Blender 3D: Create a Procedural Minecraft World From Scratch | Malcolm Donaldson | Skillshare

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Blender 3D: Create a Procedural Minecraft World From Scratch

teacher avatar Malcolm Donaldson, Blender Artist

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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

      0:35

    • 2.

      Video 1: Creating Textures

      13:04

    • 3.

      Video 2: Applying Textures

      9:42

    • 4.

      Video 3: Procedural Generation

      17:30

    • 5.

      Video 4: Lighting and Rendering

      6:53

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About This Class

In this course, we'll learn how to make a miniature procedural Minecraft world using Blender. The whole process can be done in less than an hour!

This course doesn't cover the basics of navigating Blender, so a basic knowledge of Blender is recommended, but not required. If you are new to Blender, this course will provide a fun overview on some of Blender's most important systems (no modeling required!). If you've been using Blender for awhile, the project will provide lots of opportunity to apply your skills and make it your own.

Here's what the course will cover:

-How to make pixelated textures using GIMP. We will quickly create these textures using noise, layers and other functions of GIMP.

-How to use Blender to make a UV map by unwrapping the 3D geometry and apply the textures we've made to a cube.

-How to use Blender's Geometry Node system to transform our cubes into a 3 dimensional grid and use random noise to modify and create variation.

-How to set up a basic scene, including camera, lighting and render settings.

By the end of the course you'll have a system that can create infinite variations and render as many images as you'd like!

What you'll need:

-Blender (download here if you need to)

-GIMP (download here if you need to)

-A computer that can run the software

Meet Your Teacher

Teacher Profile Image

Malcolm Donaldson

Blender Artist

Teacher

I've been using Blender since 2015 and love everything about it. I originally wanted to become a game developer but found so much more after using the software. I love visual effects, 2D and 3D animation, still renders and I especially love nodes. l love that there's always something to learn or new skill to master in Blender.

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Level: Beginner

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Transcripts

1. Intro: Hey, my name is Malcolm and I'm going to teach you how to use Blender and gimp to create procedural Minecraft worlds. In less than an hour, we're going to have a system that can create infinite variations of little mini World's. Some basic blender experience is recommended but definitely not required. Will be creating everything from scratch. Starting with textures, will create multiple block variations. And we're going to use blenders, Geometry notes system to create our world generator. And to finish things off, we're going to create a render of our project. We'll learn at telecoil stuff along the way. I'm really excited about this course. I'll see you in the first lesson. 2. Video 1: Creating Textures: Hello and welcome to the first video in this series. And this video we're going to be making the textures that we're going to apply to the models in Blender. So in this video, we're gonna be using GIMP, which is a free open source software for photo editing. If you don't already have it, you can download it. It's free. And this video is optional. So you can just download the textures and skip ahead to the blender stuff if you'd prefer. But let's go ahead and get started. We're going to make a new file here. We're going to change the image size to 16 by 16 because that's the size of the textures for the blocks in Minecraft. So super simple, not a lot. We have to worry about working with these, but we'll have to zoom in and we're gonna be making four blocks. So by the end of this series, we're going to have a nice generator that's going to let us build procedural worlds. And it's going to have a couple of different layers in it. So we're going to want a bedrock layer at the very bottom and then a stone layer than a dirt layer. And on the very top we're going to have a grass layer. So let's go ahead and start out with the dirt. I have the color all pre-selected here. You can use this HTML notation or you can just eyeball it. Either way works just fine. So we will go ahead and use our bucket fill tool to color this in. And we could either do it the hard way and paint this in ourselves and spend a lot of time getting it to look right. Or we can do the lazy thing and make it look a lot better, a lot quicker, and just use a filter. So we can use a noise filter to get it to look pretty much just the same. So you'll see there's a couple of values here that we can adjust. The value slider here is going to let us get a look that it's really similar. So we'll select that around. Point to. That already looks pretty good. So we'll apply that. And now we're going to add a couple of speckles of stone. I'm just kinda like gravelly bits, just like the actual textures. So we'll use a gray color, and then we'll use our pencil tool. There's a couple of different options here. Make sure you have pencil selected, make sure your sides and all the way down at one. And then we'll just put six of these around here. And there's our dirt texture. So we've already got one down. Let's do the grass texture. So we'll make a new layer and we will get our grass color right there. And then just like before, we'll use the bucket fill and then go back to our filter. This time. Would the noise, HSV noise, just like before. And we'll keep this value pretty low because the grass isn't quite as pretty as the dirt. 0.05 work just fine. And let's change this doling down to one. And there we have our grass. So to make the grass block, we have the bottom which is the dirt and the top which is the grass, but all four sides have mostly dirt with a little bit of grass at the top. So let's go ahead and duplicate this layer, will hide it. And then we'll go back to this. It doesn't really matter which one you hide and which one you don't. But you want to make sure that the one you had selected is visible. And basically we're just going to erase part of this. So we're going to count down four pixels, so 1234, and then everything below this has gotta go. So we'll just get rid of this green. You can see this is already looking more like the side of the grass block in the game. So the only thing we'll have to add is we'll just do a little bit of fringing. And I will just do this by hand. Keep it kind of organic looking random. And you can do whatever you want. Just make sure that you leave it at least one pixel. And then out to the four. Just kinda do whatever you want with that. And I think that looks pretty good. So now we have our grasp block. And just a bit we're going to put this into a single texture with all the sides. But let's do the stone in the bedrock first. So we'll add another layer. And you can reorder layers if you need to. But let's go ahead and gray fill. And we'll go back to noise just like before. This time we'll change it to about 0.06. And this time we're gonna do an additional noise. So you notice this is, it looks a little bit more like the gravel texture. So we want to scale this out a little bit. So there's another noise texture called slur that we can use to do that. And we'll change this repeat value to us as we slide this up. It kind of gives it as blocky effect. But we only need just a subtle effect, so we'll just use two. And then we can go ahead and rotate that 90 degrees. So let's take the candy. Perfect, cool. And to finish this off, let's go ahead and add some blur so we can use Filter Blur. Make sure you have Gaussian blur selected. And the default presets a little too strong. So we can slide this down. You notice with this lock enabled, these values move together. So we'll crank them both down to zero, and then we'll unlock it. And then we'll move this x value up to about 0.5. And that's looking pretty good. So now we have most of our blocks. The only one we have left is bedrock. So another new layer. And we use a darker gray for this. Cool, cool. And then we're going to crank our noise up quite a bit. So let's take it. All right about there. And then just like with the stone will use a slur filter. So go here, denoise, slider, and then we'll do two for this on as well. Okay, recenter that rotated 90 degrees. And we can adjust the colors after the fact here with our color setting. So let's just move the contrast down just slightly. Okay? And that looks pretty good. So now we have all the textures that we're going to need. So we can go ahead and save this. Let's just call this semester block textures. Alright, and then we're going to individually export these as a PNG file or a JPEG, whichever one you prefer. But let's go here to File Export As. And then you can select the file type here. There's a whole lot of options. I'm just going to use PNG in this case. So we'll name this bedrock and then hit Export. And Export. Then we're gonna hide this layer. And then export. Stone. Do the same for the grass. Let's call this grass side and dirt. Alright, so now that we have our base textures, we are going to go ahead and add these three to a new texture. And I'll explain why in just a second. But let's go ahead and make a new image texture. And this time it's gonna be the width of four of these. 64 is going to be the height of three. So we'll make it 48 and consume it on this one. We can import the textures that we have. So we'll just select the grass, grass side and the dirt. Drag these in. And it will automatically add them to new layers. So I find it easier to work with a white background. You can adjust that as you'd like. But yeah, so what we're gonna do here is we're going to make this texture in a way that we can unwrap a 3D object. So it sits flat on top of this texture. So I have a little bit of an illustration here. And we're going to have to tell blender where to cut the the cube open to lay flat. So you can see here the red lines represent where we're going to make those cuts. And then you can see it will lay flat. So we have to order these in a certain way. So we'll take our top and it's going to be all the way on the left. So we'll keep it in the center here and just drag it over till it touches the edge. And then for our sidewalk, let's go ahead and rotate that negative 90 degrees until this grass edge is touching the grass. And then we'll move our dirt over until that's touching as well. So we have most of the puzzle here. The other thing we'll need to do is we can just duplicate this. And then we'll rotate this 190 degrees. Move it into place here. Duplicate that. Rotate it. Then move this one into place. Then one more time. Duplicate this. Rotate it 90 degrees, and move that in. And we're going to want to export this as a image as well. So just export this, make sure you save it. So we'll just save this as xy F is camps format. So let's call this grass, grass block texture. Cool. And then we'll export as, and this will export as a PNG. It automatically has the same title suite. So that's it for the textures. Definitely play around with this as much as you'd like. Make it your own. You can make any, any texture you want. Make it look like a different block, whatever, go wild, make it your own. I will see you in the next video where we're gonna be putting these textures on our blocks. And I'll see you there. 3. Video 2: Applying Textures: Okay, so now that we have our beautiful textures, you can go ahead and play them and open up Blender. But just a couple of notes before we get started, I'm using Blender 3D 0.40, just came out at the time of recording. But this generally applies to any version above, like three out three. So just make sure you have the newest version of Blender. And the other note is that you'll notice when I click a button down here in the left corner, it shows what button presses I'm doing. So that'll help. If you get lost. If you just want to follow along there, that'll help you understand what's going on with that of the way. Let's go ahead and jump into it. So we don't have to do any modeling because the cube is already there. We do have to change the scale because the default cube is 2 m cubed. And we want it to be 1 m because that'll make things a lot more manageable. So simple, fixed for that, we just hit S to scale 0.5 and then apply it. And that will scale it to 1 m in all directions. And now with that other way, let's go to our shading tab. And this brings up a different view of our cube. But let's go ahead and put a texture on it. So wherever you put your textures, go ahead and pull those up. We can just select the texture. And we'll use bedrock because it's the lowest layer. We'll just work our way up. So I'll just drag that in and drop it in this node editor. And we can just plug our color value, just drag it into our base color. And it will update here. And it looks a little weird. And that's because blender by default is going to try to make our texture look better. If it's low resolution and pixelated, it'll try to smooth it out. In this case, we want the pixelation. So we can change our interpolation mode here from linear to closest. We get that pixelation back. So now we just have to tell blender where we want our image to be mapped onto the object. So let's go to UV Editing. And you'll notice here by default you don't see the texture anymore. We'll need to change that back to material. So we can zoom in here, It's a pretty low resolution file, so we have to zoom way. But let's go ahead and select everything. And you'll notice by default, it's unwrapped the cube into this T-shape, just like the one we made for our grass texture. But for this case, let's just go ahead and hit U and then reset. And that'll reset everything. So it's just a square because in this case, all the faces have the same image, but they are rotated 90 degrees. So let's just select everything in here with a and then rotate 90 degrees. And here we have our nice texture. So that's all good to go. For organization purposes, we're going to do each cube individually and name them as we go along. I'll name this bedrock here to materials. And we'll rename this material bedrock. Oops. There we go. Cool. Now that we have that are the way we can go ahead. Let's go back to our default layout. Change that to material preview. Then we'll just Shift D to duplicate this. And then we'll hide the original bedrock. And then we'll turn this one into our stone. Will need a whole new material for this. So we'll go to our material properties and get rid of that bedrock because we've already made the bedrock. We don't want to mess with that material anymore. So we're going to add another material. And this one we'll call stone. And we can rename our cube here to stone. And then we'll just go back to our shading. Same idea here. We'll just drag and drop our stone, plug that color in, and change this to closest. Because we copied our bedrock. The mapping is the same so we don't have to re-scale anything. So we're good to go there. So we'll just rinse and repeat this process. So we'll just shift D, hide the original, and then this one will be grass texture. So we'll rename this grass. Get rid of the stone texture, add a new one. Rename this to oh, I'm sorry, Dirt Texture, not grass. We will drag and drop our grass here. Plug that in, change it to closest. And there we have our dirt. I named this grass. There we go. Make sure you name it something that describes the object. You'll thank yourself later. Okay, So now our last cube is a little bit more complicated, so we'll just duplicate our dirt. And this one isn't grass. New material, grass. Okay, So this one is not like the others. It's not a single face. So we have to tell blender how to map this on to our cube. Change that to closest. Okay, so the way we're gonna do this is we're going to add some seams and that will cut it out. I have an animation here that I made to help illustrate this. The red lines represent those scenes and that's where it gets cut. And then it can unfolded lay flat. So we're just going to replicate this by adding those seams, unwrapping it, then just applying the texture. So just for ease of viewing, we'll go back to our layout here, go into edit mode, and then go to edge select. This will make things a lot easier too, because we want to select edges. So one thing that helps me a lot when I visualize UV unwrapping is let's open this image here. So we want all of the outside edges to have seams. So these will have seams, but where are these faces touch? These won't have seams. So we'll just try to visualize this as going. This will be the underside, and this right here will be the top. These are shared edges. So these two are gonna be the same edge on the actual mesh. So let's start with the bottom. So the bottom doesn't have any seams. So none of these four edges right here will have a CME attached to it. But all of these do have seams. So let's go ahead and shift click these. And then we hit U, mark seam. You notice a red line of periods indicating that there's a scene. So let's see what happens if we unwrap this. So we can go ahead and hit you, unwrap. Then if we go to UV Editing here, we can see what that looks like. We haven't given blender enough information to unwrap this in a way that looks good. So it's just a straight line you'll notice here. And that's definitely not what we want. So we're going to have to tell it a little bit more information. So you notice here these edges will have seams, but this one does not. So let's add edges around here. Whoops, I didn't. Maxine. There we go. Okay, and then we'll unwrap again. And it's definitely a big improvement. It is actually the shape we want, but it's not quite in the right spot. You'll see it's backwards. Because the same location does matter. So we have put this in the wrong spot. So will clear that out with you again. But instead of Mark seem clear seam and then we'll put this on the other edge. So mark seam there, unwrap again. And there we have it. It's applied just the way we want it. Now in a real project, we would do the opposite. So we would take our mesh and then we'd mark seams and unwrap it in a way that has even faces. And then we'd export this and then put it into an image editor and then paint the texture on. But in this case, it's just a little easier to do things backwards, but that's just a note. If you get more into UV unwrapping, it looks a little different. So it is partially preference depending on how you want to do things. But for ease of use, it usually is a lot easier to create the unwrap and then apply the texture around that. Rather than just trying to fit the unwrapped we've done to the texture. But enough said about that we have, are three or four blocks. We've got our bedrock, grass and stone. Now we can get to the fun part. And we're going to create a procedural generation tool that will help us get something that's nice to look at, a nice scene that we can render out. So the way we're gonna do that is we're gonna do geometry nodes. And we'll go ahead and do that in the next video. So I'll see you there. 4. Video 3: Procedural Generation: Okay, so now let's go ahead and make our procedural generator. This is a quick reminder. If you haven't saved yet, go ahead and save your project, you so you don't lose any progress. So let's go to our geometry nodes. We can just hide this for now. So the way we're gonna do this is we're going to create two different layers. And the first layer is going to be our bottom layer. It's going to have bedrock, stone in dirt. So let's select our scene collection. We'll use this to create a new collection. And then we'll rename that to base layer. Select our Scene Collection again, we're going to create a top layer. And this will be our grass. It'll just sit on top of our base layer. So we'll rename this to top layer. And now we can sort these into our layers. So we want to put our bedrock, stone and dirt into the base and the grass into the top layer. And to make it easy, and just so these don't get in the way, we'll uncheck these just so it doesn't show any of that because those will block our view of everything. So now that we have those squared away into collections, Let's go ahead and create our node system. So we're going to put this on top of an object. So let's select a collection here. And it'll just create a plane. And then we'll rename this two node in your Node Editor here. Just hit New. And this will create a new basic setup. So we can go ahead and delete our group input for now. And then we're going to add a grid. So Alice just search for whatever I need. So we'll type grid into here, plug our mesh into geometry. And right off the bat, we've created a grid that we can scale x and y. And what's happening here is our x and y obviously creates the sides. But then these vertices or the number of points within our size. And in order to make this easier to control, Let's go ahead and add an integer. And we'll plug this in to all of the grid. And then this lets us easily change the scale. We want one point for each unit, so every meter we want a point. And then on those points we want to put one of our blocks. So the way we can do that is with an instance on points node. Just a quick note here, there is an instance, two points node as well. Don't get those confused. We want an instance on points. So basically we're telling it we want to instance an object on each point or on each of these vertices. But we haven't told blender what point we want yet or what object we want on those points. So we need to plug something into our instance here. So Shift a will add a collection info node, plug that geometry into the instance, and then we will select our base layer. And this has created a grid with these points. And it looks pretty good, but there's a gap here. This gap is equal to one of these is basically 1 m total. So as we scale it up, it shrinks. But the easy fix for that is we just scale on our grid down just a little bit. So we'll create a math node. We're basically just going to shrink this whole setup by a meter. So unplugged these to plug this in here, change this to Subtract, change this to one. So we're subtracting a meter and plug this into both x and the y. And you'll notice now it shrink, shrink to the shrunk, shrinked, shrunk via our grid. So now these are nice and tight and close to each other. Alright, so now we have a x and y-axis that we can scale and we're getting closer. But it's not very interesting because there's not a z-axis. So let's make some space for some new nodes here. The basic principle is we're going to duplicate these up on the z-axis. So we'll need a couple of notes for that. First, going to duplicate elements. We'll plug that in here and we need to tell it where we want our duplicates. So we'll use a set position node. We'll plug that in between duplicate elements and instance on points. Nothing has happened. Even if we scale up here. And we can duplicate by zero. But this doesn't really do anything yet. So we need to tell it to offset our duplicate index. But we only want it on the z-axis. And there's this beautiful node called combined XYZ. And this lets us basically do something along one axis only will plug those duplicate index into the Z and then plug this vector into our offset. And you'll notice we can scale this up and down. And it will create a nice, a nice z axis scale. To make this more interesting, we want some variety and flavor into our z-axis. So the way we can do that is with noise. And noise is one of my favorite nodes. So we'll take a noise texture. And if we plug our factor in here, yeah, that's, it just clears everything out. The reason for that is factor is a value 0-1. And we're essentially just multiplying by zero because 0.5 isn't a whole layer. So nothing happens, but it can add a math node. And this multiplies our output. So then we can scale it up. That's add, multiply. Yeah, make sure this math note is multiply. And then let's change our scale. I'd like to scale down because it makes it look a lot more like terrain. If we make our size bigger, we have some actual terrain looking stuff going on here. So now we have a value here that slides up and down and lets us control our z-axis. And then we can change our x and y with this. So we're getting pretty close. Now. We can make things more interesting. So let's go ahead and make something that makes it easy to control. These values will get back a group input node. And this lets us plug values in to any node we want. So we're going to hit M to bring up our menu here. And then under group, this is going to let us change the, the nodes that we have in here. So let's add a new node will make this type integer. And we'll rename this to scale. Well, let's just call it size. Okay, now we can delete our integer and then plug this size into where the old integer was. Then you'll notice here under the geometry nodes, we can now scale this. So it just makes it easier to control. And this value is what controls our height. So we'll add a, another value here. This one will make a float because we don't want it just an integer. And we'll rename this to height. And then we'll plug this in to here. Then I can slide this up and down. And we can make a seed, just like in Minecraft. So let's make another one called this seed. Will make this a float as well. And we'll change our noise texture from 3D to 4D, and that gives us this w value. And this will just create a variation of this noise. And we'll plug this in here. Alright, reminder to save your project. And now we have a pretty quick and easy way to scale. Change your height and create a random seed. And I'd recommend keeping this fairly small as much as I wish you could scale it up to the size of a Minecraft world. You'll notice it. It really creates a lot of lag if you scale it up too much. And that's because it's creating an instance of a whole bunch of cubes and it's just exponential. So, yeah, we'll just leave this small for now. And now. We want to make sure that our cubes actually show bedrock at the bottom and then stone and then dirt. Right now it's just stone. So we'll have to do a couple of things to make this happen. So we'll have to separate children here. And this basically creates a, we're going to use an index to manipulate the, the different objects inside this collection info. So we can hit pick instances here, and it will loop the three objects in our collection. But we want a little bit more control over this because this doesn't really look like Minecraft. So we can do that with our duplicate index here. But if we plug this in to our instance index, does Hope things a little bit and now they're in layers instead of just kind of randomly repeated all over. But we can use some math to manipulate this index. So basically this index is creating a is basically giving each object in our collection a number. So like bedrock is zero, there is one, in stone is two. But first of all, that's the wrong order. So let's go to our base layer here named bedrock zero. 1. St to oops. Other way round stone is one because we want bedrock been stone, dirt. And you want to make sure you click on this and it will update. And now we have these in the right order. So it's taking bedrock first. This is zero and then stone one, Dirt too. But we solved the problem of it repeating. So once it gets to one, or 012 is just assigning this one as three. So we can use a clamp to basically limit that repeating, um, by changing this one so it prevents it from looping. And we can adjust the index a little bit further. Let's use a math node. We'll change this one to multiply, add. And we can play with this value to adjust this. But let's just go ahead and change it. That looks pretty good. You notice that as we change our height, it will limit where these appear so that they're only appears at the four level. Actually, let's make this 0.3. So now appears only above a certain height. Again, just play with this. You can make it your own. So whatever you think looks good, that's what you should do and just mess around with this as much as you want, really make it your own. So we have most of the puzzle here. We're just missing the graphs. So the way we can do our grass is we'll create another layer. And then we'll just move it along the z-axis and then tell it we want grass instead of our base layer. So let's go ahead and duplicate these three nodes. Shift D, move this up here. Then we're going to use a join geometry node. So we can have both of these meshes render at once. So we'll plug both of these into this node. Then we'll plug this into the output. And nothing's happened yet because we haven't plugged anything in to here. So we want our grid to get plugged into this geometry. And it's created another I'm set of geometry here, but it's the wrong geometry. So let's change our collection info to top layer. And now we need to offset it. So we can do this manually and we just move this up to the z-axis. We can actually start to see it. But as we change the height, whoops, wrong value. Slide this down a little bit. As we adjust the height. Our grass doesn't adjust with it. So we can plug this into our offset. And it's a little wonky, but it lets us, it's moving along with the height. But we'll use our combined XYZ node again, just duplicate this in here. Change this node from x to z. And then now as we change our height, this is moving along with it. Now you'll notice that these are hovering on top. And the reason for that is because our noise, it's a factor of zero to one. And so it could be like 0.3 or 0.4 or any number 0-1. And it's different for each block. So it's creating a different level, different height for each of these. So the way to fix that is we want all of these to just round down. And we'll use a math node here and plug this in. We're going to use a random function called floor. And this basically just rounds it down to the nearest integer that is equal than, equal to or less than. So if it's 7.4, it runs down to seven. If it's seven, it stays seven. And so this creates a nice, it just snaps as it goes up and down. And this is exactly what we want. And there we have it. That's pretty much all there is to it. And again, you can just mess with this as much as you want. You can make these different textures. You can go crazy with it. The last step we're going to set up a render scene, add some lighting, and make it look nice and go ahead and render that out into a nice image. I will see you in the next video. 5. Video 4: Lighting and Rendering: Alright, so let's go ahead and wrap things up and render a nice scene. So it will go to layout and we'll find our camera staring at the corner here. So not very exciting. The quickest way to position it nicely is to find a view that we like. Just position our view camera. So it's nice and centered. Then go here to View and then Align View, and then select Align active camera to view. And that will snap the camera to wherever you're looking. In this case, I'm going to change the camera type from perspective to orthographic. It gives it a nice even look. Orthographic just means that the scale doesn't get smaller as an object gets farther away from the camera. So everything is the same scale. And we'll change this slider to zoom out. And then we can recenter. I'm actually going to render square instead of this 16 by nine aspect ratio that it comes with by default. So under Output Properties, I'm just going to change this to 2048, 2048 or whatever you want to render. And then we can check this. We have a nice isometric look, and that looks pretty good. So I'm actually going to change the rendering engine from EV. Two cycles. Cycles has light bounces and it's a lot more realistic. So just for better results, that's what I'm going to use. It is heavier on your computer and it takes more time. So depending on what kind of rig you're running, you might decide to use EV. But in this case, I'm just gonna use cycles and I'm going to change device to GPU compute because I have that option. I'm gonna go here to display render preview to see what I'm looking at. The default white is, I believe, like stuck in the geometry. We're just going to delete that. Then we're going to add a new light. We're going to add a sun here and then just rotate it. Now the position of the sun doesn't matter. I like to get it out of the way just so it's easier to see the rotation. Just get a nice angle there. Maybe rotate it along the Z-axis just a little bit. And I'm gonna change the intensity of this as well. So with the light selected, I'm gonna go here to the object data properties and just crank that strength up a little bit and then change this color to very slightly yellowish. I'm going to change this angle, which will soften the shadows a little bit, make them nicer. Then I'm gonna go to the World properties here and just bring this color up a little bit to make those shadows a little bit lighter. And this is where you can spend a whole lot of time. And it doesn't feel like any time is passing it all, just endlessly adjusting the little settings and making it look perfect. This is gonna be a pretty quick render. But yeah, you're definitely encouraged to spend a lot more time fine tuning and tweaking it to get it just right. In this case, I'm only going to use one real light source. But yeah, definitely play around with it. Let's go ahead and adjust our, our node setup so it looks a little bit more photogenic. So let's change the height a little bit. Bringing that down. Mess with the size. You can change the seed. Just find something that you think looks nice. It looks pretty decent. Going to select my camera. Center that again. And that's really all there is to it. Let's adjust some final settings. So an output properties the default file formats PNG. You can change that if you'd like. Under the Render properties. I'm going to go to this render tab. And the default samples is 40 96, which if you're looking for a really high-quality renders, definitely a good setting, but in this case, I don't really need that many samples. So I'm just going to change the time limit to 60 s. So it'll render for a minute and then stop. But yeah, just play around with that. And whatever quality of rendering you're looking for, you can adjust these settings. Then finally, I'm going to go here to film and just check transparent, which makes the background transparent. So once I render this, I can set it on top of any anything else and make a background really easily. And with all that, they're going to hit Render, Render Image or 12th. And we'll let that do its thing. Okay, so now that we have our image, we can go ahead and save it under image. Just Save As here. And just save it wherever you'd like and there you have it. So thanks so much for watching through to this point. I hope you learned a lot. And if you have any questions or run into any issues, definitely leave a comment. And I'll do my best to help you out. If you made it to this point, I'd love to see your projects so you can leave it down there as well. If you have any feedback, I'd love to hear that too. But yeah, thanks again so much for watching. Have more content like this coming along. So definitely make sure you're here for that. I hope to see you there and have a wonderful day.