put that back to its original location. So now when I move this fear, you notice that the Cube awesome moves along with it. So we've successfully created constraint obsessed with that a little bit here. So we've successfully created constraint that the Cube must always follow this feel. So as you can see the constraints, time can be used to create a whole lot of cool stuff, and that's pretty much it. The next video, we will look at materials and textures. 8. Materials and Textures: Hello. In this video, we will look at the materials and textures tab off the properties panel in vendor. So first the materials tab. So let's let our cylinder and let's create a new material for our cylinder. So as you can see, we've created a new material here. You can define the overall shader off your three objects. That is Theo overall, look and feel off the material of your object. Brendan now uses cycles, and I've pretty much phased out its own Brenda internal rendering well, at least a time of shooting of this video. The texture ring is done within the no system, which will look at a later video. But basically this tab shows pretty much a bird's eye view off all the shades and materials that your 20 object possesses, so you could have multiple materials and defined different materials. They could have a, for example, and reflective Oh, glossy, you can have a glossy or reflecting to for that. You can have one that, uh, glass, and you could have another one. That is a light, and this can affect different parts on your three D object. Also forgot to mention that there's also a preview section here where you can sort of see a preview of your material. So a mission that is the light. You can see that what it looks like here is what your glass looks like is what you're reflective materials like, is what your basic, diffuse shared it looks like. So let's no to the Texas tub. The textures tab has sort of become redundant now with the advent of cycles. But it does have its uses, especially to define brushes when it comes to no things like sculpting and, you know, displacement work. That is like when you when you want to create bumps for you textures and things like them and also when you want to create procedural textures, Um on also, skies will, I guess. But, you know, when you want to create procedural textures, this also becomes useful. What I procedure, textures will. You don't think of them as textures that are created by mats formulas rather than from a scanned photo image yet, but that that's pretty much the basics off the materials and Texas tab. It allows you to create the look and feel of your three D objects. In the next video, we will look at the particle and physics tab 9. Particles and Physics Settings: I run in this video, we will look at the particle and physics tab in the properties panel off blender. So first off the particles panel in the particles tub you can create here for and other effects like fireworks and rain. This is a pretty fun time where you can explore making many different cool effects so I can make hair. I can transform it into a thing that shoots up fireworks or rain and things like that. All these settings so much that is a player on so much. So, if you know physics and velocity and all that kind of stuff, then you can create the exact effect that you're looking for number here. I guess one of the most of or the number here defines how much particles are shooting out from your three d object for that without choose here. Then we have 1000 hair strands that are shooting out from that sphere. I actually find vendors hair system to be really, really good nowadays. It actually matches pig sign My personal opinion. Don't look at this and think are it looks, you know, basic because it can actually do stuff that was really really good. And as she animates really, really well, so yeah, Give that a go. Next is the physics tab in the physics tab, you can create awesome effects such as wind and collisions, smoke, fire, water, things. Tab is a really fun time to work with once, you know, get used to it. I'm not gonna go in and creating any of this because, uh, that you quite a bit of work to set this up, which is why won't actually set up a separate video to show you how to do this. But a za beginner level. Maybe it's a bit of overkill to show you how do something here, but I Yeah, I just want to give you that bit of inspiration to continue to use blenders, as you can see, can create a lot these awesome looking effects. So I hope I've impressed you by showing you this and the year I believe I've pretty much covered the basics off all the tabs off the properties panel in a blender. Finally, um, I hope you found this useful. Keep ending. And I hope to see you in the next video. When we start to actually work with three D people, that'll be a really good one. So I will see them