Abstract Sculptures in Blender with Geometry Nodes | Suzana Trifkovic | Skillshare

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Abstract Sculptures in Blender with Geometry Nodes

teacher avatar Suzana Trifkovic, 3D Artist, Songwriter, Producer, Writer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      2:27

    • 2.

      Creating Objects

      8:44

    • 3.

      Creating Main Object

      6:38

    • 4.

      Setting Camera

      2:57

    • 5.

      Geometry Nodes

      17:20

    • 6.

      Lights Materials and Modifiers

      6:44

    • 7.

      Animation

      9:45

    • 8.

      Rendering

      3:33

    • 9.

      Adjustments

      4:44

    • 10.

      Closing Words

      0:07

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About This Class

This class will help you learn how to quickly create interesting abstract sculptures using simple objects and geometry nodes, how to render images, as well as how to animate sculptures using geometry nodes and modifiers, and then render seamless looping animations. 

For this class previous experience in Blender or any other 3D software isn't needed, just follow the steps explained through lessons. 

What you learn in this class can be used further for creating more complex sculptures with more elements. This class will help you understand power of geometry nodes and how to use those in your future 3D design or animation projects. 

Meet Your Teacher

Teacher Profile Image

Suzana Trifkovic

3D Artist, Songwriter, Producer, Writer

Teacher

Published photographer, writer, songwriter, music producer, graphic designer, 3D artist, game developer, filmmaker and cat mom. Learning something new every day for me is essence of living and when I can even share that knowledge with students thirsty of learning, watching them later use learned to create even better designs, animations, photos or music than my own, then my purpose in this world is fulfilled.

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Level: Beginner

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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.