Learn Blender 3D - Getting Started With Fluid Physics | Joe Baily | Skillshare

Learn Blender 3D - Getting Started With Fluid Physics

Joe Baily

Learn Blender 3D - Getting Started With Fluid Physics

Joe Baily

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10 Lessons (44m)
    • 1. Welcome To The Class

      3:57
    • 2. Where To Access The Physics

      2:50
    • 3. Setting Up The Domain

      3:51
    • 4. Setting Up The Fluid Object

      1:43
    • 5. The Cache Directory

      3:54
    • 6. Applying The Mesh Settings

      12:09
    • 7. Baking And Caching

      4:36
    • 8. Creating A Consistent Flow Of Liquid

      5:15
    • 9. Quick Liquid Effect

      2:12
    • 10. End Of Class Challenge

      3:29
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About This Class

Are you interested in learning about fluid simulations in 3D applications like Blender?

Do you want to create more realistic scenes using liquid based objects?

Welcome to this beginners guide to learning how to use fluid physics and the Mantiflow physics system to create liquid simulations in Blender 3D. In this course we will show you how you can add more life to your 3D scenes in Blender by creating liquid based physics systems that can be used for both still scenes as well as animations.

This course is for current Blender users who want to expand on their repertoire of created 3D worlds by adding more natural elements like liquid rivers, mud etc. The course is recommended for intermediate users of Blender who already have a good knowledge of the Blender interface and can use the traditional modelling toolset to create their own scenes. This class can be viewed as a means of expanding the library of assets that 3D artists can use in those create 3D scenes.

We start by learning how to create domains, which are objects that become the housing for the liquid simulations by using the volume of the object. Then we introduce the second object which acts as the fluid object creating the fluid particles.

We then cover the core settings for your liquids behaviour, detail and resolution so that you know exactly what you need to do to get the result that you want.

So lets get started learning how to create liquid simulations using physics systems in Blender.

Meet Your Teacher

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Joe Baily

Teacher

My name is Joe Baily and I am an instructor for 2D and 3D design. I specialise in 3D modelling using software platforms such as blender and 3DS max to create virtual models and assets for video games and animations.

My alternative job involves teaching sport and PE in schools and so I have 1000's of hours teaching experience in multiple various fields. My goal here is that I always find great instructors in websites like youtube who are great but never give out enough content to really satisfy my own hunger for learning. Therefore, my goal on skillshare is to provide comprehensive quality teaching on any subjects that I cover, such as blender 3D.

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Transcripts

1. Welcome To The Class: Are you interested in taking your Blender skills to the next level by learning how to create physics simulations in your freedom viewports. Welcome to this course on learning how to use Mansa flow to create a liquid based simulations implant up. Hi guys, my name is Joe by elites and buy new design and arm dynes be your chips out throughout this course. So the first question is going to be, who is this course? Girls with this course is for uses of blender. You want to advance their skill sets by learning about creating physics simulations. In particular, this is for those who want spinning in creating scenes that info PDUs of liquids such as books up in these scenes and renders. The course is not recommended for those who want absolute beginners. Tip blender itself. It is advised that you have some basic knowledge in how blender works and how to create 3D models and savings before you consider taking a course focused on physics systems. What's are the requirements of this course? The latest version of land is recommended to take this course using an earlier version, such as blend out 2.79 is not recommended if he wants to learn about the liquid simulations or the cover versions of Blender, because the basic systems are actually difference between the current version and the older versions, such as Brenda versions you can 79. It is recommended to have the latest version of Blender installed for this course as older versions of Blender who have a different basic system in place. And for a lot of the things that we would be looking at in this course in particular, may not be present for your incidence of Blender if you're using an older version. Beyond that, it is recommended to have a powerful enough PC to use physics simulations in Blender. Physics simulations are one of the most computationally heavy aspects of 3D modeling and using something like Blender. So a solid CPU and GPU memory as well as plenty of action storage will be recommended for creating by King and cashing your physics. If you've done have most powerful or PCs, we recommend keeping things like the resolution of your simulations, relatively low poly. So that's your computer campaign successfully without the risk of Blender crashing. What is the goal of this course? And what can students expect to learn by the end of the course itself? By the end of this course, students can expect to be able to set up their simulations for creating liquid particles in there. Since they should be able to create the scene where I can have liquid colliding against other. And being a fish is stored inside of domains as physical objects as well. So join me now in learning about how to use Blend. Does it matter flow system for creating liquid based simulations? 2. Where To Access The Physics: In this video, we're going to be highlighting which of the editors we are going to be using to create our liquid simulations. So the first of the editors that we will be required to use is going to be our 3D viewports. This is where we are going to be able to view our simulations in real time. In addition to this, we will also be required to use the properties panel. Now in the properties panel, we have a series of tabs. The one that we're going to want to use is this one, the physics properties tab. I'm going to left-click to open this up. And you can see that we can enable physics. A variety of different elements. Force fields, collisions, cloth objects, dynamic paints, soft body, fluid, rigid body, and rigid body constraints. Because we're going to be working in this area a lot in this class. We're going to just click and drag on the intersection here and here, so that we can maximize the amount of room that we have to work with. You can enable physics for whichever object is selected. So for example, if I was to select force field, we would get some information where we could create a force field based on our key objects. You can disable this by clicking on this X button that's focused next to the force field Tab to get rid of that simulation. So before we move on and actually begin creating our simulations, we're just going to save our project nice and early. Go File. Then go save as locates where you want to save your projects and give it a name. So we're going to name this as liquid Sim, practice and press Enter. So liquid CBOT practice, doc blend and click Save as well. I want you to do as well is I want you to create a backup file for your projects. So we're going to go back to Save As. And with the current name. I want you to click on this plus button. This will add a number to the end of the name of your file. Click Save As. And you will now have created two separate files for your project, liquid Sim practice and liquid seem a practice. One. 3. Setting Up The Domain: If we want to successfully create a liquid simulation, we require two objects. One object is required to create the actual liquid itself. And there are several ways in which we can use a mesh object to create liquid. The other objects will need to be a domain. A domain is an area in 3D space that stores the simulation. The reason why domains are required is because if we were to create a simulation that would affect our entire area up for our 3D space. Then the costs to our computers computational abilities would be dramatic. In fact, it would be impossible for just about any computer to run. This is why we need domains, an enclosed area in our 3D space where we can run our simulations. That's what we're going to do with the cube objects here. I'm going to scale it up to a value of free and press Enter, then hit Control I and apply it the scale. So we have a larger cube to work with. And we're going to enable fluid physics for our cube. Now down here, we can choose the time when it's set to none. That's basically the same as not having this active. So we're going to left-click. And you can see we have four options, none domain, flow, effector. We're going to choose domain for our key objects. What this does in the 3D view port is it changes the look of our cube so that it appears to be a wireframe. If you take a look up here, however, you can see that we are still in solid view for the 3D viewports, it's just this object specifically that is now being displayed as a wireframe because we have assigned a domain type to this. Keep. The reason why is because we're going to be storing our simulations inside of this domain. So it doesn't really help if we can't see inside the domain. We do have a variety of different parameters that we can change. However, the first parameter here, we need to change straight away because currently this is set to type gas. We need to open up this menu and change it to liquid. Now as soon as we do that, you can see that we have gone back to our solid view. So we can choose between gas and liquid and white. Now, when we have the domain type set to liquid, our commons cube object just displays as a solid objects as normal. One way to work around this is to go to your object properties have for your cube object and come down to where it says viewport display. Open this up and scroll down to where it says display as changed the option from solid to wire. And this should give you the exact same look as we are a traditional gas domain. So now we should be ready to create the second mesh objects. And the second mesh object is going to be stored inside this domain, where we are going to be using it as our source of bor, our liquid simulation. 4. Setting Up The Fluid Object: In this video, we're going to be creating a second mesh object that we are going to be using to generate the actual fluid for our simulation. So at the moment, our scene has the domain object which stores the physics. Now we just need to create the physics themselves. We're going to first of all, add a new object. This can be any objects, but I'm just going to go with another cube. And I'm just going to bring it up on the z-axis to about here. Make sure it's still within our domain. And then with the new cube selected, we're going to select fluid, form, our list of different physics that we can add. We're going to change the type form, none to flow. We have a variety of different settings here. The flow type is the most important. This is set to smoke, which is what we do not want. We want to select liquid. From here. We can define things like the flow source, an initial velocity. Now at this point you might think, okay, we've got all the objects we need. We've got the domain for storing the fluids. We've got the mesh object that's going to be generating the fluid. If we press Play, we should get our simulation. But the answer to that is no. There are still a couple more steps that we need to do. And the next step is going to be to cash and bake our simulation so that we can prep it for view in the 3D viewports. 5. The Cache Directory: In this video, we're going to be taking a look at the cached folder that is being used to store our simulations. So with our liquid domain selected, we can't scroll down to where we have our cached data. Now here we have the folder where we are storing the cash. So if I open up this file browser, you can see it's currently located in my blender Classes folder. This is different to having a temporary folder. And what it allows me to do is it allows me to keep my simulation even after I have closed Blender. If you use a temporary folder instead, then when you close Blender, you will lose your simulation. So what we're going to do is we're just going to define a new folder to store this in. We're going to do so on the desktop. We're going to create a new directory. And we're going to rename this as see him. Cash. Press enter, double left-click, and then select accepts. So we now have a new location for storing our cached data. What I'm going to do is I'm just going to reset the end frame Valley to 50 and press Enter. Then I'm going to change my type. So all click on the resumable option because you should always have that ticked. And then select bike. All. This will by simulation from frame one to frame 50. Now if we open up this folder again, you will see we've got a series of sub-folders that have been created. So we've got a subfolder for the configuration subfolder up 40 general data, one for the mesh, one for the guiding noise particles, etc. If I was to change this to modular, then I would be able to create folders for each of these independently. So for example, if I didn't want to bake my mesh data, then I wouldn't have to. If I had modulus selected, I would simply bake the ones that were necessary. So for example, just the settings. Another thing to note is the amount of storage that this can take up. So if I scroll back down to our cached data and just go back to all Baco and just we bake that simulation. Now I'm going to go to my desktop. Select Desktop from here. And I'm going to left-click on my Sim cash, right-click and go to Properties. Then you can see that the size of this sim cached folder is already 19 megabytes. That's a lot. Such a basic simulation. So imagine if you were to change some of these settings and matching, if you were to use, for example, a resolution setting of 128, this would not necessarily be four times more storage required. It would actually be much more than that. So this could increase very, very quickly in terms of the amount of storage It's going to take on your machine. And that's important to keep in mind. 6. Applying The Mesh Settings: Currently, at this point, we have been able to create a simulation of liquid particles being released form our cube object into our domain. If we click on the Play button to preview this, we can see that we get our fluid particles. However, they are exactly that. They are just particles. So we need to give this a bit more substance. We can do that by enabling the mesh settings are located here. So this will allow us to turn our particles into actual mesh data that can be rendered. However, you will see that all of the options are comes the grayed out. The same applies for the basic settings of the liquid and the settings of the domain. And the reason why is because we previously baked all of this detail into our animation. So in order to be able to edit these values, we need to click on this free All button to free the fluid simulation. Then what we can do, as you see up here, with the available options that we now have. We can click on this tick box here next to mesh. And that will enable all of these settings. So each of these settings can create different results for our simulation. For now, let's just keep it at the default and rebuild our entire simulation. You may notice that with mesh enabled, this baking process might take a little bit longer than it did before. Just give it a couple of minutes to complete the simulation. And then you'll be ready to test. Once the baking has finished, you will notice that the domain will appear to have vanished from the 3D view port. It actually does still exist, but you will also notice that our cube looks very weird as well. If I press the Play button here, you will see that not only do we have our particle physics, but we also have what appears to be liquid inside of our domain. So by enabling this mesh option, we've taken those fluid particles and we've applied what appears to be an actual mesh that's behaves like a liquid substance. Now, from here, you can either increase or decrease the amount of detail in your fluid simulations. We're going to very quickly just introduced a free parameters that will allow you to most easily do this. So I'm going to click on the free all option once again to free my simulation. And the most important setting to change is the resolution divisions. This represents the resolution of the fluid domain itself. It's the primary setting that you will want to change if you want to increase the amount of detail for your fluid simulations. If we want to decrease this value, however, to preview our simulations, we can do that as well. So by using a resolution value of eight, you'll notice that there's a small cube that's in the corner of the larger domain. And the high art, this resolution value, the smaller that cube it becomes, this cube represents the relative size of the particles generated by the simulation. So if we set this to eight and then come down and bake our resolution into our simulation. You can see that the baking process is lightning fast. At the bottom of our screen. You can also see that the amount of detail board, the mesh, appears to be significantly less than what it was before. If we click play to play the simulation, you can see that basically looks well, it looks horrible. And that's because we have our resolution value set so low. So that's freed up. And this time let's go in the opposite direction. Now the original resolution we had was 32. Let's set this up to something like 128. So a much higher resolution. At this point, you can barely see the cube in the corner. And I strongly recommend whenever you are going to push up your resolution value, that you go file and save your projects. Then we're going to come back down. And we're going to click Baikal once again. This time, it's going to take a lot longer. So join me in a few moments where we will preview the final result bought this simulation. Welcome back guys. So I actually decided to pause my animation after about 44 frames or so because of just how long it was taking my machine to bake, I use a relatively old machine at this point. So the baking process took a long time. Now when you pause your simulation, you can do so by pressing the Escape key while the slider is going up in the bottom bar of our Blender interface. And when you do this, you can still preview the first 44 frames of your simulation as normal. But you also get the options to resume your fluid simulation. So if I click Resume now, it starts again from frame of 45 and we'll continue. Alternatively, if I press Escape to cancel, you can also come to this free option here. So this freeze the entire fluid simulation because the settings are still grayed out even though we haven't completed our bacon process. So you can just free this up to delete what has been done so far. I'm just going to go back to the start frame and then click Play just so you can see the uptick in resolution for our fluid simulation. You can see there's a lot of detail here with our splash effects and the amount of liquid that we have produced around our domain. But perhaps the most important thing here is the fact that the performance in my 3D view port is extremely slow with my resolution, That's our set so high. So the most important things to note here when it comes to your resolution divisions is to scale it up gradually. I just increased it to a 128 straight away for the sake of time and previewing what it would look like at such a high resolution. But for your machine, go in much smaller increments when it comes to testing what resolution is best for you. On my machine, a resolution factor of 128 is actually probably a little bit on the high side. So I'd probably maxed out at 64, possibly even just the E2, you get plenty of detail, a resolution value of 32. Then the other two options that we have are located here in the mesh settings. So I'm just going to free my bake. And the oppressed factor is the first setting that you get with the mesh. Audis is when your mesh box is ticked is a multiplier for the resolution of your actual simulation. So if you have your resolution divisions and sets a 128, then the oppressed fats out. We'll multiply it by the value listed here. In other words, we actually have a combined resolution of 256 for our fluid simulation. The lower this value, the lower the final results quality is going to be. And the higher the value, the higher the final results. So if I were to set this to a value of four, then the final resolution would actually be 512, which is genomically height for my machine. What we're going to do is we're going to reset this back to two. And we're going to reset this back to 32, which are the default values for each setting. Now which one of these should you increase? Well, I recommend increasing the resolution divisions buy at whatever you need to, and then keeping the oppressed factor at a relatively low value se to. And the reason why is because if you set the upwards factor really high, but have a low resolution value, you can actually get a few weird results after your baking. And the final value that I wanted to cover in this video is the particle radius. Now the past cool Radius represents the size of the individual particles or the little specs or blocks of liquid that you're going to see in your simulation. The higher this value, the lower the detail. Which means that's the actual blogs or splashes are going to be much block here. If you set this to a high value, for example, I'm going to set this to a value of eight. Then I'm going to bake my simulation. Now this shouldn't take too long. So we're just going to give it a few minutes and then come straight back. With the simulation for debate. Let's press play to preview. And you can see a lot of the splash effects are really large, really blocky. Now, let's just change this setting from eight to something much smaller. So I'm going to free my simulation. And let's make this 0.5 as our particle radius. Then we're going to again bake our simulation. Now this one actually seems to be taking a little bit faster. So we're just going to wait a few seconds for this to complete. This time when we click on our play button, we're going to get a much more detailed look with regards to what Mesh and particle physics. So there's a lot more detail in the surface of the water. And the splash effect is a lot less blocky than where it was before. The amount of detail for your particle radius is dependent on the base resolution of the simulation. So the higher the resolution value located here, the better the final effect, even when you were to change the particle radius. These are the core parameters that you can change to begin altering the look and behavior or pure liquid simulations. 7. Baking And Caching: In this video, we're going to be setting up the cached data up for our simulation. In order for us to do this, we need to actually select the domain and not the object that is generating the liquid. The domain is what stores our simulation. So this is what we need to select in order to cash and bake it. If we scroll down in the properties panel, you will find a section labeled as cash. You will have a folder listed here. This is traditionally a temporary folder. Unless you want to change it. You get the start and end frames for your simulation, which cannot be different to the frames assigned 40 animation itself. You cannot change the type, whether or not you want it to be resumable and also the format of the volumes. Now for the formats, I'm just going to keep it with open VDB. With the spiral. I'm going to keep it as a temporary file, but notes that if you don't change this and then you save and exit blender, you're going to lose whatever you have cached. So you will need to restart the baking process unless you define an actual file in your directory to save the cash to. Since we're just practicing, I'm just going to keep the temporary file. Because caching, a physics simulation uses a lot of storage depending on the settings, you can use up gigabytes at a time to save the cash simulations. Now, the one option we're going to focus on is the type. Currently it's set to reply. Reply is effectively the real-time option here. So you'll be able to just play your simulation in real time in the 3D view port. Modula allows us to bake the individual components. So we scroll up to our settings. We will have the ability to bake the data form our settings. If we open up, say, the mesh settings down here and enabled him, we would be able to make changes here. And then bake the mesh. Now, note that we can't do this. It's not highlighted because we need to enable the resumable option first. This is located down here. So we left-click. To enable this, we would first of all need to bake the data, which is going to be using this button here to bake the default settings. And then we could come down to the individual elements, such as our mesh data and then bake the mesh. I'm just going to lead this antics for the moment and then change the type for modular to 0. So this is slightly different because this whole bake everything. So all of the settings we have above where we biked when we select bake all. To keep things simple, this is the option that we're going to be using for now just to bake everything. But before we do this, it's very important to save your work as well. I may have mentioned one or two times before. Baking and creating simulations can very easily crush blend out when you don't have the correct settings applied if you go too far with a certain setting. For example, if you set the resolution up to something incredibly high, say a thousand, then you're likely to crash your machine. So make sure to save your current projects first. I'm going to save it both as liquids in practice and then again as liquid sim facts is one. Then I'm going to come down here and select, bake. All. Everything becomes grayed out. And you can see that we are currently baking all of the frames of our simulation in the timeline and also at the bottom. So just give that however much time you need to complete your baking process. And then if we press the play button in the 3D view ports, we get the particles of our fluid simulation. 8. Creating A Consistent Flow Of Liquid: In this video, we're going to be changing the behavior of our liquid simulations by manipulating the flow behavior of our Ico sphere, which is being used to create our liquid particles. To do this, we're going to be selecting the ecosphere first of all, and then coming over to its settings in our physics tab, the type is still correct. It's sets of flow. The flow type is set to liquid, but the flow behavior is selected as geometry. We're going to change this from geometry to inflow. You can see we have free options. Geometry, which focuses on the actual mesh data for creating the liquid particles inflow, which allows us to just constantly add fluid to assimilation. And then outflow, which is the opposite. This is where we can't delete the fluid form our simulation by using specific objects. We're going to set this to inflow. Then we're going to left-click on our liquid domain. With the domain selected. Come down to where you have your cache settings. At the moment we've got it set to reply. So if we go back to the star and click Play, it seems to be the same as before where we just had we're liquid simulation and just dropping down into our domain. What we're going to do is we're just going to set this to all. We're going to reduce the end frame from 250 to 100, just so we can preview things. And then click on is resumable and Baikal. We'll give this a few seconds to bake and then we'll be right back. And then once that's finished, if we press Play, you can now see that the original mesh is maintained throughout the length of the simulation. So if we go all the way up to frame 100, you can still see that we have the mesh in place, but it's constantly increasing the amount of liquid particles inside of our domain. Now let's try it with a full simulation. So let's go back to the Start, select free all. Then change the end frame to 250. We're also going to select the ecosphere and scale it down to about here. Hit Control and AI and apply to scale. Then select the domain once again. Scroll down here and click Baikal. Again. We'll give it a few seconds just to bake that data in for our liquid simulation. So to simulation has now been baked. And if we press Play, we're able to get a constant stream of liquid flowing in to our domain. And eventually the domain will fill up with this liquid. So with this, you can create all sorts of sequence. You can create a scene with a waterfall of a bath being run, of water being poured into a cup, et cetera. And you can make changes to many of the settings above, to outside the behavior of this inflow of liquid. So as a quick challenge, just to finish the video, I want you to free your simulation, which will allow you to begin editing the different parameters again and just adjust some of these parameters and preview some of the different results. So maybe experiment with the resolution, for example, or even come down here to our liquid settings. So you can't adjust many of these settings here to adjust the way the water January behaves as it lands in the domain. For example, we could manipulate this particle radius if I set this to 0.1. And let's just go and fill this in real-time and press Play. You can actually see that nothing is happening. And this is where we get a bit of trial and error come into play because a lot of these values are going to be impacting our liquid simulations in different ways. Obviously, we have a value of 0.1. This particle radius is way too small. So if I set this to something slightly higher, say let's go. Let's go something like 2.3 and click Play. Then the individual particles become a much larger, much labia. And the liquid just looks completely different to what it did before. So again, a play about with these settings and see what sort of behaviors you can come up with for your liquid simulations. For now, I'm just going to set this back to one. 9. Quick Liquid Effect: In this video, we're going to be demonstrating a fast way of setting up an object's for a fluid simulation by using quick effects. Well, I'm going to do is I'm just going to delete the objects that I have in my scene. So I'm going to delete the cube and the second cube as well. So we've gotten rid of both the emitter and the domain. Then I'm going to start from scratch with a new objects. I'm going to go to my first trying in timeline, hit Shift and I mesh. And this time I think I'll select an icon sphere. With the Ico sphere selected, we can add a quick effects. So we can go to our objects menu here, come down to where it says quick effects. And then you will get four options. Quick, very quick explode, quick smoke, and quick liquid. Let's choose quick liquid. As soon as we do this, not only does our Ico sphere change to emit up for our liquid simulation, but we also get a domain object that surrounds it. If we take a look in our outliner panel, we get our IPO sphere object and our liquid domain. If we select the mesh object, you can see that it is indeed the correct flow type. And if we select the domain object, you can see it's a domain that is set to liquid. And if we press Play, we play our liquid simulation. Notice that this does not apply at the mesh settings straight away. So this is one of the first things that you may want to change. Don't forget to come down here. Left-click where it says mesh. You'll see the change in the 3D viewports. And then when you click Play, you'll get your liquid simulation. With just a few clicks. 10. End Of Class Challenge: Hi guys, It's Joe here congratulating you on completing this class. We're now going to finish with our end of class challenge, where we're going to be pushing all the skills that we have been learning to good use. For this challenge, I want you to complete the following task. I want you to create a scene where we are pulling liquid into a drinking glass. So this is going to involve creating the model for the drinking glass, creating the domain for our physics system, and then using the appropriate tools and options to create that flow of water that goes into the drinking glass and doesn't actually end up outside of the glass. And so we're going to need to think about collisions as well. I also want you to think of the following aspects as you complete this challenge. What is the resolution of your simulation going to be? Make sure that your settings are going to be suitable for the computer that you are using. Physics simulations are very expensive on your CPU and general system settings. So going too high, he will result in Blender crushing. Makes sure that the settings are suitable for your setup. Also, are you going to be creating an animation to render? What are you going to be picking out one of the frames and rendering a still image? What materials can you assign it to the various objects in your scene, including the liquid itself? How are you going to want your liquid to behave? Which settings can you change in order to alter the behavior of your liquid? And finally, what details can you add it to your scene besides the glass with water in it? Complete this challenge now to complete the course. Thanks for joining me guys, and I hope to see you next time. Bye for now. Hi guys. Just a quick final word for me. Thank you very much for taking part in this class. And I just want to let you know that we release new content each and every week. So if you want to continue to learn with us, be sure to check out our profile page to see the latest courses available from us. You can also type in a job by Lee in the search bar when you are searching for new courses. And that will display all of the courses that are created by Bailey design. We have a variety of different topics available, mostly relating to Blender. With us, you can learn how to do things such as Scripting python, creating 3D models and scopes, building animations, designing procedural materials, using geometry nodes for procedural objects, texture painting and so much more. So once again, thanks for joining me in this class and I hope to see you in the future. Bye for now.