Transcripts
1. Intro: Hello and welcome.
My name is Suzana, I'm a 3D artist,
and in this class, we're learning together how to create realistic
looking glass bottle, falling pills filling
up that bottle, and how to render that
as animation later. For this class, you don't
need previous knowledge in Blender or any
other 3D software. Just download Blender, install, and you're ready to begin. Going through this class, you will gain experience in creating realistic
looking glass, falling pills, how to use rigid bodies for
your animations, and how to quickly create interesting animations for your other projects.
Let's begin.
2. Main Bottle: Start here with a new file
and the loudspeaker general. And I will go here to
enable screencast keys. So you can see what I'm
doing and hide the sidebar. And we're here and we
will use something else, not this cube today. So we will just right-click
here and delete. We will add here mesh and blame. And I will scale displaying oil. So I will use this
transform tool over here and left-click that. And I will jog this way. Okay? I'm making a surface on
which our model will stand. So let's add some ideal. But before we start with that, Let's add ambient occlusion, bloom and screen space
reflections over here. So take all these boxes, make sure that you are in red the properties
and all three. And right away switch
here to display render, preview, live to cleave this. Over here. Now we're going to
material properties. I have to click that. And here you have already
one existing material. Select click that material, and let's add some color. You can add any color you wish. I will add something like this
and maybe a little agrees. Something good that I
guess something like this. Okay. So we have that. And then the next thing will be, ah, you will use file you
have downloaded from. For this project. You will go to properties
here and here. Click this yellow
dots and select here, but the left Gleick
environment texture. And then you will open that
file on your computer. For me, it will be
here in models. I have over here. So I would just add that. And we have here right
away some environment. Now, if I rotate this scene, I left-click here, this x-axis. You see here, we have some lighting right away
from two sides like this. And that will bring
more light to our loss. The gloss through we'll create right now that clause ball. And it will look much
better in render. So we will now hot left-click
here mesh cylinder. And it's a little too big, so we will just make it smaller. Press S on your keyboard
and mouse to the left. You see you have this
like some cord over here. When you move mouse
left or right, it will increase or decrease. So we will make this smaller. And once we're happy with size, we will let go and
just left-click. And we will drag this up. So it's lined up
with this surface. To do that first, left-click x, and switch here back to viewport shading so you can
see variable you're doing. And the left click this arrow, makes sure that you are. I think it will be better if
you just go to Move tool. So don't pull something
which you shouldn't. And a left click this arrow
and pull this up until you see it's just right above
this surface over here. And now you can just
select this and pull this down so you can
see how it's standing. It's right on top of
this surface now. And the next thing we will do is to make sure that
cylinder is selected. You can rename cylinder
to double-click here and enter bottle. Or you can name it whatever
you wish. Or a jar. It will look more like a jar, but it's build bottle. Occasionally. We'll go here to Edit Mode. Now we're going to object mode, Left-click and selecting
Edit mode over here. I don't know why
screencasts keys are not working or working
with delay today. The new, you can see here, it's newest blender, 3.2.1. So it's a little now it's
working not all the time. Okay. We're back to normal. Now. We will hear cuts.
Make a few cuts. So when we sub-divide this, it doesn't shrink in this area. So we will go here to cut to loop two and left-click that. And just point here with
the mouse and left-click. Now, you see what happened. It's got one cut around. So we'll just go
here to Move tool. Now, left-click on this
arrow and jog this cut down over here all the way almost to line
up with this bottom, with this bottom edge around. And now we will go back
to this loop cut tool. And we will make another cut. And again to Move tool
and move this cut over here, like this. And a little more,
zoom out using mouse wheel and move
this a little higher. Summer here near this top line. And now we will swap this over here we were
in a vertex select. We're going to Face Select,
Select, click this. Now, lean back this scene. Press mouse wheel and just holding mouse will
move towards you or away. And now when you see this top, you can just select click
here to select that. Using x-axis moved back so I
can see what you are doing. Press E on your keyboard
and holding you. Just move mouse to drag this
a little higher, like this. And when you are okay with that, just stop and let go. We left-click now to
see what you're doing. Left with this x-axis
and pull this down. And now make sure that
this is still selected, this face on top. Press I on your keyboard, and you will get this string. Now, move this little center, just moving my
mouse to left side. You don't click anything on us. You're just holding guy. Just not too much. Just a little like this. Stop when you are
okay with size. Like to go i and left-click. Now. Again, move this a lot so you can see
what you're doing. And you can use this
hand over here, left-click that hand and jog
every single little down. Mouse towards you. You just go down or up, downward, up like this. And now grab this blue
arrow, left-click that. And holding left-click, pull this a little higher like that. Now again, press E on your
keyboard and holding V. Move mouse up. Hello, like that. And that's it. We will stop here. And now go again, are parallel. So press E again and
move a little more up. Like that. Now stop, let go E. Left-click. Now press S on your keyboard. Scale this up a little. Now, live go S and left-click. And now again press E. Pull this upper blue, like that. Allowed to go E, left-click. And now we want to get rid
of this on top, this face. So we will just right-click here and left-click
delete faces. And we have our jar ready. Almost. Now. We'll go here to
object mode again. I left with this arrow
and go to object mode. And now here, modify properties. I left-click that and
select here modifier. Subdivision surface. So C are jar is changing. Now here, levels viewing
creases to just live to click this arrow and you'll see
how it's wrinkled here. It will include down why? Because we need to do one more thing and that
is to insert this area. But before we do that, let's shade this
smooth all the way. So bottle is selected, just right-click on that bottle and the left-click Shade Smooth. You see, recall we have
those wrinkles all over. So we're going
back to Edit Mode. Lived click here,
select Edit Mode. Now, using mouse wheel
to lean this like that, or you can use just left-click here
x-axis and move like this, whichever is better for you. Make sure that face. Select this here, selected. And now I left it here at the center to select
this face down. So now you will press I on your keyboard and slowly
move mouse towards center. Like this. I'll have to write, but
slowly, not too much. And you need to shrink
this middle area a little. You'll see some
things like here. Now let go I and left-click. Now, move this to see
what happened and you see how now is nicely rounded. No more wrinkles around. So we have our bottle fixed now. It's not anymore. I will lift entire bottle now so you can see from
from the bottom, It's not wrinkled anymore. So that's how we can
check if you did that. In setting properly. If it's not rounded
and smooth like this, you can simply go back
here, undo and undo. And you can undo again
until you see this. And then again, just press I on your keyboard and
did the same thing. So it can fix that area on
the bottom and then go back to object mode to check what you did and to see if it's set. Okay? So that's how you
can check if it's smooth. Basically, if you see
from this side there is no that star looking
area around. You did it well. And now we have our jar ready. And we want this job to be
a little, little solid. So we will now add another
modifier here called solidify. And as you can see, it got thicker already. So you can increase that
to say thickness to 2345. Let me see how it appears now. It's a little better. Okay, So we'll have
our jar ready. And now we want this
job to be lost. So we go back to display
render preview over here. And now we want this to be lost. So we will, I'll left-click
here on the ball, or you can just left-click here in Saint collection
on your Basel. And going back here to material properties,
I lived with that. And we will add new material. Now. Select click New. And here you will change
from principled be SDF. You want surface
to be transparent. So you will change
too transparent this and I will
see it when block. Why? Because here in blend mode, we have here set, this one. We want this to be alpha blend. Now you'll see it will be,
can become transparent. We have here, so
back face selected. You will take this as well. To remove to remove that. Why? I will show you later now, I will leave it as it was, so you can see the difference later when everything
is set properly. Now we will go to say this, to say this material. So we're going to
Shading tab over here, make sure that you're your bottles selected
and go to Shading tab. Now, if this happens that you don't see
anything over here, press mouse wheel and
drag the center left, right, up, down
until you see this. Now here you have
transparent shader. I will zoom in a little. So you can see here
what's going on. And this transparent shader, we want not to be
completely transparent. We want to add something so
it looks like glass properly. So we will here Left-click, add, and add another
shader, which is glossy. Philosophy is dead.
So once I click that, this will be attached. And if I move mouse, it will go following. So just place it under
this transparent base. They have like this and
left-click and it will stay here. Now. I will press mouse wheel to move this left and right screen cast doesn't work in this area. Unfortunately, don't
see what I'm clicking. I have to tell you all the time. I left click this
dot here and holding left-click jogged this area. Over here. If you see, if I
attach this one, previous isn't attached anymore. If I lived here and
drag here to surface, then this isn't attached. I want to combine
these two shaders. So how I do that, I need to add here another
shader called mixed shader. This is used to mix
these two shaders. So just drag it in here. And on this chord
between a left-click. So it will just hopping
and connect by its own. If it doesn't. If it doesn't connect, this is how you're connected. Lively here, B is there, and drag it in, connect the first shader. Then from this exit shader,
connect the surface. Then left-click this, be
SDF, connect the shader. And now both are here. Now we want to do what
I told you earlier, and we will do that now. You see how nicely
transparent there are some patches around and it
looks really, really ugly. And I will switch here. So you can see in
a render preview, it will be very visible. Now, what's going on here? You'll see all those patches around and it's
really, really ugly. So we will go here to
material properties. Left-click that. We have here. Stick to show back
phase or not to show. If you don't show back face, then jar isn't fully
transparent and you don't see these ages at is
true and it looks, does it look natural? So we need to show back face, but then we have these patches. To get rid of those. You will love to hear back face culling and actually get nicely looking transparent jar with
all these visible back side, front side and everything. Now we want this
more transparent. It's not really nice. Right now. I'm using left-click on this hand to move
this little higher so I can see better and zoom
in here in gloss CBS DF, we want roughness to
reduce cellulose. So we will have to click here
in the middle and holding left-click and
drag this down to, let's say, something like this. Let's see 0.2. Let's enter this value, select Greek and
enter value of 0.2. I left-click anywhere else
on the side, so it applies. And now we will
make this a little bluish selected click that and left click this dot over
here and move it to blue, but not too much, just a little. And now here you
adjust how much this, how these two shaders
will be mixed. So if you left-click
here and drag to the left, then glossy shader. This is, I will
explain this better. So when it's 0.5, that means these two
shaders are both equally included and effect
this object equally. But if I reduce, let's say this left side, that means I'm reducing first shader which entered
into mixed shader. So always think this way. This shader is this first area. This shader is the second area. So that's how you know
when you connect shaders, this which you see on the left, is what happens
from first shader. If you left-click here. In jog this is allowed. Then second shader affects objects more than first shader. So this gives transparency, but this gives roughness
and color here. So we go to lower the
roughness and color. And we have very transparent and more
glossy look of this jar. So our jar is ready. Now, what we want to do
is to move to next step. And that's to create bill. But before we do that, we will need another
jar here to create the illusion of movement. This under and refilling jar
like placing another job.
3. Camera and Second Bottle: We will first set camera. And to do that, make
sure that you're in this position over here. So just left-click
connects to see that. And then just left-click
x again and move. Lean a little like this,
something like that. So you can see jar, just a little leaned. This stop. And now press Control on your
keyboard and holding dose. Just hit 0 on numeric pad. And we have our cameras set. Now we need to adjust this little which you
see here rounded. And this red line is actually area that
will be rendered later. So we want that area larger. So we can see entire jar
and everything nicely. Therefore, we go here
to object properties, and we'll left-click
here to select camera. Now we're adjusting our camera. So make sure that the zed axis
is 9090 degrees like that. Here, of course is 0. It doesn't matter
a minus 0 or 0, it's just the same thing. Here. Rotation we will leave as is. And here we want y
to be 0, like that. And we want to go back a little. So that's on x-axis here. We want to move camera
away from this jar, which means we need to increase this positive value because we are on positive
side of the x-axis. I will show you now. This is negative side of x-axis and we're
on positive side. You'll see camera is on
positive side, is this camera. This is x axis, or this side is negative side, that's behind this jar. So I will now
left-click this camera. We're entering
again camera view. This is very enter
or exit camera view. So now we entered camera view. Now we're entering camera view. Now I need to move
the camera a little more higher, little more up. So I will that
increase on that axis. Going up means gone
to positive value. So that means they need
to increase this number. Left-click here and
dragging this up like that. So we're here and now we will right away
before we do anything else, maybe a little more
higher like this. Right away before we
do anything else, we will point here and left-click and drag
this a little higher. So we see a timeline right away. And we will enter
this position of camera on our zero-point here. So make sure to drag this. Just left-click here on this blue marker and drag
it to the left to 0. And now these values over here, we will enter first key frame
of our animation to be. So we will do that by
animating properties. Just left-click each of these
dots to enter these values. Starting point of our animation. Now, we will on somewhere
half maybe this animation. But we will see that later. Once we create our bills, we will set a camera to
be moved to second jar. So now we will
create second jar. And that jar will be
on the left over here. Out of this area which
camera can see right now. So somewhere here. So we want create one more jar. We will just copy this one. So let's click this jar and left-click
object, copy object. And now let's click object and
a left-click Paste Object. So now we have another
jar over here. And then just left-click
this green arrow and push this away over here. And now we will exit
this camera view. And I want to see
this from top now. So I will go to this view. And I will move this jar
to some of these lines. And I want to line
up like this jar is on this axis centered. I want to center this new jar centered on this line over here. Why? Because I will zoom in so I
can see I did it properly. It needs to be lined up
with this over here. So let's lining up nicely. And now we're going back to previous view and left
week for camera view. So we have one jar over here. Let's move this to the
lab side is plane. So it's still in
this area over here. But to add to that left side, so when we move camera, they're displaying
is still visible. Or you can simply, instead of doing this,
I will undo now. You can increase size
of this plane going here and just drag it bigger. Now, No worries that it will
be going out of the view. Now we have two jars and we can proceed with creating pills.
4. Main Pill: To create pill, we will
left-click here odd. And then we will go here to
mesh and down to Round Cube. Live to click that. Now you see what we have
here, rounded cube, but we don't need that selected with this
arrow over here. And you will see here Operator
Presets I left-click that. And here you will have
capsule selected. Click that and data. Here it is, we have it. Now. It's too large. So we will shrink it to size. We want something like this. You can move this so
you can see better, hello more, and drag it up. I'll use this hand, left Gleick that
hands so you can move it up or down or use mouse wheel to lean
back and forth or to zoom in. So we have jar and we call
our capsule over here. Now I want to show
you this capsule. It's not nicely smooth. So we were going to
modify properties. Left-click here and left-click
subdivision surface. Now it's very smooth. We're going to increase levels
you to do so it matches random view so we can see how it will appear rendered later. And of course, right-click
here and shade smooth. So it's perfectly smooth. Now, our field should
have two areas. One is white and other is red. So we will do that by
going to object mode. And now we will select
Edit mode over here. Then. In edit mode, where we'll
go here to loop cut. And we will point here. And it will select by its own, it will select center. So just confirm this line by the left-click and it will cut. Make a cut at the center. Don't click anywhere else. If you click again somewhere, it will make another cut. So you need to go back
here to select box two. Now we're going to
click Select box tool. That cutting won't
happen further. Now, we want this bottom area to be white and dark red
or the other way around. And to do that, we will go here first to
deal properties over here. And we will select all. And we will add new material. And let's make it white. Totally white and a little
metallic but not fully. And roughness should go
like 0.3, I think 0.3. So left-click there
an enter, 0.3. So it's a little less shiny. Now, what we want to do next is to scroll this point here and scroll up so
you can see this area. Now, left-click plus, and the left-click on the
side that is select this. And now, the main thing, we want to select
everything here on top. So we don't want to
select a bottom side. Let's say we wanted to select
upsides. So how to do that? Let's zoom in a little. So we can see this better. Now. Switch here to
faces, to Face Select. And I'll left click
one of these phases. Now, press Shift on
your keyboard and Alt, and then left-click
next phase over here. Now, go to top view, light go Shift and Alt and left-click this axis to
see now from the top. Now press Shift on
your keyboard and jog. Left-click here and
drag this Around. Like that. Now let go shift and
more back to previous u. And now using these axis, left-click ox to check if
everything around It's orangey. That means everything
is selected. This is first phase
you selected. It will be marked this way. So don't worry about that. It's selected, you just shows
what you selected first. So all these are orangey. That means everything
is selected on top. Now, your will. Dan, go here, select this material which we haven't named yet and
has nothing here. And left-click here new. And you will then
elect click here on base color and point
here to this dot and drag it to red or any color
you wish now to come here as that top color of your pill. Or you can make
color more light. If you left-click and
drag this dot up, it can go darker if
you drag this down. So we have now here read. So I didn't change it over
here because we need to assign that new color to
that area of this bill. We will left-click here, assign. So we are in red material now. We'll left-click assign. And here it is. Now, top of the RPL is
red and bottom is right. Now makes sure that
this as well is rough, just the same as the other one. And we will left-click
here and enter 0.3. And we'll left-click
on the side, anywhere on the sides
where it applies. And now we're going
back to object mode. And we have our appeal switch
here to select the box. And it's now ready. So the next thing is make
sure to adjust size, the size you want. Jag that if you need
to scale it more, to make it smaller,
something like this, I think we'll be fine. Now. Switch to camera view. Left-click here. Now,
I'll left click that. We will hear. Rename our Round Cube. Double-click there and say, okay, we have it fill. Now, we will jog this field
of out of camera view. So we left-click here. Now, use this hand to
move this down a little. So you can still see everything, but you can see on top and left with this
arrow and pull this bill. Hello, hi.
5. Rigid Body: We're going to tell blender
that this bill needs to fall, but not to fall through our jar. It needs to fall. And to stay into this jar. To do that, you will go here to physics properties and make
sure that fill is selected. And you will tell blender
to make that pill. Rigid body. Now you will get this here. If you scroll down, you will see here
that rigid bar, it can be active or passive. We want our people to
be active because it's demand falling in
to this bottle. That means this is active
and bottle is passive. It's just there and standing. So we will make
this bill active. And mass of this bill through yours to something like 0.2
or something like that. It should be smaller. Here. You will change to
shape of your object. So let's take epsilon. Now here. You have sends its
surface response and move on this
guilt to be bouncy, Let's make it bounce ClO, let's say 0.2, maybe. We'll see that later. We don't want it too bouncy. It could just jump out
of this bottle later. It was too much. So let's see how it goes. Now it will fall down
and nothing will happen because we didn't
set our bodily yet. So I just started
this for playing, and I will return this
to 0 by going here, jumped two endpoints,
select click that, and this will go
back to beginning. So we need to set our jar. That means bottle. This first bottle, this bottle one that's in your wealth
will be created over here. So we select for Hezbollah, we created, that's the one. And we will tell
that, that blender, that this is another rigid
body, but it's positive. And here, shape should the mesh. I'll select mesh and
leave everything as is. Now. Let's click on the sides so we deselect everything and
let's hit Play over here, select click Play and
see what happens. So our pill is inside, but you see how it's
standing, standing like this. So it's not really nice. You see how it's standing. It ended on top and
not moving anywhere. How to solve that? Go back to to see deal as well. Left-click, feel,
or here or here, wherever these suits you better. And select this rotate to. Now, move just a little to
the side using this tool. So just left-click here and
just draw the slightly, not much, just a little. Don't overdo it. Now, go back to select box, go back to camera view. And this is what will
be rendered later. So this is what will, what we will see in
the final render. Just this area inside. This is invisible. We can see it here
in Scene View, but it won't be visible later. We only see later
this over here. And let's hit Play. So it fell and it fell down. And now that's perfect. Okay, we go back to 0. Left-click here, don't
jump to endpoint. Our pill is back.
6. Pills: Make sure that fill is selected. And now you will simply copy this bill multiple times and create one line
all the way up. So we will now go to Object, Copy object based, and
drag this little lower. And now select Build zeros 01, and a left click
here to select more, to drag this a little higher. Now, you can rotate this
to the other side of the wheel over here to correct, to make it more straight
and a little more higher. Just don't overdo it, don't make too high. And now we will
base than others. So just go object based and not left-click here until it's orangey,
not red anymore. And again to move to, and again jog this new higher. So we will do that
like 789 pills. Then we're done. So just based on other
select that new pill. Drag is higher. Move a little. You can move them
left and right. But what's important
is that you start animation every time
you do that either wants some pills to jump out. But you can correct
that in the end. If you don't want your
bills falling ball around, they can bounce
sometimes and heat one another in such a way to
jump out of this jar. So make sure that you check
animation every now and then, or you can crack
everything in the end. And let's paste another
will have to click here and paste another
pill and select Move to. And we'll go higher again. So we have five right now. And you can add so like 6781020 depends on how
much jar can take. And we'll live to click
this and drag to adjust and to rotate a little to
this side or this way even. So. You can see how those move. I will show you now. You can move those even to the right or to
the left a little. Okay, so now we're
going back here. Let's zoom in a little. Now, I will show you only
what camera we'll see later. Is that area bills, they're on top and we hit play. So watch what happens. And they're falling. Okay? We can increase a little more. You can even go this way. I will show you now just make
sure that you don't select, that you don't select light
when you're doing this. So go to viewport shading
here to see solid. So you can see only this
way without materials. And you can just
left-click here, makes sure that you have select, box selected, and just elect big here and
drag this Around. Bills. Now you'll see all
bills are selected. Now, pull this a little lower. Make sure that you
didn't select any of these other objects around. Now, just pills are selected. Now here, left-click object, Left-click copy
object, and paste. Now you actually copied and
pasted five at the same time. Now grab this move tool and
pull this higher, like this. So now you have ten pills left week to
disliked everything. So you'll make your
work faster this way. Let's drag this all higher. Zoom in, zoom in a
little like that. And let's see camera view now doesn't mean your
camera switch to render view so you
can see how it looks. You can even switch
off these lines. You see over here
this not, this not. So you can see better. And now hit play or whoa, so many pills right away.
7. Animation Lights and Rendering: Make sure that you're
in camera view. And we will hear checker I mentioned and see how far
it goes on this timeline. So they're falling in and
feel stopped somewhere here. So we will go back to 150th. If you miss this frame or it stops for you on
some other frame. You can select where
actually want to start camera movement
towards other jars so it doesn't have
to be 1 fifth. You can select
whichever you want, like after or before, but it should be
somewhere around here. If you miss this frame, you can go back here and adjust frames where exactly
you want this market to be. Now enter this value, which is exact same as
because at the beginning. And from this point we will tell camera now you start
moving to the left. And now we will move
camera to the left side. That means on y axis to minus. This way that means we are decreasing this value over here. And we will go here to 2.51. And we will now move
on to camera at the stop point here
and left-click and drag to the left
to negative value until our camera is centered over here to
know where it's centered, we need to turn this on and see. Is it right in the
middle like this? We want this jar
to be positioned just the way this jar
is right in the middle. That means it should be
minus six, minus 604. So it's right centered here, Savannah or minus six. And now jar is right
at the center. Now we enter these values over
here on this frame to 51. And we will now left-click all these to enter those
values into this keyframe. And now let's go
back to beginning. Now, our camera hopped, jumped to previous bottle and showing us that first frame. Now we will hit Play to
see what's happening. So this is what you
will see later. And now cameras starts moving. And it's too soon
as you can see. Let's go again to see is it is it right or isn't? Okay? And all we have
here, this stops. So the point is that
I'm going back to 0, that you adjust this jar
which will be filled. And on this frame
over here to 51, to be Visible jar that actually
won't be filled at all. Because this will be
a looping animation. And it will show jar
which is filled and most of the jar which is
empty and won't be filled. And when it jumps to the
beginning of this animation, it again jumps to jar, which is going to be filled. And once you see that later
as looping animation, fears like you're feeling second jar and then third
jar and the forgery, actually there is to
a jar resolve it. Ron, which is filled
with bills and Ron, which is just there to be
shown in the end. Empty. So that's magic of creating animations and
creating illusions were not feeling all those jars. We're just creating two jars, one which is field and
one which is empty. And we can now render this
animation and stuck it up in our video editing software like infinite,
one after another. And we can get one huge video of infinitely placing jars
and filling up jars. Though we just have to. And now what you can do here
is to adjust this light. So basically these lines
won't be visible later. Only. What you see here. You can even make
this plane over here, this plane, this over here. You can make that solid
to make it look better. So consolidate file and point here and increase
thickness of that. So that two will create
the illusion like this is moving and bringing jar, next jar over here. And actually This isn't
moving and jar isn't moving. Camera is moving actually. So you can see now
what's happening appears like like everything is
moving to the right. And actually camera is moving. Everything else is standing. That's the magic. Okay, Let's set that
light properly. I'm playing this again so
I can see all the fields. And let's see about, we're going to do
with this light. I maple this light
a little lower. I will just on that ox is lower. It's light to see
something like that. They get this glow and
this jar over here. And let's see what
happens with others jar. Then. Once I do that, I went to see other jar. Okay, so it's not, not really what I wanted to do. So let's set this slide
to the area light. And let's make it a larger, like five meters or ten maybe like that. And let me see where it is now. From this angle over here. I would turn this on so I
can see that the light, so it's a little
leaning to the side. I want to straighten it. Now, makes sure that
you have selected light and exit the camera view. I can see it is. Now you
can hear enter an ID. You see how it's
going to be straight. And now it wants here to be
like say Nike or 40 maybe. Something like that. Yeah, I think 40 will be fine. And you see the angle we get this angle falling
down a little. Let's make it go
more towards jars. So the point here, and I live this a little higher. So it's going this way through this area where
the jars are standing. But we will move
this to the left. So we want this to go more
to the other side on y axis. Somewhere here. Maybe. Let's see how that appears now. Okay, Well, let's go
back to camera view. Here. I think I need to increase this
light a little more. Let's say 20 meters. Something like this. And now let's switch this off so we can see
what we're doing. And now let's play. And camera is moving and
coming here to next jar. And we have this. So this will be okay. But we actually checking to see if shadows
are matching on our first frame and last frame. You can always see that. You see how it looks
now. Those shadows. That's how you can check
on steel frame now, not when it's moving, because now blenders shows exact shadows that
will appear later. So here is our second bottle, and here on frame one
is our first bottle. I'm trying to make sure that everything
matches perfectly. Once we switch frames. Our light goes this way. And that way, I think
I should put to bond more light in between
to manage those Sue. So let's degrees this
one and place another. I will make this stem here, but I will decrease
this to 500, like that. And I'm going out of camera view To see
what I'm doing and enabling the again this
rebel now, go back here. And I will pull this
back to 0 here. And I was shocked that
Omar, let's say five. And I will copy that
light, copy and paste. And then I will go to Move tool here and select that new light. And I will left click
this green arrow. Make sure that you don't
click this yellow around just green arrow and move it to the left a little over here. And now change the
view so you can see from top what you're doing. Now. Again, just grab
this green arrow. If you grab this yellow,
see what's happening. We don't want that to happen. Make sure that it's five. And then zoom in nicely. So can only grab this arrow. Or you can switch here and
points to this y axis. Left click here and drag it. So see, it's lined up
with his bottle down. That's very end. And now we're going
back to camera view. Now shadows should
be same on both. Let's see if we did well, which is called the same
shadows behind jars because we have the same light
from both sides you see, now shadow is just the
same here and there. So it doesn't make
that bouncing from one to another primer here. So we need one more light, Jamaica,
shadows notching. And we need both to
make a little bigger, like let's say 1010. And another to be done. So they are overlapping in a
way, something with a dot. And then once they become that it stopped and it's moving. Now, the next grading illusion of filling
bottles one after another. Now the main thing, you can search this so you can see actually what
you will render later and switch
the camera view. And now rendering thing. We will go here to
output properties and make sure that you take render region and
crop the render region. So one surrendering starts, it's rendering only this area. Not everything ground
saves your time. Now, Because set
this to 250 frames, that's by default here. And third value, if you want
a longer animation like 500, you would enter here 500. But then make sure that
you enter camera value. Last camera value
to 500, not here. But for this short animation, it will be huge break between falling pills and reaching 500. You would have some steady
camera all the time. So it's not much in
interesting to watch. And that's my VR using
250 years, the end. The cause then from this point, when builds falling cameras starts moving right away
towards this bottle. Imagine if it's more than 500, Do we have to wait long
time and it goes slowly? And if you're creating animation for people to
watch and to get interested, it will be a little boring. That's such a huge break to wait a long time until
camera moves to neck jar. Now here, output is very want
your rendered file to go. And here you'll just select
folder where you want that. To go here, you can select
how you want your your video, render it as which
format of this. So can select that format, makes sure that you
save file you're creating before you
start rendering. If blender crushes,
you won't be able to do that because you will have to create
everything all over again. Now, that's very important. Keep saving all the way when you are creating something every
now and then, save. Just to be sure
everything is there. Saved and that you
can continue anytime. I like to save animation as DNG. And I get a set of 250 PNGs. And later I import them as sequence into video
editing software. And then I can from
there at it further, if there's somebody
who did something else to add some
effects. So a song. For this animation. You can, once you render video in part that video into your video
editing software, and then just copy and paste animation multiple
times the one after another. So get longer video. And you'll get
animation which is continuing up to as
long as you wish. Jars healing one after another. So it will keep on and on. Filling those jars. As many times you add animation. Ok, dose I mentioned is up here, your set video resolution. This is high definition video. If you want. I like three or four
K video or something. You can enter here three
hundred eight forty and here to run 60. So that will be for those clean, sharp looking videos,
for YouTube or whatever. But this is also enough to
get high-definition video. If you want to render image, you can start emission. And let's say you want this. You pause, and you
want this rendered. Just left-click here. I left the grander image here, these, and then just click
here and Save As and so on.
8. Closing Words: I hope you liked this class
and I hope to see you again. Don't forget to
post your projects. Let me see what you created and don't forget
to leave a review. Let me see how you
liked this class. Until next time. And don't forget, keep practicing.