Blender 3D: Create a Procedural Hand Drawn Texture and Reveal Animation | Harry Helps | Skillshare

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Blender 3D: Create a Procedural Hand Drawn Texture and Reveal Animation

teacher avatar Harry Helps, Professional 3d Artist

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.

      Introduction

      2:44

    • 2.

      Creating the Base Material

      8:09

    • 3.

      Adding the Etching Lines

      9:12

    • 4.

      Adding Texture to the Lines

      8:21

    • 5.

      Animating a Stylish Reveal

      6:37

    • 6.

      Compositing and Final Rendering

      5:40

    • 7.

      Converting into a GIF

      4:34

    • 8.

      Our Class Project

      2:15

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About This Class

My name is Harry! I’m a professional 3d artist with over a decade of experience. I’ve worked most recently as the Studio Director of an award winning architectural visualization studio.

In this class, we’ll be creating this procedural hand drawn material! Then we’ll tie it all together at the end of the class, by creating a stylish reveal animation to display our statue in the best light.

Procedural materials differ from standard image based textures by allowing you to design unique but totally customizable materials without the need of pixel based images.

This means you can apply this hand drawn material to any model you can think of to make it look like a classical etching from the 16th century!

Speaking of classical artwork, have I mentioned we’ll be working with this awesome Rhinocéros sculpture made by Henri-Alfred Jacquemart in 1878?

This rhino sculpture is part of a preconfigured starter file, as well as a fully textured and animated end file so you can check your work. You can download them from the project resources section!

Just make sure you have Blender 3.5 or newer installed!

In this class you’ll learn:

  • The Basics of Procedural Texture Creation: We'll explore the many shading nodes and their effects that are key to procedural materials such as the ColorRamp, Shader to RGB and Math nodes!

  • Shader Node Grouping: We’ll work step-by-step creating each node group to learn how they affect the final texture and each other.

  • Lighting Animation: By animating our lights on and off in sequence, we’ll create a stylish reveal animation loop with just a few simple keyframes.

  • Rendering: We’ll do some really simple compositing in Blender before rendering our final animation! We’ll finish the class by converting this animation into an animated GIF that you can share with your friends and family!

You'll create:

  • This stylish reveal animation featuring a procedural etching material.


Our class project:

  • I'd like you to find a new sculpture on threedscans.com and apply our new procedural etching material to it. Feel free to create a still image or animation of your work!

  • I’ll personally review every project uploaded to the gallery and give you feedback on your render!

Here's an example of my class project!

This class is meant for intermediates, but that doesn’t mean you’ll be hopelessly lost if you’re a beginner. However, I will be moving through these lessons with the assumption that you’re somewhat familiar with Blender already.

If you’re just getting into Blender, I’d highly recommend you look at my Teacher Profile for a beginner class of mine!

These beginner classes will give you the best starting experience if you’re brand new to Blender. I'd personally recommend my "Create a Cartoon Bumblebee Animation" class!

Meet Your Teacher

Teacher Profile Image

Harry Helps

Professional 3d Artist

Top Teacher


Hi, I'm Harry! I have over a decade of experience in 3d modeling, texturing, animating and post-processing. I've worked for a lot of different types of companies during my career, such as a major MMORPG video game studio, a video production company and an award winning architectural visualization company. I have worked as a Studio Director, Lead 3d Artist, 3d Background Artist, Greenscreen Editor and Intern UI Artist. My professional work has been featured in "3d Artist" magazine with accompanying tutorial content. I have extensive experience with Blender, 3d Max, VRay and Photoshop.

I love sharing my passion for 3d art with anyone wanting to learn!

Get full access to all my classes and thousands more entirely free using this link!See full profile

Level: Intermediate

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Transcripts

1. Introduction: My name is Harry and I'm a professional 3D artists with over a decade of experience. I've been making Blender beginner classes on Skillshare for a while now. In this class we'll be creating this procedural hand-drawn material. Then we'll tie it all together at the end of the class by animating a stylish reveal animation to display our statue in the best light. Procedural materials differ from standard image-based textures by allowing you to design unique but totally customizable materials without the need of pixel-based images. This means that you can apply this hand-drawn material to virtually any model you can think of to make it look like a classical etching from the 16th century. Speaking of classical art work, have I mentioned that we'll be working with this awesome rhinoceros sculpture made by Henry Alford, Jakamart in 1878? This rhino sculpture is part of a pre-configured starter file, as well as a fully textured and animated end file so you can check your work. You can download them from the project resource section. Just make sure that you have Blender 3.5 or newer installed. In this class, you'll learn the basics of procedural texture creation. We'll explore the many shading nodes and their effects that are key to procedural materials, such as color ramp, shader to RGB, and math nodes. Next, Shader Node grouping. We'll work step-by-step to create each node group to learn how they affect the final texture. After that, we'll create a lighting reveal animation. By animating our lights on and off in sequence, we'll create a stylish reveal animation loop with just a few simple keyframes. Lastly, rendering. We'll do some really simple compositing and Blender before rendering our final animation. We'll finish the class by converting this animation into an animated GIF that you can share with your friends and family. When we're done, you'll have all the skills you need to create and render a procedural hand-drawn texture on any model you'd like. For our class project, you'll be tasked with making your own render or animation with a statue of your choice from 3D scans.com using the procedural etching texture we just made. I'll personally review every project, upload it to the gallery, and give you feedback on your render. This class is meant for intermediates, but that doesn't mean that you'll be hopelessly lost if you're a beginner. However, I will be moving through these lessons with the assumption that you're familiar with Blender already. If you're just getting into Blender, I'd highly recommend that you look at my teacher profile for beginner class of mine. These beginner classes will give you the best starting experience if you're brand new to Blender. I hope you'll join me on this journey through the awesome world at procedural texturing in Blender. I'll see you in the first lesson. 2. Creating the Base Material: In this lesson, we'll be creating the base material for our shader. This will be the foundation for all of the other effects we apply on top. Let's begin. The first thing you'll need to do is open the starter file provided in the project resources for this class. The starter file has everything set up and ready for you, including the rhino model, the lighting, render settings, and background material. As a reminder, you'll need to use Blender Version 3.5 or later to open this file. If you don't have it installed already, that's an easy fix. Simply head to blender.org, and download the completely free version update. It should only take a few minutes and you'll be ready to go. Now that you have the starter file open, let's switch to our shading tab up at the top of the viewport. We can do that by just going up here and clicking the word shading. This top view port should already be set to your camera view. However, if it isn't or you've accidentally exited the camera view in this shading viewport, we can go up here to the gizmos button, we can turn that back on, and then you'll just need to click this little camera icon here to pop you into the camera view. If for some reason your view looks more like this, you can just click this little camera button here, and that will put you into the camera view. The last thing we need to do for this top viewport is switch it into the rendered viewport mode. We can do that by clicking this little circle up here, and that'll switch this top view into the rendered view, allowing us to see the actual output of our render. You'll notice I have the background material already created for you. However, our rhino is looking pretty plain, so let's fix that. We'll start by selecting the rhino statue. Now down here in the center, and we can click new to add a new material. Let's rename this material to rhino just so we know what the material is for. The first thing we're going to be doing, is deleting this principle BSDF shader node, as we don't need all the complexity that it adds. We're just going to select that node and then delete it. Now we can add in a diffuse node by hitting Shift and A, going to the search bar, and then typing in diffuse. Now we're going to plug this one into the surface socket on the material output. Let's start adding the nodes that will be key to the look and the function of this base material. We're going to be making a soft smudged graphite base material that we'll be adding effects on top of in later lessons. Now we can create a new node, Shift A, search, and we'll type in shader. Then down here at the bottom we'll see shader to RGB. We'll select that. We're going to put that right in the middle between these two, so just drag it on top of this wire here till it highlights and then place it, and they are automatically connected for you. Please note that this node will only work in the EB render engine, which the starter file is already set to. You won't really be able to use the cycle render engine as it would require work rounds to achieve a similar result. After connecting this shader to RGB node to our system, we'll notice that it really hasn't done much on its own. But we'll be changing that with the next couple of nodes. The shader to RGB node will allow us to boil down all of the lighting in this texture, to simple gradients that we have full control over. This is how we're going to get that hand-drawn look that we're after. Now we can add a few support nodes to the system, that won't make a whole lot of sense right now, but will be important in later lessons. Down here on your bottom viewport, we can hit Shift and A, go to Search, and we're going to type in Math, then hit Enter. We're going to place this node here right between these two. We can just drag it on top of that wire and it will automatically link it up for us. Let's switch this math node from add to multiply instead. Then for the value, we're going to set this to 4.25, and then hit Enter. This math node will perform a specific mathematical effect on the nodes prior to it. In this case, multiplying it by 4.25. This basically just makes our texture a little over four times brighter for right now. Now let's add arguably the most important node to the system. So we're going to hit Shift and A, go to Search, and we're going to type in color ramp. If you type in color at the very top here, color ramp, we'll choose that. Now we're going to place this between the multiply in this material output by just dragging it on top of the wire. Now we can begin adjusting these to affect the look of our rhino material. This color ramp node will allow us to manipulate the light and the shadow in our model with a large amount of control. By using these black and white sliders, we'll be able to determine how much of our model is in the shadow, and where the shadows fall, and how dark they are. You can see an example of that just by moving this slider here, we can see how it affects our texture up at the top. It gives it almost like a really stark comic book look. That's because we're affecting exactly how much of the white, how much of the gray and how much of the black is in this texture. We can even flip it by switching these and inverting the texture on the top as well. Let's switch these back now. Let's put black on the left, white on the right. The reason that this color ramp is able to do this with the lighting is because of the shader to RGB node. This is what I was talking about earlier, where it's boiling down all of the lighting information on our model into more generic basic gradients. We're basically just adjusting these gradients with this color ramp node. Let's start by adjusting the position of these sliders now to their final positions. Start by selecting the black slider on the left and move it to about the middle. We can see down here that this position value is changing. This is just showing us where it is on this line. For our position here, we're just going to type in 0.5, so it's directly in the center. Now select the white slider on the far right. We're not going to be moving this one. We are going to be adding a new slider in between these though. With our right slider selected, we're going to click this little plus sign, and that'll add a slider between these two. Now, select this new slider in the middle we're going to set this position to 0.7, and hit Enter. Now we can adjust the color of this middle slider. We can do that by making sure we have it selected and then selecting this color bar at the bottom, and we're going to set the value for this a good bit darker. We're going to set the value to 0.14 and then hit Enter. Now we can see up at the top here we have this dark black shadows and then there's a lot of this medium gray, and then really only the highlights have this bright white on them. There is one last thing we need to change before we finish this base material. Above this gradient on the color ramp node, we'll see a drop-down here that says linear. This drop-down changes to how the gradient is generated. The default linear mode does a pretty good job of getting the look that we're after. However, there is a mode that has slightly softer gradients. We can switch to that mode here by clicking on this drop-down, we can see all the different types of gradients that we have access to. But we're going to be choosing B-Spline. We'll notice once we click B-Spline, if you look up at the rhino, you'll see that the gradients change. Overall they are are a lot less stark, and a lot more are softly blended. Overall, the rhino's a bit brighter because there's not as much pure black on it, and then the gradients between them are a little bit more gradual and soft. This does a pretty good job of matching that smudged graphite look that we were after. With our stylized base material created, we're ready to start layering on new effects that make it look like a 16th century etching. In our next lesson, we'll be adding the etching lines on top of our material. I'll see you there. 3. Adding the Etching Lines: In this lesson, we'll add the etching lines to our material. Let's begin. An important aspect to this hand-drawn look that we're going for are the straight lines found in 16th century etchings. These lines mostly fill in the shadows with contour details about their subject. We'll be combining a few different nodes in this lesson to achieve a simplified version of this effect that we'll expand on in later lessons. This is a multipart process, so let's create two nodes to start with. First, we'll go down here to the bottom view port. We'll hit "Shift" and "A", go to Search, and then type in w-a-v-e and we want wave texture. We'll create that and you can just place that over here. You don't need to automatically connect it to the system just yet. Now let's create a new math node and we can just hit "Shift" and "A", "Search", type in math and then hit "Enter" and then again we can just place it down here. First, let's connect this wave texture and we're going to connect the color socket to the bottom socket on this math node. Now we're going to move up here and we're going to drag select over top of these three nodes: the Diffuse, the Shader to RGB, and the Multiply then let's move those over here to the left to make some room. Now we can move this node up here. We're going to connect the multiply node to the top slot on this new map node and then we're going to connect the math node to the color ramp node, and then lastly we need to switch this math node. Right now it's set to Add, so we're going to click on this drop-down and we're going to instead choose "Subtract". This wave node that we created will be creating the edge lines for our material and the subtract node is subtracting the brightness of the etching lines from the base material. The white lines generated by this wave texture, we'll subtract 100% of the base material. The black lines generated by the wave texture, we'll subtract 0% of the base material. This will help limit the visibility of these etch lines and the highlights later on. Let's start by adjusting the properties on this wave texture to make it look a little bit more like etch lines. The first thing we'll need to change is we're going to switch this from x-direction instead to diagonal. Now we can switch from sine to triangle which is the wave profile. It's basically just what do these lines look like? There's a few different types of lines and I found a triangle to work the best. We'll switch it to triangle and you can see here, the look of the lines is a little bit different, they're a bit thinner now. The only other two things we need to change down here are the scale. The scale is going to determine how big are these lines. We're going to set ours to 100, so it's going to make the lines a lot smaller. We can now see up here if we just zoom in on this, we can zoom in on our camera view. We can see these lines now are much tinnier, a lot closer together and then the only other thing we need to change is the distortion. We're going to set ours to 3.5 and then hit "Enter" and we'll notice after changing this distortion these lines are a lot more rough and uneven now. Right now they're kind of cloudy and chaotic looking, but we'll be fixing that later though. But mostly this distortion is here to make sure that these lines aren't perfectly straight and we want them to have a little bit of wobble to them. That way it looks like an actual hand drew them over top of say rough paper. After changing these settings the lines are looking a lot better, but there's still more improvements to be made. Let's fix the mapping and the rotation of these lines now. Let's start out by going over here to the left of the wave texture. We're going to hit "Shift" and "A". We're going to start by making a mapping node, so mapp. Choose "Mapping". Let me just place this here to the left and then again, Shift A, Search and type in texture c, and then you'll see texture coordinates. We'll choose that, and we'll place that here to the left. Now we can choose the object texture coordinate. We can drag that into the top vector on the mapping node and then connect the mapping node vector to the wave texture vector. This texture coordinate node here is basically just telling [inaudible] how to display these lines on the model. In object mode, in our case, looks the best for the rhino. This mapping node here is simply just for us to adjust the z-rotation of our lines. Now let's change the z-rotation and we're going to set it to 70 degrees and then hit "Enter". We'll notice soon as we do that these lines look significantly different and also much better. These lines now are now a consistent diagonal across our model. As we move around our model, we'll see a lot less of those concentric circles that we we are seeing before we changed this mostly in the face and then on the shoulder. If I just set mine back to zero just as an example to show you, you can see all these different circles and things here and that's because the rotation didn't match the model. Now, this 70-degree rotation here, this would change mostly based on the model that you're using. For the rhino in this case I know 70 works, but if you were doing this on your own model, you would just want to rotate the z-rotation around until you found a position that the lines all flow with the model. In our case, 70 degrees looks good. Now let's zoom in here on the shoulder so we can get a better look at these lines. We'll notice that the sides of these lines here have a soft gradient on the edges of them. They're not perfectly hard black and white lines. We can change that by using a color ramp node again. Down here on the bottom, let's hit "Shift" and "A", "Search", "ColorRamp" and then we're going to place this between the wave texture and the subtract node. Place it here. Now let's zoom in here on the color ramp and we're again going to be changing the type of gradient that it's using. Right now the default like I said before, is linear. We're going to switch it to something called Constant. Let's select Constant. We'll see right away all of our lines disappear and that's because we haven't actually moved these sliders yet. Now let's adjust the right slider. We're going to select the white one on the far right. We're going to move this roughly to the middle here. We can see as we move this over now, we're going to move it to basically right in the center so we can set the position to 0.5. That way it's pretty much equal black and white up here. We can now see that these lines here have perfectly sharp edges. There's no blending between them and that's because the constant gradient mode essentially removes all blending between colors. This makes it really useful if you want to give a texture hard edges like these lines. We can also see an example of this down here on the ColorRamp gradient. There is no blending between these two. However, if we zoom out, and look at the other one we can see the difference between this and the B-spline which has really soft gradients between them. Let's zoom out on our camera up here so we can see more of the full model. Right here is fine. This is where most of the shadows on this model are. The last thing we need to do is make our lines a bit less prominent in the highlights of this base material and we'll be doing this by significantly darkening the overall output of these lines before we subtract them from the base material. This will result in the line still being present across the whole model, but they'll concentrate them a bit more in the shadows rather than the highlights. Right now it's pretty much equal. You can see the lines just as much in the highlights as you can in the shadows. Let's now go down here to the bottom. We're going to select all four of these nodes here just by dragging over them. We're going to move them over so we can make some room for a new node here. Let's make a brand new node. We can hit "Shift" and "A", go to Search, and again we're going to be making a math node. Then we can drag this between the color ramp and this subtract node up here at the top. We'll just drag it on top, and then we're going to switch this from Add to multiply Instead. Now that it's set to multiply, we can zoom in down here and we can change the value to 0.1 and then hit "Enter". This will make these lines 90% darker than they used to be making them subtract less from the base texture in the highlights. The smaller we make this multiply value, the less prominent the lines will be in the highlights. With our etch lines added to our base texture, we're well on our way to completing this procedural material. In the next lesson, we'll be adding some texture to our etching lines so they look more realistic. I'll see you there. 4. Adding Texture to the Lines: In this lesson, we'll finish our material by adding some texture to our etching lines, so they look more realistic. Let's begin. This effect is actually a pretty simple process, so let's jump right in. We're going to need two nodes for this. We can zoom in down here. First, let's make some room for them. I'm going to drag select over these bottom four, and move them over to create some space. Now, we can hit "Shift" and "A "to add a new known, go to search. This time, we're going to type in MUS, and we're going to choose Musgrave Texture. We can place that around here. Then again, we need a new math node, so shift and a, search, math and then choose Math. We can drag this between this color ramp here and then multiply that, we added at the end of the last lesson. Place it right here. Now, we're going to switch this here to subtract again. The new math node is at the subtract. Let's move this ColorRamp, so this whole wave texture grouping here, we're going to move this to the bottom slot. We can just click and drag this on the socket, and move it to the bottom slot here, and then we're going to plug in the Musgrave above it. Let's start adjusting this Musgrave Texture. This texture here is just another one of these procedural textures that they have within blender, so just like the wave texture here, or maybe if you use the noise node before. This is just another procedural noise. We're going to be turning this Musgrave Texture into a rough paper texture. It's actually the texture that you're seeing back here on the background. The first thing we need to change is actually the dimension here. We're going to set this dimension value on the Musgrave Texture, all the way down to zero. We can just drag this all the way down to zero. By setting this to zero down here, it'll make these next two adjustments actually visible. If you don't change the dimension to zero first, you won't really notice any of these changes up here that much. Now, let's change the scale. We're going to set that to one, and then hit "Enter". Then the detail here, we're going to set that to 15. We're making it pretty much as detailed as possible. This is where you'll actually notice the difference in the texture. Now that we have our Musgrave Texture setup, you can see the difference that it's made in our texture overall. We can see that we have this rough paper texture applied across most of the shadows, as well as, some of the highlights here as well. Although it's most prominent here in the shadows. It does a pretty good job here of breaking up these lines across the model, so it doesn't look quite so geometric. It makes it look a little bit more hand-drawn, as if this was scratched out on a really rough piece of paper. While this new paper texture looks pretty good, it is a little bit too strong right now. Now, let's lessen the overall impact of this paper texture, so it's a bit more subtle. A simple way to do this is to overlay a brighter version of this paper texture on top of the whole material. This will make the shadows of this texture, more of a dark gray, rather than pure black like they are now. Let's zoom out here on our bottom viewport. We're going to need two nodes to do this. The first one we'll need is a mixed node, so we're going to hit "Shift" and "A", go to search, and then type in mix, and then hit "Enter". We're going to place this over here near the end. We don't need to hook it up just yet. Then lastly, we need a color ramp node, so Shift, A, search, then again, color, and we're going to choose color ramp. We can place that about here. We're going to start by dragging the height socket when on the Musgrave Texture over here into the color ramp on the bottom. Now we need to adjust this mix node. Let's zoom in on this. The first thing we need to change is the float so we're going to switch it from float, down to color instead, because we wanted to basically look at the colors, rather than these mathematical formats here, so we'll choose color. We're going to switch it from mix to overlay instead, which is here in the middle. Then lastly, we're going to set the factor from 0.5 down to 0.25 instead. Now, we can connect this new color ramp into the B socket at the bottom. We can zoom out. We're going to move over the color of the material output rather, I'm going to place this between it. We are going to need to manually hook this up, so we can connect the result from the overlay mix node into surface. Then we can connect this very first color ramp that we made into the A socket. Now, to explain a little bit of what we just did. First, this color ramp node, we won't actually be adjusting any parameters on this. This is simply so that the Musgrave Texture is a nice soft gradient between black, and white, before it gets put into this overlay node, so you can just leave this as it is. Now, if we zoom in here on this overlay mix node, let's go through some of the changes that we made here. The first thing we did was set it to color mode. This changes the mix node, so that it's only looking at the color of the input nodes. In our case, just shades of gray. We then changed it to the overlay mode, instead of the default mix. If we look at this drop-down mode here, well notice it has a whole bunch of different options that might have looked immediately familiar to you. These are essentially the same thing as blend modes in other programs such as Photoshop, or After Effects. It's possible that another mode that isn't overlay would produce a similar outcome, but I found overlay to work pretty well for what we wanted to do. It overlays the lighter parts of this Musgrave Texture on top of the darker parts to help lighten them up. Then lastly, we set our factor from 0.5 down to 0.25. You can think of this as the opacity slider between the A socket, and the B socket. If we set the factor all the way down to zero, it's showing just the A socket, and if we set it all the way up to 100%, so setting it to one, it will show just the B socket. By setting the factor to 0.25, we're blending the B socket on top of the A socket at 25% opacity, so if we zoom out here, we can see that the A socket, so everything that's plugged in via this wire here, is essentially the base material which is up here, and then the lines as well as the paper texture that's on the base material itself, so the paper texture that we're trying to minimize. Then the B socket, so the bottom one that we're blending on top of it at about 25% opacity, is that same paper texture ran through this color ramp to make sure that it's a nice gradient between black, and white. Then it's overlaid, which is going to brighten it up at 25%. If you're curious to see what difference this last mix node step that we just did here actually made to our texture, you can simply grab this last node, this color ramp node, and then bypass this mix node by dragging it right into the material output, on the surface socket. We drag it here. Notice that this texture is a lot more punchy. It's a lot more stark, and bold. It shows up more in the highlights, and also makes the shadows a bit darker. Now, if we run it back through this mix node by dragging the mix socket down to the surface here, we can see that it overall just lightens things up. It makes it a little bit less stark, a little less bold, and just gives it a more subtle look. With the softening of the paper texture accomplished, we've officially completed our procedural hand-drawn material. In the next lesson, we'll animate our lights to create a stylish reveal animation for a rhino. I'll see you there. 5. Animating a Stylish Reveal: In this lesson, we'll animate our lights to create a stylish reveal animation for our rhino. Let's begin. We're done creating our material, so we can now switch back to the layout tab so we can begin animating. We can do that by going up here where it says Layout and then just clicking that. You'll also want to make sure that your left viewport here on the layout tab is set to your camera view. Again, if it's not in the camera view or you've accidentally moved out of it, you can click this little gizmo button here to reveal the gizmos, and then click the little camera button here. I'm going to turn the gizmos off again just so I have a cleaner view. Now let's switch this left viewport to our rendered viewport mode, we can do that by clicking this button here. Then lastly, let's make sure our lights are actually visible within the right viewport. We can do that by going up here to our Viewport Overlays, clicking this little drop-down arrow, and then turning on extra objects. This will show all of the lights that are in the scene. If you aren't able to see this viewport overlays button, you can click and hold in on your mouse wheel while hovering over this bar, to pan it left and right and if you slide it all the way to the right side, you should be able to see this button. Now we can begin animating our lights to create a simple but stylish reveal animation for our rhino. We'll accomplish this with just three lights, turning them on and off in staggered sequence. Start by going over here to the right side where your Scene Collection is. Then twirl open this rhino lighting collection. In here we'll see three different lights that all have this symbol next to them. Any light that doesn't have this white triangle symbol next to it has been disabled from selection. This is just to make sure that you don't accidentally affect those lights. Any light that has this V-shaped line next to it that isn't a filled-in white triangle. We won't actually be animating. Let's start by hiding the fill light left and the fill light right. We can do that simply by clicking this little eyeball here just to turn them off in the viewport. Now the only light that we're seeing, at least of the ones that we're going to be animating is this main light. Let's select the main light here on the list. Then we can go down here to the object data properties and click on this little green light bulb icon, and that'll show us the parameters for the slight. Let's decide when we'd like our light to be at full power. This will be the time during the animation where you get a fully lit look at the rhino sculpture. I think frames between maybe 140 and 230 should look pretty good for our animation. Let's start out at frame 140 by moving our playhead here. And then we're going to keyframe the power which is currently set to 70 watts. We can do that just by clicking this little white dot here to place a yellow keyframe. Now move to frame 230. Then do the same exact thing. Just click this little diamond icon to place another keyframe. Now our light warming at full power from 140 to 230. Lastly, we need to determine when the light will turn off and turn on. Let's start by putting a keyframe here on frame 10. We're going to set this to zero watts. So we'll type in zero for the power, hit Enter, and then, again, make sure you place your keyframe by clicking this little diamond. We can go to frame 290, which is right before the end. Again, we're going to set a zero watt keyframe. Hit Enter, and then place our keyframe. We've now keyframe this light to start out with a turned off, and then it slowly fades on up to 140, stays at full power all the way up to 230, and then it fades out from 230 down to zero watts by 290. The way that we've keyframe this light ensures that the animation remains seamless. This will be important later on when we convert it into an animated GIF. If you'd like to see what this animation looks like in motion, we can just hit the play button down here to get a rough preview of what it actually looks like. We can see here, like I said before, it turns on, stays at full power, and now it turns off. Now we can pause our animation. Let's animate the last to fill lights that we turned off before so we have a complete reveal animation. Let's go up to our collection here. We can turn on Fill Light Left, which is one that we've turned off in the past. Now we can select this light, so that we can start keyframing in instead. We'll be keyframing this light very similar to the main light, however, we'll have it remain at full power for a bit less time. This will make the animation slightly more complex by having staggered illumination. Let's move our playhead to frame 140. We're going to place our first keyframe, which is the full power of 30 watts. Now instead of moving it to 230, like we did the last one, we're going to have this one stop at 200. We'll move our playhead to 200 and then, again, place another full power keyframe. Now we can set our fade in and fade out points just like the last slide. We're going to have them mimic the exact same placement for the main light. We'll start at frame 10. Set this to zero power, place our keyframe, and then again frame 290, zero power, and then place our keyframe. Now lastly, let's work on the Fill Light Right. We can select that light and then turn it on to make sure it's visible. Again, we'll be staggering this light from the others to maintain that slight bit of complexity. We'll have this light be the first one to fade on. Let's move our play head here to frame 110, and we're going to set our first keyframe with 40 watts at frame 110. Clicking that button there. Now let's move our play head to frame 200. We'll set our last full power keyframe, 40 watts at frame 200. Then lastly, just like the other two lights, we'll go to frame 10, place a zero watt keyframe. Then frame 290 and zero watts as well and then place our keyframe. Now let's hit Play to preview our animation. We can see that the offset we created between the lights causes the lights to have an almost wave or cyclical pattern to them as they turn on. We'll also notice that the animation loops, which is exactly what we wanted. In the next lesson, we'll do some really simple compositing before rendering our final animation. I'll see you there. 6. Compositing and Final Rendering: In this lesson, we'll do some really simple compositing before rendering our final animation. Let's begin. The first step in this process is to render a steel frame from our animation. Let's set our play ahead to 200. This is a frame where all of the lights are at their full power. Now let's move to our rendering work-space, which is up here, and we can get to it just by clicking on the word rendering here at the top center. Now let's actually render this steel frame, and we can do that two different ways. We can go up here to Render, and then choose Render Image, or you can just hit "F12" on your keyboard. I'm just going to click this Render Image button here. We can see that due to the Eevee render engine that we're using, this render renders really fast, so for my case it was less than two seconds. It would vary based on the computer you're using, but I would be surprised if any of these took more than just a few seconds. Our render Is looking pretty great at this point, but there's still one simple compositing effect that we can add to make it look even better. To add this effect, let's go over to the Compositing tab, which is right next to Rendering. So we can just click on compositing, and we're now in our compositing workspace. I've already set up the compositing tab for you with the viewer node, and the render window on the right side. I explained how I set up this window in many of my other classes, if you're interested in the process. If you're not seeing the render appear on the right side, click this backdrop button on and off to get it to show up. Now let's add just a single node here to the left side to improve the look of our render. We're going to hit "Shift and A," go to search and then type in glare. Will make a glare node, and we're just going to drag it here on this line. Now let's zoom in here on this glare node. We can also zoom in on our image. Let's find a spot basically around the head and the shoulders. Again, this is probably the most complicated part of the image. This glare node will add a subtle glow effect around the brightest parts of our image. This effect is somewhat unrealistic if you're trying to exclusively replicate the look of a drawing, but I think the really subtle amount of glare that we're going to add can look pretty great for our final output. If you'd like to skip this step, that's totally fine. You can just watch this to get an idea how it's done, but then just decide not to do it for your image. So let's begin adjusting this glare node. We're going to switch it from the Streaks mode to Fog Glow instead, which is the most simplified version of Glare. Now let's set the quality from medium to high. We're going to set our threshold a lot lower because our images ain't that bright, but we still want to have some of these glow. In order to get the glow to show up on these areas of our highlights which aren't really that close to white anyway, we're going to have to lower this value. We're going to set ours down to 0.1, that way I've used these brightest parts of our image as still really bright highlights. Then lastly, we're going to set the size down to seven, so it's not quite as large. We can now see that it's added a really soft, subtle glow around the highlights of our image. If you'd like a comparison as to what it looked like before, you can just drag from the Render Layers node here, and then bypass this glare one by dragging it right to this dot, and you can get an idea of what it looked like before. Again, like I said, this isn't 100 percent realistic if you're trying to replicate the look of an actual etching, but I think for the fact that we're doing this in 3D, and this is all approximated anyway, I do actually like the look of this glare. With this final compositing step done, let's get our animation ready for rendering. Now let's switch back to our Rendering tab. You can do that up here at the top. Make sure you're set to the Output tab, which is this little printer with a paper printing out of it. I've already set up all the output properties for you, but feel free to look over them if you're curious about how will be outputting this final video. The only thing we'll need to do is to designate a final output destination for the video, and we can do that down here by clicking on this little white folder. After clicking the folder, just navigate to the location that you'd like to save your video, and then down here we can give it our name. I'm just going to call mine Rhino Animation_ 01, and then I'll put an underscore at the end of it. Because blender by default, it's going to add the numbers of the frames and the animation to the end of the name. If you don't put that underscore there, it's going to blend right into the version number that I just gave it. By putting this underscore at the end, I just make a little bit of a buffer, and then I can choose "Accept". With the output location set, the only thing left to do is to render the animation. We can do that by going up here to Render, and then choosing Render Animation or you can hit "Control, and F12." I'm just going to click that button now. As your animation renders, don't worry if it seems like it's not applying the glare to each frame of your animation. It's just skipping the visual for that as it renders on some of the frames. It'll look correct in the final output. Since this render is using the Eevee render engine, this whole 10-second animation should only take about maybe 10, 15 minutes on most computers. That's one of the great benefits of the Eevee render engine. It's really fast. I'll see you in a moment when my entire animation has finished rendering. Our final animation is done, and it looks great. We can see how our staggered lighting reveal and glare work together with our new procedural material to produce a really unique and stark animation. In the next lesson, we'll convert our final animation video into a looping animated GIF. I'll see you there. 7. Converting into a GIF: In this lesson, we'll convert our final animation video into a looping animated GIF. Let's begin. A video is great to have a high-quality version of your animation. However, it's not the easiest thing to share with others. By converting our video into an animated GIF, we open up the places we can share our animation. Skillshare doesn't allow you to upload a video directly to the platform yet. However, we can upload animated GIFs with no issue at all. The first thing we need to do is go to the free video converter website. We'll be using ezgif.com/maker to make our GIFs today. It's really simple and free way to convert our video animation into an animated GIF file. We'll start by selecting this "Choose File" button here. Now, select the video file that we just rendered, in my case, Rhino_Animation_01. I'll select this, and then choose "Open". Now, click the "Upload and make a GIF" button. This may take a few moments as it uploads your video file. Our video file has successfully uploaded, and we can see that here. Now, we can scroll down to see the options for our GIF. We're going to change our size here. Right now, it's set to original up to 600 pixels. We're going to switch it to original up to 800 pixels. What will make our final output for our GIF, 800 pixels wide, and then whatever the proportional amount is for the height. Now, let's switch our frame rate. Right now, it's defaulted to 10. We're going to switch it all the way up to 25 because it's the closest thing to the 30 output that we actually created. We'll choose 25 here. Then lastly, we're going to check on this "Optimize" button here. That's mostly because a lot of our image remains static, really the only thing that's changing is the rhino itself. This will help just make the GIF a little bit higher quality by assigning colors to adjust the moving parts. With these settings done, you can now click "Convert to GIF". We'll see down here, we have this little dancing cat which is just their load bar on this website. We can already see our GIF here popped up at the bottom. I'm also get a clue as to the size of this GIF. We can see here the width which was 800, and then it shows 450 for the height because that was just enough to make it proportional to what it was. Now that we see our GIF down here, we can see that the file size is 15.4 megabytes which is a really important thing for us to know because Skillshare only allows you to upload images if they are under eight megabytes. We're going to need to optimize this GIF so that the file size isn't quite so large. Luckily, there's a really easy way to optimize it directly within this site. We can do that simply by clicking this little optimize button here. We'll select this. It'll bring us to a new menu where we can choose the optimization settings. The only thing that we should need to change is this compression level, and we're going to set ours a little bit higher. I'm going to set mine up to 40, and then hit "Enter", and that will immediately start optimizing the GIF. Again, see this little dancing cat as the load bar. Now that our GIF has done, I can scroll down, and see that the file size now is under eight megabytes. Now, if you were doing a different image or you chose to change your output settings or anything like that, this 40 optimized setting that we changed up here, this compression level might not be enough. If that's the case, you might need to increase this number here. You can get an idea of how much compression that actually equates to over on the right side, so 30 is very light and then 200 is pretty heavy. You might need to increase this number in order to get your file size down below eight megabytes. You can also try on the previous page using a slightly smaller resolution. Maybe 600 pixels wide is what you would need for your GIF. Once you're happy with your GIF and it's below eight megabytes, you can simply right-click on this image above, and then choose "Save Image As", and then just choose a location where you'd like to save your new GIF. I'll say mine in the same location as I save the video, and I'll just call this Rhino Animation_01_GIF, just so it's obvious what it is and then I can hit "Save". Now that we've saved our GIF, we're done. You can now upload this animated GIF as though or a regular image on Skillshare. Just choose the image upload rather than the video upload when adding media to your class project. In the next and final lesson, we'll discuss our class project. I'll see you there. 8. Our Class Project: You've made it to the end of the class. Congratulations. I want to thank you all so much for taking my class. It really means a lot to me. I hope you found this experience valuable in learning the basics of procedural texturing and blender. Also sparking your imagination at all of the possibilities that this knowledge uncovers. For our class project, I'd like you to take all of this knowledge you gained during the class and put it towards creating an etching reveal animation, or still render of your own. Feel free to experiment with this texture to see if you can convert it into a brand new look. When you're done, post your render or animation to the project gallery. I'll personally review every project uploaded and give you feedback on your render. If you want to try texturing a different statue, you can go to threedscans.com and download a free statue model to work with. Many of these statues are SDL or OBJ file types. You'll need to use the "Import" menu to add them to your blender scene. You might need to enable these file formats in the admin section of Blender as well. For my class project, I created a parchment animation of Theodoric The Great, by Pieter Bruegel the Elder and Albert Kerr. I utilize many of the same techniques we learned in this class and some simple compositing to get this ink stain parchment look. If you liked this class, let other students know by leaving a review, your feedback really helps me understand what you found most valuable in the class. You can leave a review easily by going to the "Reviews" tab just below this video and clicking the "Leave a Review" button. I really appreciate the support. After leaving a review, you might just want to follow me here on Skillshare as well. You can follow me at anytime by clicking the "Follow" button above the video, or by going to my teacher profile and clicking the "Follow" button there. Following me is the best way to get notified when I release a new class or make important announcements. Lastly, I want to thank you all again so much for taking my class and supporting me by participating in the class project. I can't wait to see what you all come up with. Farewell for now, and I hope to see you in another class soon.