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 interesting sculptures
using geometry nodes, and how to render those
as photos and animations. I will show you how
to quickly animate these sculptures to make those interesting with
only a few clicks, and how to make different
variations using modifiers, materials, as well as different
settings in geometry nodes and settings
on those modifiers. Through this class,
you will actually gain experience with
Geometry nodes and applying multiple
modifiers to create interesting shapes and to quickly render those
for your projects, for your videos, for
your wallpapers, for something interesting
you are working on. And this will actually bring you some confidence in work with geometry nodes. as that's very
important to know these days, if you want to make something
interesting and creative. What more you get
through this class is actually idea on how to use that software
Blender to create something that you can actually later sell and earn
some money on, like by rendering those images. You can sell some on stock sites, or you can even sell
on your own website, as well as those animations. What you need for this
class is just will to learn, and to install Blender. You don't need any
previous knowledge in Blender or any
other 3D software, I will explain everything
slowly and carefully. Let's begin.
2. Creating Objects: Let's create interesting
sculpture using geometry nodes. Left-click general, right-click this cube and
left-click to delete. We will now add left-click, God, go to Mesh. And we're glad
you're the sphere. Left-click uterus here. Now, left the here
modifier properties. Left click this arrow
to open modifiers. Here in generate, left-click
subdivision surface, I have to move this
tool for recording. It's blocking the view here in levels view increased
to left-click here. So we will get more
smooth objects. Now, right-click here and
left-click Shade Smooth. Now it's perfectly smooth. But we're going to do now
we're changing to render view, left-click here and
left-click objects. Now, luckily, this arrow, and select this material, that's first material that
is created by default. Once you add object
here in base color, we will select white, but first, we will
change shader. So surface will be emission,
left-click emission. And here we will add
strengths of three. Just left-click, enter three, left-click on the
sides, so it applies. And now select here, Move tool, left-click on that and grab this green arrow
with a left-click. Hold left-click, and move
this object to the side. Now, I'll left-click here, go to Mesh and add
another UV sphere. Now, we want shade
this most of it we will add another
modifier we will love to hear and left big modifier. And we want to go here to this little arrow in the bottom
and left-click wireframe. So we selected wireframe. Now let's click
material properties. And here I'll have to pick new. We will make this blue. Left click this. And We will go left click this dot and
drag this cell here. And this one, I left-click
and drag to the top. Okay, So that's it. Now, we will left click this green arrow and
pull this to the side. So motto l, can pull
this behind previous. Now, zoom in a little
and alive to God. Go to Mesh. Again. Add UV sphere. Let's click that. Now we will go to
modify properties. Left click Add Modifier, left-click subdivision
surface again changes to do, right-click, Shade Smooth and left the material properties. We will again add new material. And this time we will change this left-click and change
this to transparent, the SDF. Now it went black, but why? Because we need to change
blend modes to alpha blend. So let's click this arrow
and left-click alpha blend. Now it's fully transparent and we want that a little blue. So we will go to Shading. I've click and press mouse wheel and hold the mouse wheel. You can move this area around. Now, I left-click material
output and holding left-click, drag it to the right a little. And let go. Now, left-click God. And here, go to the shader. Shader. You need mix shader. Because we want to mix two
shaders, this will appear. And if you're more
of a mouse without doing anything, it will more. If you go down, that scene will start moving up. If you go up, it will move down. So be careful with that. Now, just place it on this string over
here and left-click. It will connect right away. And V is the F goes
to shader that's transparent because
they have shader is connected in first.
It's like socket. You know, it goes here. So now we want to add
another shader here and connect to this one because
we are mixing those two. Now, left-click God. And go to the shader. And we select glossy.
Left click that. And we positioned under
here and left-click. Now, I left pick this dot. Holding, left-click, you drag this out and plug into shader. It's like jogging
that chord from vacuum cleaner and
plug-in. Similar to that. Those who, who, who own verbal cleaner don't
know how that goes. Okay. So now we want this blow, It's now like Perl or
something. We want this blue. So we'll go here and left-click and this dot and drag
it a little higher. Now it's a little bluish. Now we want roughness lower because we want this
to be more transparent. Mix shader says,
now that each of these shaders affects
the subject equally, That's why it's 0.5. If we left-click here and holding left-click
drag to the left, it becomes more transparent. If we drag holding
left-click to the right becomes more, more glossy. And we want this to be a
little more transparent. So we will leave it here, 0.2. And here as well, we'll left-click and drag
this holding left-click. Move the mouse to the left. So it's something like that. Okay? So we go back to Layout and we have our
transparency here. I'll have to click
this green arrow, bool it does right? Zoom out and pull it back. Okay. So we have three. I want another one. So I will let the
guard and go to Mesh, add another UV sphere. And I want this as well, smooth. So I have a left-click
modifier properties. I had modifier going to subdivision surface
selected click that, changing this to do. So I just left with this arrow and I zoom-in,
right-click Shade Smooth. And here in materials, I will use new material. And a little darker blue,
something like that. Okay. And I want that to be metallics. I point here and
left-click and job. This is a meal that to
match, something like that. And then I left-click
and drag it all the way. And now we have four different
for different spheres.
3. Creating Main Object: I want to add another sphere. I'll left-click here. And I want this as
well to be smooth. So I left-click
modifier properties, left-click modifier,
subdivision surface, left Gleick,
changing this to do. And I want this as well, smalls. It's nice and smooth
and everything. But I want this to be bigger. So I want to press S on keyboard and you see
the string appears. And if I move a mouse
without clicking anything, I don't press, I
don't do anything. I just called S on keyboard and moving
mouse left and right. Left makes this smaller. Right makes this bigger. So see how it goes. You can also pushed away
from you or towards. Similar thing happens. If you position the
string in front of you and move away from you, it goes smaller, ball
towards you, it gets bigger. Okay? So we want this to be bigger. And I will stop and let
go S and left-click. That string vanishes, and
we have a larger object. If you make a mistake, you do something you don't like. You just go here, left-click and left the can-do. You can return some
number of steps back. Okay, so we have this one. Let's set color. I'll left-click. And here we go to new material
and I won't do a thing. I was just leave it as it is. Except I will pull this up
a little and we will see what color later to change this to like leave it
white for time being. So now I left-click that sphere
that's here, number four. And I go here, I left click this. And I want to add one modifier. So I left-click here. And here says simple deform. That's under the
four simple deform. Left click that. Okay. So here you see it says
wristbands and so on. Depending on what
you want to do, as you can see here,
nothing is happening. But if we abandon this object, you see this is bending object. Let's go closer to see better. You see it's bending it. You see how much it
can bend all the way. We can somehow wrap it
around all the way. Now, I will set this to 0. Now is back, and it's
perfectly round. If we go here. And do that, you see
what's happening now. So now we are doing
this on x-axis. I will left-click x-axis, show you what's happening. Now. See from this angle. So literally I'm twisting it. And if we go to here to bend, see it's on bending on x-axis. But if you go here, it's bent even our y-axis. So I'm back to this one again. We're bending knees. Now
on the y-axis I will pull this left-click and
rotate on y axis. I just left-click axis. This is y axis, the x axis, and
this is that axis. So if I left-click
and drag around, just left-click and
holding left-click. And I move mouse left and right and rotating entire scene. And we want to go
to stretch here. Actually, I left-click stretch. And we go here to
stretch this object. So if we start from 0, I left-click and enter 0. This is how it was. And if I start stretching, I point here and I left-click and drag holding left-click
and drag to the right. You see what's happening. So we have now very
strange object on y axis. Go to this one. It will go this way. And if we go this to this axis, it will stretch on x-axis. So let's leave it on
y axis, like this. And we can now left-click
here and go to wireframe. And we will add depth as well. So left-click wireframe and we have it too much right now. So let's see how to change this. Hello. Pointing to thickness. We'll change this back. So I just left-click and drag. This will be fine. I think. Something like that. Okay. So you see it's a
wireframe right now. And we have it now. Smooth and reuse
stretching as well. We have this view.
4. Setting Camera: Let's set the camera right away. I will now press Control. And Alt, both here. He is holding it together
and I hit 0 numeric pad. And we have set camera. Now let's pull this camera back. I go here to object
properties and left-click. And I select camera here. And we pull camera back. Just left-click and drag
this back a little. And here, point here, and draw this, this most
camera up and down. So life goes down, right? Goes up. It's moving
up and down on x-axis. On z axis, sorry. Here you move camera if you point and you jog holding
left-click correct, left to right, you
move camera on y axis. We want to center it so we can just left-click and enter 0. And here you move
camera towards or away. So if you point and
drag to the right, it goes away, would drop to
the left, it goes closer. So it's not centered really. Why? Because we need to adjust
the rotation here. On the y-axis, it should be 0. Select click enter
0, and that's it. In here. Left-click on that
axis, enter 90. So now it's centered. We can set rotation angle, that angle of camera, whether camera goes up or down. So if I left-click
here and I drag, holding left-click, you see
camera goes down or up. It's leaning down
or pointing up. And we will leave it here on, let's say 84 and left-click
and I will enter 84. Okay, So that's it. We have set our
camera for later. Now. Let's set our world here. So left-click here and
change color to black, left-click and just left-click
and drag this to block. So we have everything
black right now. We have this object over here, and we want to
select this object, but now we will leave camera view and going
back to Scene view. This is camera view right now. And if we click this camera, we're going back to Scene view. And it's easier to
work in this view.
5. Geometry Nodes: So we have a left-click
this object over here, or you can just left-click here. And if you double-click here, you can enter here main object and left-click
on the side, so it applies. This is main object. We want to use this
one for juveniles. And now we're going
to Geometry notes. Left-click here. And here. We will simply left-click
x-axis and rotate. So we can see the same way as we could see earlier point here. And left-click and drag this. So you can see better
what's going on. Now. We want to start adding
geometry nodes over here. And we do that by clicking on New Soviet, left-click here. And we have new geometry nodes. And we can press mouse wheel and holding
that moving scene a left, right, up, down to see
better what we're doing. Now. Left click here on
Add and go to point. And here, distribute
points and faces. We want points on
phases in this object. And this will appear. So just move mouse, not pressing anything if
this escapes, don't worry. When you move down
entire area or goes up. If you move up, it
comes down again. So don't worry,
just don't do it. Do it too much. If you'll see
it's not appearing tribals, both sides and Back again. So point here on this string, and I left-click it
attached right away. And I'm pressing mouse
wheel now to move this higher, called
the mouthfeel. I move area higher, I let go mouthfeel. So we have set now here, this two to random. And I want this set to This one. Why? Because I have here
more options to set. So I can say that
distance between objects can be 0
meters or bigger. I want to set this to one meter. So I'll left-click
and enter one. And I just click on the
sides. So it applies. Now. I have here to set density. Let's make it ten. And now we will hold left-click this
and holding left-click, drag this to the side a little because we need to add
something here as well. A left-click here, and go to instances and select
instances of binds. Left-click that the
same as previous. Bring it over here, just moving my mouse. And now left-click. When you are on this
string, left-click here. I'm using mouse wheel holding most votes to lift this higher. So now we connected this
and we actually telling blender that we want points
distributed on that object. And then to set instances
on those points. And what is this? We want to set, we want
to set those those fears. We have on this side. I will have to
click this hand and jog this so you can
see those spheres. So we want those to be
sat on those points. We have spread over that object. So we need to tell blender to use those for objects
to add there. But we want those to be
spread randomly all over. And we will do that if we go to add and inputs object info, as we have four squares, we need four of these. So we will hear
**** pic instance. That means we're
telling blender to pick one of those four. Here we will say object in for instance, peak instance, object. Pick this object as instance, and we will duplicate this. So we have four
left-click object info. Right-click,
left-click duplicate. And you can do the same thing again,
Right-click duplicate, left with duplicate, or you
can just use Shift T. So just either way is
easier for you. And we have for now. So now we need you, as you can see it right away, ticked as instance
as we duplicate it. Now, I left-click
and go to geometry. And here select join geometry, left-click that and
place it over here. So now under this, so now zoom in using mouse wheel or press mouse wheel to
move this left and right. And connect geometry
to geometry. Labs click here on this dot
holding left-click drag, you will see this string appears
and plug it in geometry. Let go left-click. Now, press mouse, we'll
move a little lower. Do the same here,
left-click and plug-in. And here's the well, left-click and you'll see
if I move this Prior, it goes entire scene moves down. I don't need to move
it to do anything. I just left-click, drag this up, pulling down, pulling
up and seen goes down. Now. Right. Now, press mouse wheel and
move this to the right. And in first object info, left-click eyedropper, and
points to this first sphere. This huge change to render view. So you can see what's
happening here. And you can move
the view a little. It's better if you don't
see sphere as well. You can as well go back here
until you finish this one. So you can later swap
again to render. Left-click Eye dropper. Select second sphere, now moved down
using mouse wheel. And again, left-click Eye
dropper, select centered. And here left-click Eyedropper, and the left-click to
select the last one. Now, we can add all
four to geometry. And now we will go here. And we will click Geometry and drag this up
and connect that instance. And letting go left-click. So as you can see, it, everything went to this object. Now, let's click here to go to render view to
see what's happening. Randomly connecting
those spheres. They have entered
here, spheres here, 123 on this object. Now, we want this over here. Let's say we want
to change his seed. Will, will, right-click here and you'll
see what's happening. It will change the way
it adds those objects. Over here. I like this one. Just to see which one plus three or something
like that. Okay? So now we will tell blender also to size
those differently, to not make all the same size. So we will go here
and left-click. And in search, we will left click Search and enter random. And we select here and
left-click on random value. And we drag that over here. And then relax to click and place it under severe
lined up everything nicely. It's easy way to see. Then here is minimum value 0 and maximum value one. I will enter here 0.1. I left-click and enter 0.1, and right-click, left-click
on the side, so it applies. And then I will zoom out using mouse
wheel and connecting, left-click on value and
connecting that to scale. So you can see a left-click
on value in a job that scale. Now. We scale those objects. Now. I will go here to
lay out to do something, so it doesn't bother anymore. I will swap here to select
box to play with that. Now here, left-click above this white sphere and wrap
around all four in that box. So just left-click here
and holding left-click, draw this box around and
you select the adult for. Now, go back to Move tool Left-click and move this a
little more far from here. Okay? We're going back
to geometry nodes. Left click that and make
sure that you deselect this. So left-click main object again. And we are here now. And I want to make
some changes here. So I will go distance
a little lower. Let's say hello or like that. 0.9. I want density to be increased, Something like that. Okay? And density factor, who changed, it will make even less of
these objects over here. So we have those set. Right now. We can
go back, back here. And to make this more appealing, we can go here to left-click main object,
Left-click modifier properties. And we can change this one. Further. We go increase this
and stretch it up. So you just point here. As you can see, I point here, left-click and drag, holding left-click and
drag to the right. And you'll see I'm getting
bigger and bigger object. Over here. I can go back now
to geometry nodes. And I can increase
the distance if I want between those shoes, something bigger,
something like that. And I can change density
over here to more or less. And I can, even here, I change the max values. These can play with those. The best thing is that
you can use those to animate this object further. And I will show you now how
it appears through camera. We can adjust camera now
to size of these objects. So we will just select Camera. And here on the x-axis,
we will go back. Just left-click and
drag to the right, holding left-click over here, and left-click this one
and lift this up higher. We'll go a little bit more
back and make sure that you go here and here in
and add like 300. So it doesn't cut your view. If you move too far. I forgot, like over
a 100 meters back, this object would vanish. So make sure that you
enter here bigger value. So can move camera
enough back from object. Left-click so it applies in. Now, I will show you why. Let's say I enter hue 50. Now, object to rash. You see that the cause I told blender that I want to see
only What's up to 50 meters. And after that, to
show the world around, because the world is black, we see everything
black now because our objects is more
far then 50 meters. If I enter 100, I will say it. But as I may want to
pull this more back, I want to make sure
I will see it. So I entered 300 and I
left-click here, so it applies. Now. Go here to render properties. Let's click that and
dig ambient occlusion, **** Blum, and tick
screen space reflections. Now, it's even better. Now we want to move
this a little more back, a little more. So we go here, left-click
object properties, make sure camera is selected. Now, move this a little
more back point here, left-click and
drag to the right. Okay? So if this gets into your view, do the same thing as before. Just go to Select box and
first exit camera view. Go to select box. Left-click above this to select, to wrap those into box. Then go to Move tool
and move this away. Now go back to Slack Box
and go back to camera view. So they are here again. Now we have this. A lot more interesting. Let me see how those are spread. Maybe I should go to
more distance between, Let's go to one meter after all. Yeah, that's better. Okay. So that's a little better.
6. Lights Materials and Modifiers: Now, as you can
see you have here, I will now disabled is
what we see on the ground. We see better and
switching to camera view. So you can render this as image. Or you can add some
more lights over here, like you can just, you have here light on top. And we will now say drag this
light download over here. And you can go here and
increase this slide, let's say 3 thousand
like this To bring more light and change this
to say something like that. And then you go to
left-click here, this first Sphere and change this emission lights to
say something like that. And make it more
bright, like five. Something like this. You can also disable
these light or add more. Or you can go even more darker. Something like that. We can go back to three Last
Light and add this one. So c changes a lot
how it appears, and it's much different now. So depending on how you like your scene in
warm colors, darker. I can combine. Let's say we go, there's a little blue and
add some of those red. And we can add more,
say mesh, sorry. Mesh and light, point light. And we hear left
Gleick, this anymore. This is right over here. And we enter here on thousand and a little
more to the left. No, I took it too much. And it changed the
color of that to something red on this side. And we copy this
object, copy and paste. And then we'll
left-click on this one. And we'll ask click
this arrow and drop this new one to
this side over here. So it's over here. And we can now change this
first beer left-click and say, we change this to
to something more. Let's say what color a
lot, some nice cool. Here. They say, think,
I think it should go well or something like that. Or we can now do something more. And left click here on
modifier properties. And we change this fear to say, I'm manage the farm. And actually no. We will add here simple deform. And then the same thing
with strategies on x-axis are actually
on y axis like that. And the point here
and left-click and stretch this like that. And then we'll go
back to material. And we can change that
something different, something similar to that light. And we can set five. And we can add another modifier. And that modifier
should be wireframe. And now we will go back to
wireframe and reduce this. We want this smaller,
something like this. Let's see now here. Rollers use this more and more. Okay, something like that. We're back to three. Yeah, something like that. So we have something a
little different again. And nice for rendering. As for entering gets
background as image. We can also turn off that light. And here you turn
off for rendering. This is for what you see here. But if you want that removed
from Miranda as well, you need to left-click until you see this
X over this camera, that, that means it's
remote from render as well. So this is for view here. And this is for render view. You can now further play with those settings,
make some changes, and add different
shapes, like here.
7. Animation: You can just move this around. Can reuse thickness here, making it something like that. And I can go here
to geometry nodes. And I left-click object. So I can change density, add more objects or less. I can change here how
it appears completely. Take it changes seed. So we get totally new. So you basically you set certain number of
objects and you can get like millions of unique images for your
renders or your animations. You can now set camera and
let camera go through this, like fly through and go around. Or you can just move
camera in red there. Some of these use whatever
you prefer further. Let's say we want this view now. And we want this to be like
this to be rendered as image. So we just left-click here, left-click render image
and that arc here it is. We have our image renders. To render image to set size
you want, you go here. And throughout the properties
here in resolution, you will change
resolution of your image. This is how wide the
images is this, how high? This is. Default setting for, which is normally for
high definition video. And if you are making
thumbnail for your video, you will need this size. If you want for stock sites, then you will increase
this to something higher. You can also take this
to help blender work to not render everything around
just this, what's inside. If you want to
create an animation, you then need to set
frame rate here, which can be any of these,
whatever you prefer. I'm usually setting 25. Because when I split
timeline to 25, I get like in this case, if I would make animation, splitting this to
25 would give me van animation of ten seconds. And here is where you
select where animation. We'll go into this folder if
you're creating animations. So let's make one. I'm, I mentioned
quickly on this, but we have right now. So make sure that this
timeline is lifted up higher. Left-click that and pull
it up, jog this to 0, left-click and drag to 0, and then go here
to geometry nodes. And let's disable this so
we can see the same view. And we're going to
left-click cameras. Now let's see what we
see in that window. Here. Level. Here, go to, let's say density ten, like this. And we will then point here. And I was just making sure that this is 0, That's
very important. They should be non-zero
when you're doing this. So we're back to geometry nodes now pointed density factor, density max, which
is set to ten. Here, this one is set to ten. And on density max
pointing there, right-click and click
Insert Keyframe. Now go back to Layout, left-click and drag
the right side. It should go to 51. If you miss that
number over here, you can adjust the left quick. These arrows to adjust,
it should be 251. Now go back to geometry
notes Select click that point again to density max, right-click and insert
keyframe again. Have here, set another keyframe. Now, go back here to 125. If you miss the number, same as before just here. And now go back to
geometry nodes. Here, enter, left-click
and enter 15. And now point here and
right-click and insert keyframe. Now we go back to Layout. Left-click here on 0. So this will go right
away to this side and left click Play
Animation and watch. It will start changing. Appearance. Over here, some objects
vanishing, other appeared. As you can see. It's very detailed. It goes a little slow. Start. We can speed
it up a little. If we go to this object, we changed shape off. And we go back here
to modify properties. That's for a sphere. If I sub-divide would say we, I click here, left-click. So now you see what happened. And I have here different shape. Now. I can increase thickness
here, 234, five. So let's go back to camera you. Now this will speed up our animation because
there is less detailed. So you see it goes faster and those objects
appearing and reappearing. But I want that change
to happen more fast. So more interesting. And I go back to
one-to-five here, makes sure your unbound 25. Go back to geometry nodes. Left-click main object
here in density max, and let's say 4545. Okay? And then point here, right-click select
Replace keyframe. So we're changing with new. And we will also do
something else here. We will go back to
Layout and left-click 0, and go to Geometry nodes
and sets it to as it is, but just point here and point to seed and left-click
insert keyframe. Now go back to Layout
and go back to 251 here. Again back to geometry. Nodes point to seed, right-click and the last
week, insert keyframe. Now go back to the out
and select 110 to five. Left group geometry nodes in C2, five or 45, let's say 5
here, and insert keyframe. So let's see what happens now. Let's zoom out a little
so you can see properly. Okay. So it looks a little
choppy here, this object, because it's changing too
quickly and writes changing. As this is just a scene view, it will not show
so quickly what's happening in what will be
visible later when render it. When you stop, when you
stop at some frame, you actually see it clearly, then you see how sharp
and how precise it is. But when it shows
you how quickly it doesn't have enough time to
show you all the details. So don't worry, It's
a little choppy right now between those
lines you see when you stop, it feels those nicely. So basically, this
is how each frame will look the way you
see it now over here. That's how it will appear later.
8. Rendering: So if we want to
render animation, you will go here. Have said these 225
frames per second, and just left-click here and select where that will
go once render it. Here, select how you
want that rendered. For photos. You will
select one of these. And four. For a movie, you will
select one of these, or you can select as well
PNGs as I have here. But then you will
get Two 150 PNGs. You can later import into your video editing
software as a sequence and create video and export video from there as
mp4 or whatever you want. Or if you prefer to render video right away, you
can do that here, but make sure before
you do anything, always go here to File
and Save As save. But you're doing what
you're working on. In case blender crushes. You can always go
back and start over. When you're rendering videos
are using these formats. If blender crashes, you have
to start all over again. If you're rendering as PNG, you can continue
where it crashed. Just go to that folder and see what was the last
number, last frame. And then come back open
Blender and go back here. And the last frame you had, you will enter first, next frame, Peter,
say it crashed on 25. Last rendered image was 25. You here enter 26 and
it will continue. Make sure all this, it
goes to the same folder. It will continue rendering and
send those to that folder. So that's why I'm branding
for videos, SDGs. And then I important all PNGs as sequence into
video editing software. So that's how you render
video resolution. This one over here is for high definition
video set already, if you want, for k, just double these values
will enter three thousand, three thousand, eight
hundred and forty, two thousand, one
hundred and sixty. So that will be four K video. Rendering the image simply a left-click and rendering
it left click Image, Save As, and save into
a folder you want. You can random image out
of any of these frames. Just move this on your timeline to where
you want to render which, which of these you
want to render. Let's say we want to
render now this frame. So just move that frame, left-click, left-click
render image. Here it is.
9. Adjustments: Go to the sphere. That stopped sphere was the
one which is glowing light. And then left-click
material output. So simply left-click here and change this to
something else. And you can again grander new video with different colors. And if you want to
make another change, you can simply left-click camera and go here to the camera settings and
more camera closer, you can move camera
all the way in. Let's say you want camera
all the way inside of this. And you're just left
click here and drag this and bring Canberra
almost inside. And then you can
just play and render what's happening now
within this sculpture, inside this, like
what you have set, as I mentioned earlier,
just left-click. Left-click can do and simply go back all the way
to what it was earlier. So we will hear is that
simple render images, rendering animations
play with your settings. I could see how easy that is. You can simply go even here, like select main object
with a left-click. And then you can go here
to modify properties. And you can hear on 0 and
on to 512 this value. Just point here. Right-click and insert keyframe. And I'll do the same.
Is it keyframe? Now on one-to-five, let's say here we want this change
to stretch it more. So we go here, we stretch
it or shrink it like that. And they point here and insert keyframe
and see what happens. You have new animation. If I start playing left-click, it starts shrinking
and it starts growing. It will shrink up
to here, up to 125. And it will start growing
now, two over it. So 51 back again. If you let that play, it creates a looping animation. So everything we did today, that's why I was setting 0251. That's how you get
looping animations. And if you place those into
one video editing software, one after another, you
can get infinite video. It keeps on and on. There's no way to see any, any changes between happened between those small
ten seconds videos. It goes smoothly,
seamless looping. So that's how you do that. I hope you liked this class. And keep practicing. Play further. Try something I
didn't show you can even animate this wireframe. Let me see what you can cut up. Come up with everything
where you have these dots you can
animate further. Don't touch this
levels view from here. It will make more, more, more subdivisions and it may crash your computer
if you go too far, there is no need for that. Just continue editing these, um, I divide frame or
this one over here. Or just simply play here with geometry node
settings, play with colors, change camera position,
move camera away or closer, and add some more lights. Change, positions of lives, changed background behind,
change color of these objects. And let me see what
you can create.
10. Closing Words: I hope you enjoyed
this class and I hope I will see you
again. Until then, bye.